babylon.no-module.max.js 5.7 MB

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  1. var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};
  2. var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
  3. var BABYLON;
  4. (function (BABYLON) {
  5. /**
  6. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  7. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  8. */
  9. var EffectFallbacks = /** @class */ (function () {
  10. function EffectFallbacks() {
  11. this._defines = {};
  12. this._currentRank = 32;
  13. this._maxRank = -1;
  14. }
  15. /**
  16. * Removes the fallback from the bound mesh.
  17. */
  18. EffectFallbacks.prototype.unBindMesh = function () {
  19. this._mesh = null;
  20. };
  21. /**
  22. * Adds a fallback on the specified property.
  23. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  24. * @param define The name of the define in the shader
  25. */
  26. EffectFallbacks.prototype.addFallback = function (rank, define) {
  27. if (!this._defines[rank]) {
  28. if (rank < this._currentRank) {
  29. this._currentRank = rank;
  30. }
  31. if (rank > this._maxRank) {
  32. this._maxRank = rank;
  33. }
  34. this._defines[rank] = new Array();
  35. }
  36. this._defines[rank].push(define);
  37. };
  38. /**
  39. * Sets the mesh to use CPU skinning when needing to fallback.
  40. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  41. * @param mesh The mesh to use the fallbacks.
  42. */
  43. EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {
  44. this._mesh = mesh;
  45. if (rank < this._currentRank) {
  46. this._currentRank = rank;
  47. }
  48. if (rank > this._maxRank) {
  49. this._maxRank = rank;
  50. }
  51. };
  52. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  53. /**
  54. * Checks to see if more fallbacks are still availible.
  55. */
  56. get: function () {
  57. return this._currentRank <= this._maxRank;
  58. },
  59. enumerable: true,
  60. configurable: true
  61. });
  62. /**
  63. * Removes the defines that shoould be removed when falling back.
  64. * @param currentDefines defines the current define statements for the shader.
  65. * @param effect defines the current effect we try to compile
  66. * @returns The resulting defines with defines of the current rank removed.
  67. */
  68. EffectFallbacks.prototype.reduce = function (currentDefines, effect) {
  69. // First we try to switch to CPU skinning
  70. if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0 && this._mesh.material) {
  71. this._mesh.computeBonesUsingShaders = false;
  72. currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
  73. effect._bonesComputationForcedToCPU = true;
  74. var scene = this._mesh.getScene();
  75. for (var index = 0; index < scene.meshes.length; index++) {
  76. var otherMesh = scene.meshes[index];
  77. if (!otherMesh.material) {
  78. continue;
  79. }
  80. if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
  81. continue;
  82. }
  83. if (otherMesh.material.getEffect() === effect) {
  84. otherMesh.computeBonesUsingShaders = false;
  85. }
  86. else if (otherMesh.subMeshes) {
  87. for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {
  88. var subMesh = _a[_i];
  89. var subMeshEffect = subMesh.effect;
  90. if (subMeshEffect === effect) {
  91. otherMesh.computeBonesUsingShaders = false;
  92. break;
  93. }
  94. }
  95. }
  96. }
  97. }
  98. else {
  99. var currentFallbacks = this._defines[this._currentRank];
  100. if (currentFallbacks) {
  101. for (var index = 0; index < currentFallbacks.length; index++) {
  102. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  103. }
  104. }
  105. this._currentRank++;
  106. }
  107. return currentDefines;
  108. };
  109. return EffectFallbacks;
  110. }());
  111. BABYLON.EffectFallbacks = EffectFallbacks;
  112. /**
  113. * Options to be used when creating an effect.
  114. */
  115. var EffectCreationOptions = /** @class */ (function () {
  116. function EffectCreationOptions() {
  117. }
  118. return EffectCreationOptions;
  119. }());
  120. BABYLON.EffectCreationOptions = EffectCreationOptions;
  121. /**
  122. * Effect containing vertex and fragment shader that can be executed on an object.
  123. */
  124. var Effect = /** @class */ (function () {
  125. /**
  126. * Instantiates an effect.
  127. * An effect can be used to create/manage/execute vertex and fragment shaders.
  128. * @param baseName Name of the effect.
  129. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  130. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  131. * @param samplers List of sampler variables that will be passed to the shader.
  132. * @param engine Engine to be used to render the effect
  133. * @param defines Define statements to be added to the shader.
  134. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  135. * @param onCompiled Callback that will be called when the shader is compiled.
  136. * @param onError Callback that will be called if an error occurs during shader compilation.
  137. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  138. */
  139. function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
  140. if (samplers === void 0) { samplers = null; }
  141. if (defines === void 0) { defines = null; }
  142. if (fallbacks === void 0) { fallbacks = null; }
  143. if (onCompiled === void 0) { onCompiled = null; }
  144. if (onError === void 0) { onError = null; }
  145. var _this = this;
  146. /**
  147. * Unique ID of the effect.
  148. */
  149. this.uniqueId = 0;
  150. /**
  151. * Observable that will be called when the shader is compiled.
  152. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  153. */
  154. this.onCompileObservable = new BABYLON.Observable();
  155. /**
  156. * Observable that will be called if an error occurs during shader compilation.
  157. */
  158. this.onErrorObservable = new BABYLON.Observable();
  159. /** @hidden */
  160. this._bonesComputationForcedToCPU = false;
  161. this._uniformBuffersNames = {};
  162. this._isReady = false;
  163. this._compilationError = "";
  164. this.name = baseName;
  165. if (attributesNamesOrOptions.attributes) {
  166. var options = attributesNamesOrOptions;
  167. this._engine = uniformsNamesOrEngine;
  168. this._attributesNames = options.attributes;
  169. this._uniformsNames = options.uniformsNames.concat(options.samplers);
  170. this._samplers = options.samplers.slice();
  171. this.defines = options.defines;
  172. this.onError = options.onError;
  173. this.onCompiled = options.onCompiled;
  174. this._fallbacks = options.fallbacks;
  175. this._indexParameters = options.indexParameters;
  176. this._transformFeedbackVaryings = options.transformFeedbackVaryings;
  177. if (options.uniformBuffersNames) {
  178. for (var i = 0; i < options.uniformBuffersNames.length; i++) {
  179. this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
  180. }
  181. }
  182. }
  183. else {
  184. this._engine = engine;
  185. this.defines = defines;
  186. this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
  187. this._samplers = samplers ? samplers.slice() : [];
  188. this._attributesNames = attributesNamesOrOptions;
  189. this.onError = onError;
  190. this.onCompiled = onCompiled;
  191. this._indexParameters = indexParameters;
  192. this._fallbacks = fallbacks;
  193. }
  194. this.uniqueId = Effect._uniqueIdSeed++;
  195. var vertexSource;
  196. var fragmentSource;
  197. if (baseName.vertexElement) {
  198. vertexSource = document.getElementById(baseName.vertexElement);
  199. if (!vertexSource) {
  200. vertexSource = baseName.vertexElement;
  201. }
  202. }
  203. else {
  204. vertexSource = baseName.vertex || baseName;
  205. }
  206. if (baseName.fragmentElement) {
  207. fragmentSource = document.getElementById(baseName.fragmentElement);
  208. if (!fragmentSource) {
  209. fragmentSource = baseName.fragmentElement;
  210. }
  211. }
  212. else {
  213. fragmentSource = baseName.fragment || baseName;
  214. }
  215. this._loadVertexShader(vertexSource, function (vertexCode) {
  216. _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) {
  217. _this._processShaderConversion(vertexCodeWithIncludes, false, function (migratedVertexCode) {
  218. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  219. _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) {
  220. _this._processShaderConversion(fragmentCodeWithIncludes, true, function (migratedFragmentCode) {
  221. if (baseName) {
  222. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  223. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  224. _this._vertexSourceCode = "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
  225. _this._fragmentSourceCode = "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
  226. }
  227. else {
  228. _this._vertexSourceCode = migratedVertexCode;
  229. _this._fragmentSourceCode = migratedFragmentCode;
  230. }
  231. _this._prepareEffect();
  232. });
  233. });
  234. });
  235. });
  236. });
  237. });
  238. }
  239. Object.defineProperty(Effect.prototype, "onBindObservable", {
  240. /**
  241. * Observable that will be called when effect is bound.
  242. */
  243. get: function () {
  244. if (!this._onBindObservable) {
  245. this._onBindObservable = new BABYLON.Observable();
  246. }
  247. return this._onBindObservable;
  248. },
  249. enumerable: true,
  250. configurable: true
  251. });
  252. Object.defineProperty(Effect.prototype, "key", {
  253. /**
  254. * Unique key for this effect
  255. */
  256. get: function () {
  257. return this._key;
  258. },
  259. enumerable: true,
  260. configurable: true
  261. });
  262. /**
  263. * If the effect has been compiled and prepared.
  264. * @returns if the effect is compiled and prepared.
  265. */
  266. Effect.prototype.isReady = function () {
  267. if (!this._isReady && this._program && this._program.isParallelCompiled) {
  268. return this._engine._isProgramCompiled(this._program);
  269. }
  270. return this._isReady;
  271. };
  272. /**
  273. * The engine the effect was initialized with.
  274. * @returns the engine.
  275. */
  276. Effect.prototype.getEngine = function () {
  277. return this._engine;
  278. };
  279. /**
  280. * The compiled webGL program for the effect
  281. * @returns the webGL program.
  282. */
  283. Effect.prototype.getProgram = function () {
  284. return this._program;
  285. };
  286. /**
  287. * The set of names of attribute variables for the shader.
  288. * @returns An array of attribute names.
  289. */
  290. Effect.prototype.getAttributesNames = function () {
  291. return this._attributesNames;
  292. };
  293. /**
  294. * Returns the attribute at the given index.
  295. * @param index The index of the attribute.
  296. * @returns The location of the attribute.
  297. */
  298. Effect.prototype.getAttributeLocation = function (index) {
  299. return this._attributes[index];
  300. };
  301. /**
  302. * Returns the attribute based on the name of the variable.
  303. * @param name of the attribute to look up.
  304. * @returns the attribute location.
  305. */
  306. Effect.prototype.getAttributeLocationByName = function (name) {
  307. var index = this._attributesNames.indexOf(name);
  308. return this._attributes[index];
  309. };
  310. /**
  311. * The number of attributes.
  312. * @returns the numnber of attributes.
  313. */
  314. Effect.prototype.getAttributesCount = function () {
  315. return this._attributes.length;
  316. };
  317. /**
  318. * Gets the index of a uniform variable.
  319. * @param uniformName of the uniform to look up.
  320. * @returns the index.
  321. */
  322. Effect.prototype.getUniformIndex = function (uniformName) {
  323. return this._uniformsNames.indexOf(uniformName);
  324. };
  325. /**
  326. * Returns the attribute based on the name of the variable.
  327. * @param uniformName of the uniform to look up.
  328. * @returns the location of the uniform.
  329. */
  330. Effect.prototype.getUniform = function (uniformName) {
  331. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  332. };
  333. /**
  334. * Returns an array of sampler variable names
  335. * @returns The array of sampler variable neames.
  336. */
  337. Effect.prototype.getSamplers = function () {
  338. return this._samplers;
  339. };
  340. /**
  341. * The error from the last compilation.
  342. * @returns the error string.
  343. */
  344. Effect.prototype.getCompilationError = function () {
  345. return this._compilationError;
  346. };
  347. /**
  348. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  349. * @param func The callback to be used.
  350. */
  351. Effect.prototype.executeWhenCompiled = function (func) {
  352. var _this = this;
  353. if (this.isReady()) {
  354. func(this);
  355. return;
  356. }
  357. this.onCompileObservable.add(function (effect) {
  358. func(effect);
  359. });
  360. if (!this._program || this._program.isParallelCompiled) {
  361. setTimeout(function () {
  362. _this._checkIsReady();
  363. }, 16);
  364. }
  365. };
  366. Effect.prototype._checkIsReady = function () {
  367. var _this = this;
  368. if (this.isReady()) {
  369. return;
  370. }
  371. setTimeout(function () {
  372. _this._checkIsReady();
  373. }, 16);
  374. };
  375. /** @hidden */
  376. Effect.prototype._loadVertexShader = function (vertex, callback) {
  377. if (BABYLON.Tools.IsWindowObjectExist()) {
  378. // DOM element ?
  379. if (vertex instanceof HTMLElement) {
  380. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  381. callback(vertexCode);
  382. return;
  383. }
  384. }
  385. // Base64 encoded ?
  386. if (vertex.substr(0, 7) === "base64:") {
  387. var vertexBinary = window.atob(vertex.substr(7));
  388. callback(vertexBinary);
  389. return;
  390. }
  391. // Is in local store ?
  392. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  393. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  394. return;
  395. }
  396. var vertexShaderUrl;
  397. if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) {
  398. vertexShaderUrl = vertex;
  399. }
  400. else {
  401. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  402. }
  403. // Vertex shader
  404. this._engine._loadFile(vertexShaderUrl + ".vertex.fx", callback);
  405. };
  406. /** @hidden */
  407. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  408. if (BABYLON.Tools.IsWindowObjectExist()) {
  409. // DOM element ?
  410. if (fragment instanceof HTMLElement) {
  411. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  412. callback(fragmentCode);
  413. return;
  414. }
  415. }
  416. // Base64 encoded ?
  417. if (fragment.substr(0, 7) === "base64:") {
  418. var fragmentBinary = window.atob(fragment.substr(7));
  419. callback(fragmentBinary);
  420. return;
  421. }
  422. // Is in local store ?
  423. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  424. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  425. return;
  426. }
  427. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  428. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  429. return;
  430. }
  431. var fragmentShaderUrl;
  432. if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) {
  433. fragmentShaderUrl = fragment;
  434. }
  435. else {
  436. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  437. }
  438. // Fragment shader
  439. this._engine._loadFile(fragmentShaderUrl + ".fragment.fx", callback);
  440. };
  441. /** @hidden */
  442. Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {
  443. // Rebuild shaders source code
  444. var shaderVersion = (this._engine.webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  445. var prefix = shaderVersion + (defines ? defines + "\n" : "");
  446. vertexCode = prefix + vertexCode;
  447. fragmentCode = prefix + fragmentCode;
  448. // Number lines of shaders source code
  449. var i = 2;
  450. var regex = /\n/gm;
  451. var formattedVertexCode = "\n1\t" + vertexCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  452. i = 2;
  453. var formattedFragmentCode = "\n1\t" + fragmentCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  454. // Dump shaders name and formatted source code
  455. if (this.name.vertexElement) {
  456. BABYLON.Tools.Error("Vertex shader: " + this.name.vertexElement + formattedVertexCode);
  457. BABYLON.Tools.Error("Fragment shader: " + this.name.fragmentElement + formattedFragmentCode);
  458. }
  459. else if (this.name.vertex) {
  460. BABYLON.Tools.Error("Vertex shader: " + this.name.vertex + formattedVertexCode);
  461. BABYLON.Tools.Error("Fragment shader: " + this.name.fragment + formattedFragmentCode);
  462. }
  463. else {
  464. BABYLON.Tools.Error("Vertex shader: " + this.name + formattedVertexCode);
  465. BABYLON.Tools.Error("Fragment shader: " + this.name + formattedFragmentCode);
  466. }
  467. };
  468. Effect.prototype._processShaderConversion = function (sourceCode, isFragment, callback) {
  469. var preparedSourceCode = this._processPrecision(sourceCode);
  470. if (this._engine.webGLVersion == 1) {
  471. callback(preparedSourceCode);
  472. return;
  473. }
  474. // Already converted
  475. if (preparedSourceCode.indexOf("#version 3") !== -1) {
  476. callback(preparedSourceCode.replace("#version 300 es", ""));
  477. return;
  478. }
  479. var hasDrawBuffersExtension = preparedSourceCode.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;
  480. // Remove extensions
  481. // #extension GL_OES_standard_derivatives : enable
  482. // #extension GL_EXT_shader_texture_lod : enable
  483. // #extension GL_EXT_frag_depth : enable
  484. // #extension GL_EXT_draw_buffers : require
  485. var regex = /#extension.+(GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
  486. var result = preparedSourceCode.replace(regex, "");
  487. // Migrate to GLSL v300
  488. result = result.replace(/varying(?![\n\r])\s/g, isFragment ? "in " : "out ");
  489. result = result.replace(/attribute[ \t]/g, "in ");
  490. result = result.replace(/[ \t]attribute/g, " in");
  491. result = result.replace(/texture2D\s*\(/g, "texture(");
  492. if (isFragment) {
  493. result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
  494. result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
  495. result = result.replace(/textureCube\s*\(/g, "texture(");
  496. result = result.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
  497. result = result.replace(/gl_FragColor/g, "glFragColor");
  498. result = result.replace(/gl_FragData/g, "glFragData");
  499. result = result.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
  500. }
  501. callback(result);
  502. };
  503. Effect.prototype._processIncludes = function (sourceCode, callback) {
  504. var _this = this;
  505. var regex = /#include<(.+)>(\((.*)\))*(\[(.*)\])*/g;
  506. var match = regex.exec(sourceCode);
  507. var returnValue = new String(sourceCode);
  508. while (match != null) {
  509. var includeFile = match[1];
  510. // Uniform declaration
  511. if (includeFile.indexOf("__decl__") !== -1) {
  512. includeFile = includeFile.replace(/__decl__/, "");
  513. if (this._engine.supportsUniformBuffers) {
  514. includeFile = includeFile.replace(/Vertex/, "Ubo");
  515. includeFile = includeFile.replace(/Fragment/, "Ubo");
  516. }
  517. includeFile = includeFile + "Declaration";
  518. }
  519. if (Effect.IncludesShadersStore[includeFile]) {
  520. // Substitution
  521. var includeContent = Effect.IncludesShadersStore[includeFile];
  522. if (match[2]) {
  523. var splits = match[3].split(",");
  524. for (var index = 0; index < splits.length; index += 2) {
  525. var source = new RegExp(splits[index], "g");
  526. var dest = splits[index + 1];
  527. includeContent = includeContent.replace(source, dest);
  528. }
  529. }
  530. if (match[4]) {
  531. var indexString = match[5];
  532. if (indexString.indexOf("..") !== -1) {
  533. var indexSplits = indexString.split("..");
  534. var minIndex = parseInt(indexSplits[0]);
  535. var maxIndex = parseInt(indexSplits[1]);
  536. var sourceIncludeContent = includeContent.slice(0);
  537. includeContent = "";
  538. if (isNaN(maxIndex)) {
  539. maxIndex = this._indexParameters[indexSplits[1]];
  540. }
  541. for (var i = minIndex; i < maxIndex; i++) {
  542. if (!this._engine.supportsUniformBuffers) {
  543. // Ubo replacement
  544. sourceIncludeContent = sourceIncludeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  545. return p1 + "{X}";
  546. });
  547. }
  548. includeContent += sourceIncludeContent.replace(/\{X\}/g, i.toString()) + "\n";
  549. }
  550. }
  551. else {
  552. if (!this._engine.supportsUniformBuffers) {
  553. // Ubo replacement
  554. includeContent = includeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  555. return p1 + "{X}";
  556. });
  557. }
  558. includeContent = includeContent.replace(/\{X\}/g, indexString);
  559. }
  560. }
  561. // Replace
  562. returnValue = returnValue.replace(match[0], includeContent);
  563. }
  564. else {
  565. var includeShaderUrl = BABYLON.Engine.ShadersRepository + "ShadersInclude/" + includeFile + ".fx";
  566. this._engine._loadFile(includeShaderUrl, function (fileContent) {
  567. Effect.IncludesShadersStore[includeFile] = fileContent;
  568. _this._processIncludes(returnValue, callback);
  569. });
  570. return;
  571. }
  572. match = regex.exec(sourceCode);
  573. }
  574. callback(returnValue);
  575. };
  576. Effect.prototype._processPrecision = function (source) {
  577. if (source.indexOf("precision highp float") === -1) {
  578. if (!this._engine.getCaps().highPrecisionShaderSupported) {
  579. source = "precision mediump float;\n" + source;
  580. }
  581. else {
  582. source = "precision highp float;\n" + source;
  583. }
  584. }
  585. else {
  586. if (!this._engine.getCaps().highPrecisionShaderSupported) { // Moving highp to mediump
  587. source = source.replace("precision highp float", "precision mediump float");
  588. }
  589. }
  590. return source;
  591. };
  592. /**
  593. * Recompiles the webGL program
  594. * @param vertexSourceCode The source code for the vertex shader.
  595. * @param fragmentSourceCode The source code for the fragment shader.
  596. * @param onCompiled Callback called when completed.
  597. * @param onError Callback called on error.
  598. * @hidden
  599. */
  600. Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {
  601. var _this = this;
  602. this._isReady = false;
  603. this._vertexSourceCodeOverride = vertexSourceCode;
  604. this._fragmentSourceCodeOverride = fragmentSourceCode;
  605. this.onError = function (effect, error) {
  606. if (onError) {
  607. onError(error);
  608. }
  609. };
  610. this.onCompiled = function () {
  611. var scenes = _this.getEngine().scenes;
  612. for (var i = 0; i < scenes.length; i++) {
  613. scenes[i].markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  614. }
  615. if (onCompiled) {
  616. onCompiled(_this._program);
  617. }
  618. };
  619. this._fallbacks = null;
  620. this._prepareEffect();
  621. };
  622. /**
  623. * Gets the uniform locations of the the specified variable names
  624. * @param names THe names of the variables to lookup.
  625. * @returns Array of locations in the same order as variable names.
  626. */
  627. Effect.prototype.getSpecificUniformLocations = function (names) {
  628. var engine = this._engine;
  629. return engine.getUniforms(this._program, names);
  630. };
  631. /**
  632. * Prepares the effect
  633. * @hidden
  634. */
  635. Effect.prototype._prepareEffect = function () {
  636. var _this = this;
  637. var attributesNames = this._attributesNames;
  638. var defines = this.defines;
  639. var fallbacks = this._fallbacks;
  640. this._valueCache = {};
  641. var previousProgram = this._program;
  642. try {
  643. var engine_1 = this._engine;
  644. if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
  645. this._program = engine_1.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, undefined, this._transformFeedbackVaryings);
  646. }
  647. else {
  648. this._program = engine_1.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines, undefined, this._transformFeedbackVaryings);
  649. }
  650. this._program.__SPECTOR_rebuildProgram = this._rebuildProgram.bind(this);
  651. engine_1._executeWhenProgramIsCompiled(this._program, function () {
  652. if (engine_1.supportsUniformBuffers) {
  653. for (var name in _this._uniformBuffersNames) {
  654. _this.bindUniformBlock(name, _this._uniformBuffersNames[name]);
  655. }
  656. }
  657. _this._uniforms = engine_1.getUniforms(_this._program, _this._uniformsNames);
  658. _this._attributes = engine_1.getAttributes(_this._program, attributesNames);
  659. var index;
  660. for (index = 0; index < _this._samplers.length; index++) {
  661. var sampler = _this.getUniform(_this._samplers[index]);
  662. if (sampler == null) {
  663. _this._samplers.splice(index, 1);
  664. index--;
  665. }
  666. }
  667. engine_1.bindSamplers(_this);
  668. _this._compilationError = "";
  669. _this._isReady = true;
  670. if (_this.onCompiled) {
  671. _this.onCompiled(_this);
  672. }
  673. _this.onCompileObservable.notifyObservers(_this);
  674. _this.onCompileObservable.clear();
  675. // Unbind mesh reference in fallbacks
  676. if (_this._fallbacks) {
  677. _this._fallbacks.unBindMesh();
  678. }
  679. if (previousProgram) {
  680. _this.getEngine()._deleteProgram(previousProgram);
  681. }
  682. });
  683. if (this._program.isParallelCompiled) {
  684. this._checkIsReady();
  685. }
  686. }
  687. catch (e) {
  688. this._compilationError = e.message;
  689. // Let's go through fallbacks then
  690. BABYLON.Tools.Error("Unable to compile effect:");
  691. BABYLON.Tools.Error("Uniforms: " + this._uniformsNames.map(function (uniform) {
  692. return " " + uniform;
  693. }));
  694. BABYLON.Tools.Error("Attributes: " + attributesNames.map(function (attribute) {
  695. return " " + attribute;
  696. }));
  697. BABYLON.Tools.Error("Error: " + this._compilationError);
  698. if (previousProgram) {
  699. this._program = previousProgram;
  700. this._isReady = true;
  701. if (this.onError) {
  702. this.onError(this, this._compilationError);
  703. }
  704. this.onErrorObservable.notifyObservers(this);
  705. }
  706. if (fallbacks && fallbacks.isMoreFallbacks) {
  707. BABYLON.Tools.Error("Trying next fallback.");
  708. this.defines = fallbacks.reduce(this.defines, this);
  709. this._prepareEffect();
  710. }
  711. else { // Sorry we did everything we can
  712. if (this.onError) {
  713. this.onError(this, this._compilationError);
  714. }
  715. this.onErrorObservable.notifyObservers(this);
  716. this.onErrorObservable.clear();
  717. // Unbind mesh reference in fallbacks
  718. if (this._fallbacks) {
  719. this._fallbacks.unBindMesh();
  720. }
  721. }
  722. }
  723. };
  724. Object.defineProperty(Effect.prototype, "isSupported", {
  725. /**
  726. * Checks if the effect is supported. (Must be called after compilation)
  727. */
  728. get: function () {
  729. return this._compilationError === "";
  730. },
  731. enumerable: true,
  732. configurable: true
  733. });
  734. /**
  735. * Binds a texture to the engine to be used as output of the shader.
  736. * @param channel Name of the output variable.
  737. * @param texture Texture to bind.
  738. * @hidden
  739. */
  740. Effect.prototype._bindTexture = function (channel, texture) {
  741. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  742. };
  743. /**
  744. * Sets a texture on the engine to be used in the shader.
  745. * @param channel Name of the sampler variable.
  746. * @param texture Texture to set.
  747. */
  748. Effect.prototype.setTexture = function (channel, texture) {
  749. this._engine.setTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  750. };
  751. /**
  752. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  753. * @param channel Name of the sampler variable.
  754. * @param texture Texture to set.
  755. */
  756. Effect.prototype.setDepthStencilTexture = function (channel, texture) {
  757. this._engine.setDepthStencilTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  758. };
  759. /**
  760. * Sets an array of textures on the engine to be used in the shader.
  761. * @param channel Name of the variable.
  762. * @param textures Textures to set.
  763. */
  764. Effect.prototype.setTextureArray = function (channel, textures) {
  765. if (this._samplers.indexOf(channel + "Ex") === -1) {
  766. var initialPos = this._samplers.indexOf(channel);
  767. for (var index = 1; index < textures.length; index++) {
  768. this._samplers.splice(initialPos + index, 0, channel + "Ex");
  769. }
  770. }
  771. this._engine.setTextureArray(this._samplers.indexOf(channel), this.getUniform(channel), textures);
  772. };
  773. /**
  774. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  775. * @param channel Name of the sampler variable.
  776. * @param postProcess Post process to get the input texture from.
  777. */
  778. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  779. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  780. };
  781. /**
  782. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  783. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  784. * @param channel Name of the sampler variable.
  785. * @param postProcess Post process to get the output texture from.
  786. */
  787. Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  788. this._engine.setTextureFromPostProcessOutput(this._samplers.indexOf(channel), postProcess);
  789. };
  790. /** @hidden */
  791. Effect.prototype._cacheMatrix = function (uniformName, matrix) {
  792. var cache = this._valueCache[uniformName];
  793. var flag = matrix.updateFlag;
  794. if (cache !== undefined && cache === flag) {
  795. return false;
  796. }
  797. this._valueCache[uniformName] = flag;
  798. return true;
  799. };
  800. /** @hidden */
  801. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  802. var cache = this._valueCache[uniformName];
  803. if (!cache) {
  804. cache = [x, y];
  805. this._valueCache[uniformName] = cache;
  806. return true;
  807. }
  808. var changed = false;
  809. if (cache[0] !== x) {
  810. cache[0] = x;
  811. changed = true;
  812. }
  813. if (cache[1] !== y) {
  814. cache[1] = y;
  815. changed = true;
  816. }
  817. return changed;
  818. };
  819. /** @hidden */
  820. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  821. var cache = this._valueCache[uniformName];
  822. if (!cache) {
  823. cache = [x, y, z];
  824. this._valueCache[uniformName] = cache;
  825. return true;
  826. }
  827. var changed = false;
  828. if (cache[0] !== x) {
  829. cache[0] = x;
  830. changed = true;
  831. }
  832. if (cache[1] !== y) {
  833. cache[1] = y;
  834. changed = true;
  835. }
  836. if (cache[2] !== z) {
  837. cache[2] = z;
  838. changed = true;
  839. }
  840. return changed;
  841. };
  842. /** @hidden */
  843. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  844. var cache = this._valueCache[uniformName];
  845. if (!cache) {
  846. cache = [x, y, z, w];
  847. this._valueCache[uniformName] = cache;
  848. return true;
  849. }
  850. var changed = false;
  851. if (cache[0] !== x) {
  852. cache[0] = x;
  853. changed = true;
  854. }
  855. if (cache[1] !== y) {
  856. cache[1] = y;
  857. changed = true;
  858. }
  859. if (cache[2] !== z) {
  860. cache[2] = z;
  861. changed = true;
  862. }
  863. if (cache[3] !== w) {
  864. cache[3] = w;
  865. changed = true;
  866. }
  867. return changed;
  868. };
  869. /**
  870. * Binds a buffer to a uniform.
  871. * @param buffer Buffer to bind.
  872. * @param name Name of the uniform variable to bind to.
  873. */
  874. Effect.prototype.bindUniformBuffer = function (buffer, name) {
  875. var bufferName = this._uniformBuffersNames[name];
  876. if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {
  877. return;
  878. }
  879. Effect._baseCache[bufferName] = buffer;
  880. this._engine.bindUniformBufferBase(buffer, bufferName);
  881. };
  882. /**
  883. * Binds block to a uniform.
  884. * @param blockName Name of the block to bind.
  885. * @param index Index to bind.
  886. */
  887. Effect.prototype.bindUniformBlock = function (blockName, index) {
  888. this._engine.bindUniformBlock(this._program, blockName, index);
  889. };
  890. /**
  891. * Sets an interger value on a uniform variable.
  892. * @param uniformName Name of the variable.
  893. * @param value Value to be set.
  894. * @returns this effect.
  895. */
  896. Effect.prototype.setInt = function (uniformName, value) {
  897. var cache = this._valueCache[uniformName];
  898. if (cache !== undefined && cache === value) {
  899. return this;
  900. }
  901. this._valueCache[uniformName] = value;
  902. this._engine.setInt(this.getUniform(uniformName), value);
  903. return this;
  904. };
  905. /**
  906. * Sets an int array on a uniform variable.
  907. * @param uniformName Name of the variable.
  908. * @param array array to be set.
  909. * @returns this effect.
  910. */
  911. Effect.prototype.setIntArray = function (uniformName, array) {
  912. this._valueCache[uniformName] = null;
  913. this._engine.setIntArray(this.getUniform(uniformName), array);
  914. return this;
  915. };
  916. /**
  917. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  918. * @param uniformName Name of the variable.
  919. * @param array array to be set.
  920. * @returns this effect.
  921. */
  922. Effect.prototype.setIntArray2 = function (uniformName, array) {
  923. this._valueCache[uniformName] = null;
  924. this._engine.setIntArray2(this.getUniform(uniformName), array);
  925. return this;
  926. };
  927. /**
  928. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  929. * @param uniformName Name of the variable.
  930. * @param array array to be set.
  931. * @returns this effect.
  932. */
  933. Effect.prototype.setIntArray3 = function (uniformName, array) {
  934. this._valueCache[uniformName] = null;
  935. this._engine.setIntArray3(this.getUniform(uniformName), array);
  936. return this;
  937. };
  938. /**
  939. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  940. * @param uniformName Name of the variable.
  941. * @param array array to be set.
  942. * @returns this effect.
  943. */
  944. Effect.prototype.setIntArray4 = function (uniformName, array) {
  945. this._valueCache[uniformName] = null;
  946. this._engine.setIntArray4(this.getUniform(uniformName), array);
  947. return this;
  948. };
  949. /**
  950. * Sets an float array on a uniform variable.
  951. * @param uniformName Name of the variable.
  952. * @param array array to be set.
  953. * @returns this effect.
  954. */
  955. Effect.prototype.setFloatArray = function (uniformName, array) {
  956. this._valueCache[uniformName] = null;
  957. this._engine.setFloatArray(this.getUniform(uniformName), array);
  958. return this;
  959. };
  960. /**
  961. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  962. * @param uniformName Name of the variable.
  963. * @param array array to be set.
  964. * @returns this effect.
  965. */
  966. Effect.prototype.setFloatArray2 = function (uniformName, array) {
  967. this._valueCache[uniformName] = null;
  968. this._engine.setFloatArray2(this.getUniform(uniformName), array);
  969. return this;
  970. };
  971. /**
  972. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  973. * @param uniformName Name of the variable.
  974. * @param array array to be set.
  975. * @returns this effect.
  976. */
  977. Effect.prototype.setFloatArray3 = function (uniformName, array) {
  978. this._valueCache[uniformName] = null;
  979. this._engine.setFloatArray3(this.getUniform(uniformName), array);
  980. return this;
  981. };
  982. /**
  983. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  984. * @param uniformName Name of the variable.
  985. * @param array array to be set.
  986. * @returns this effect.
  987. */
  988. Effect.prototype.setFloatArray4 = function (uniformName, array) {
  989. this._valueCache[uniformName] = null;
  990. this._engine.setFloatArray4(this.getUniform(uniformName), array);
  991. return this;
  992. };
  993. /**
  994. * Sets an array on a uniform variable.
  995. * @param uniformName Name of the variable.
  996. * @param array array to be set.
  997. * @returns this effect.
  998. */
  999. Effect.prototype.setArray = function (uniformName, array) {
  1000. this._valueCache[uniformName] = null;
  1001. this._engine.setArray(this.getUniform(uniformName), array);
  1002. return this;
  1003. };
  1004. /**
  1005. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  1006. * @param uniformName Name of the variable.
  1007. * @param array array to be set.
  1008. * @returns this effect.
  1009. */
  1010. Effect.prototype.setArray2 = function (uniformName, array) {
  1011. this._valueCache[uniformName] = null;
  1012. this._engine.setArray2(this.getUniform(uniformName), array);
  1013. return this;
  1014. };
  1015. /**
  1016. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1017. * @param uniformName Name of the variable.
  1018. * @param array array to be set.
  1019. * @returns this effect.
  1020. */
  1021. Effect.prototype.setArray3 = function (uniformName, array) {
  1022. this._valueCache[uniformName] = null;
  1023. this._engine.setArray3(this.getUniform(uniformName), array);
  1024. return this;
  1025. };
  1026. /**
  1027. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1028. * @param uniformName Name of the variable.
  1029. * @param array array to be set.
  1030. * @returns this effect.
  1031. */
  1032. Effect.prototype.setArray4 = function (uniformName, array) {
  1033. this._valueCache[uniformName] = null;
  1034. this._engine.setArray4(this.getUniform(uniformName), array);
  1035. return this;
  1036. };
  1037. /**
  1038. * Sets matrices on a uniform variable.
  1039. * @param uniformName Name of the variable.
  1040. * @param matrices matrices to be set.
  1041. * @returns this effect.
  1042. */
  1043. Effect.prototype.setMatrices = function (uniformName, matrices) {
  1044. if (!matrices) {
  1045. return this;
  1046. }
  1047. this._valueCache[uniformName] = null;
  1048. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  1049. return this;
  1050. };
  1051. /**
  1052. * Sets matrix on a uniform variable.
  1053. * @param uniformName Name of the variable.
  1054. * @param matrix matrix to be set.
  1055. * @returns this effect.
  1056. */
  1057. Effect.prototype.setMatrix = function (uniformName, matrix) {
  1058. if (this._cacheMatrix(uniformName, matrix)) {
  1059. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  1060. }
  1061. return this;
  1062. };
  1063. /**
  1064. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  1065. * @param uniformName Name of the variable.
  1066. * @param matrix matrix to be set.
  1067. * @returns this effect.
  1068. */
  1069. Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {
  1070. this._valueCache[uniformName] = null;
  1071. this._engine.setMatrix3x3(this.getUniform(uniformName), matrix);
  1072. return this;
  1073. };
  1074. /**
  1075. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  1076. * @param uniformName Name of the variable.
  1077. * @param matrix matrix to be set.
  1078. * @returns this effect.
  1079. */
  1080. Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {
  1081. this._valueCache[uniformName] = null;
  1082. this._engine.setMatrix2x2(this.getUniform(uniformName), matrix);
  1083. return this;
  1084. };
  1085. /**
  1086. * Sets a float on a uniform variable.
  1087. * @param uniformName Name of the variable.
  1088. * @param value value to be set.
  1089. * @returns this effect.
  1090. */
  1091. Effect.prototype.setFloat = function (uniformName, value) {
  1092. var cache = this._valueCache[uniformName];
  1093. if (cache !== undefined && cache === value) {
  1094. return this;
  1095. }
  1096. this._valueCache[uniformName] = value;
  1097. this._engine.setFloat(this.getUniform(uniformName), value);
  1098. return this;
  1099. };
  1100. /**
  1101. * Sets a boolean on a uniform variable.
  1102. * @param uniformName Name of the variable.
  1103. * @param bool value to be set.
  1104. * @returns this effect.
  1105. */
  1106. Effect.prototype.setBool = function (uniformName, bool) {
  1107. var cache = this._valueCache[uniformName];
  1108. if (cache !== undefined && cache === bool) {
  1109. return this;
  1110. }
  1111. this._valueCache[uniformName] = bool;
  1112. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  1113. return this;
  1114. };
  1115. /**
  1116. * Sets a Vector2 on a uniform variable.
  1117. * @param uniformName Name of the variable.
  1118. * @param vector2 vector2 to be set.
  1119. * @returns this effect.
  1120. */
  1121. Effect.prototype.setVector2 = function (uniformName, vector2) {
  1122. if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {
  1123. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  1124. }
  1125. return this;
  1126. };
  1127. /**
  1128. * Sets a float2 on a uniform variable.
  1129. * @param uniformName Name of the variable.
  1130. * @param x First float in float2.
  1131. * @param y Second float in float2.
  1132. * @returns this effect.
  1133. */
  1134. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  1135. if (this._cacheFloat2(uniformName, x, y)) {
  1136. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  1137. }
  1138. return this;
  1139. };
  1140. /**
  1141. * Sets a Vector3 on a uniform variable.
  1142. * @param uniformName Name of the variable.
  1143. * @param vector3 Value to be set.
  1144. * @returns this effect.
  1145. */
  1146. Effect.prototype.setVector3 = function (uniformName, vector3) {
  1147. if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {
  1148. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  1149. }
  1150. return this;
  1151. };
  1152. /**
  1153. * Sets a float3 on a uniform variable.
  1154. * @param uniformName Name of the variable.
  1155. * @param x First float in float3.
  1156. * @param y Second float in float3.
  1157. * @param z Third float in float3.
  1158. * @returns this effect.
  1159. */
  1160. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  1161. if (this._cacheFloat3(uniformName, x, y, z)) {
  1162. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  1163. }
  1164. return this;
  1165. };
  1166. /**
  1167. * Sets a Vector4 on a uniform variable.
  1168. * @param uniformName Name of the variable.
  1169. * @param vector4 Value to be set.
  1170. * @returns this effect.
  1171. */
  1172. Effect.prototype.setVector4 = function (uniformName, vector4) {
  1173. if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {
  1174. this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w);
  1175. }
  1176. return this;
  1177. };
  1178. /**
  1179. * Sets a float4 on a uniform variable.
  1180. * @param uniformName Name of the variable.
  1181. * @param x First float in float4.
  1182. * @param y Second float in float4.
  1183. * @param z Third float in float4.
  1184. * @param w Fourth float in float4.
  1185. * @returns this effect.
  1186. */
  1187. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  1188. if (this._cacheFloat4(uniformName, x, y, z, w)) {
  1189. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  1190. }
  1191. return this;
  1192. };
  1193. /**
  1194. * Sets a Color3 on a uniform variable.
  1195. * @param uniformName Name of the variable.
  1196. * @param color3 Value to be set.
  1197. * @returns this effect.
  1198. */
  1199. Effect.prototype.setColor3 = function (uniformName, color3) {
  1200. if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {
  1201. this._engine.setColor3(this.getUniform(uniformName), color3);
  1202. }
  1203. return this;
  1204. };
  1205. /**
  1206. * Sets a Color4 on a uniform variable.
  1207. * @param uniformName Name of the variable.
  1208. * @param color3 Value to be set.
  1209. * @param alpha Alpha value to be set.
  1210. * @returns this effect.
  1211. */
  1212. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  1213. if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {
  1214. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  1215. }
  1216. return this;
  1217. };
  1218. /**
  1219. * Sets a Color4 on a uniform variable
  1220. * @param uniformName defines the name of the variable
  1221. * @param color4 defines the value to be set
  1222. * @returns this effect.
  1223. */
  1224. Effect.prototype.setDirectColor4 = function (uniformName, color4) {
  1225. if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {
  1226. this._engine.setDirectColor4(this.getUniform(uniformName), color4);
  1227. }
  1228. return this;
  1229. };
  1230. /**
  1231. * This function will add a new shader to the shader store
  1232. * @param name the name of the shader
  1233. * @param pixelShader optional pixel shader content
  1234. * @param vertexShader optional vertex shader content
  1235. */
  1236. Effect.RegisterShader = function (name, pixelShader, vertexShader) {
  1237. if (pixelShader) {
  1238. Effect.ShadersStore[name + "PixelShader"] = pixelShader;
  1239. }
  1240. if (vertexShader) {
  1241. Effect.ShadersStore[name + "VertexShader"] = vertexShader;
  1242. }
  1243. };
  1244. /**
  1245. * Resets the cache of effects.
  1246. */
  1247. Effect.ResetCache = function () {
  1248. Effect._baseCache = {};
  1249. };
  1250. Effect._uniqueIdSeed = 0;
  1251. Effect._baseCache = {};
  1252. /**
  1253. * Store of each shader (The can be looked up using effect.key)
  1254. */
  1255. Effect.ShadersStore = {};
  1256. /**
  1257. * Store of each included file for a shader (The can be looked up using effect.key)
  1258. */
  1259. Effect.IncludesShadersStore = {};
  1260. return Effect;
  1261. }());
  1262. BABYLON.Effect = Effect;
  1263. })(BABYLON || (BABYLON = {}));
  1264. //# sourceMappingURL=babylon.effect.js.map
  1265. //# sourceMappingURL=babylon.types.js.map
  1266. var BABYLON;
  1267. (function (BABYLON) {
  1268. /**
  1269. * Gather the list of keyboard event types as constants.
  1270. */
  1271. var KeyboardEventTypes = /** @class */ (function () {
  1272. function KeyboardEventTypes() {
  1273. }
  1274. /**
  1275. * The keydown event is fired when a key becomes active (pressed).
  1276. */
  1277. KeyboardEventTypes.KEYDOWN = 0x01;
  1278. /**
  1279. * The keyup event is fired when a key has been released.
  1280. */
  1281. KeyboardEventTypes.KEYUP = 0x02;
  1282. return KeyboardEventTypes;
  1283. }());
  1284. BABYLON.KeyboardEventTypes = KeyboardEventTypes;
  1285. /**
  1286. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1287. */
  1288. var KeyboardInfo = /** @class */ (function () {
  1289. /**
  1290. * Instantiates a new keyboard info.
  1291. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1292. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1293. * @param event Defines the related dom event
  1294. */
  1295. function KeyboardInfo(
  1296. /**
  1297. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1298. */
  1299. type,
  1300. /**
  1301. * Defines the related dom event
  1302. */
  1303. event) {
  1304. this.type = type;
  1305. this.event = event;
  1306. }
  1307. return KeyboardInfo;
  1308. }());
  1309. BABYLON.KeyboardInfo = KeyboardInfo;
  1310. /**
  1311. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1312. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  1313. */
  1314. var KeyboardInfoPre = /** @class */ (function (_super) {
  1315. __extends(KeyboardInfoPre, _super);
  1316. /**
  1317. * Instantiates a new keyboard pre info.
  1318. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1319. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1320. * @param event Defines the related dom event
  1321. */
  1322. function KeyboardInfoPre(
  1323. /**
  1324. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1325. */
  1326. type,
  1327. /**
  1328. * Defines the related dom event
  1329. */
  1330. event) {
  1331. var _this = _super.call(this, type, event) || this;
  1332. _this.type = type;
  1333. _this.event = event;
  1334. _this.skipOnPointerObservable = false;
  1335. return _this;
  1336. }
  1337. return KeyboardInfoPre;
  1338. }(KeyboardInfo));
  1339. BABYLON.KeyboardInfoPre = KeyboardInfoPre;
  1340. })(BABYLON || (BABYLON = {}));
  1341. //# sourceMappingURL=babylon.keyboardEvents.js.map
  1342. var BABYLON;
  1343. (function (BABYLON) {
  1344. /**
  1345. * Gather the list of pointer event types as constants.
  1346. */
  1347. var PointerEventTypes = /** @class */ (function () {
  1348. function PointerEventTypes() {
  1349. }
  1350. /**
  1351. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  1352. */
  1353. PointerEventTypes.POINTERDOWN = 0x01;
  1354. /**
  1355. * The pointerup event is fired when a pointer is no longer active.
  1356. */
  1357. PointerEventTypes.POINTERUP = 0x02;
  1358. /**
  1359. * The pointermove event is fired when a pointer changes coordinates.
  1360. */
  1361. PointerEventTypes.POINTERMOVE = 0x04;
  1362. /**
  1363. * The pointerwheel event is fired when a mouse wheel has been rotated.
  1364. */
  1365. PointerEventTypes.POINTERWHEEL = 0x08;
  1366. /**
  1367. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  1368. */
  1369. PointerEventTypes.POINTERPICK = 0x10;
  1370. /**
  1371. * The pointertap event is fired when a the object has been touched and released without drag.
  1372. */
  1373. PointerEventTypes.POINTERTAP = 0x20;
  1374. /**
  1375. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  1376. */
  1377. PointerEventTypes.POINTERDOUBLETAP = 0x40;
  1378. return PointerEventTypes;
  1379. }());
  1380. BABYLON.PointerEventTypes = PointerEventTypes;
  1381. /**
  1382. * Base class of pointer info types.
  1383. */
  1384. var PointerInfoBase = /** @class */ (function () {
  1385. /**
  1386. * Instantiates the base class of pointers info.
  1387. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1388. * @param event Defines the related dom event
  1389. */
  1390. function PointerInfoBase(
  1391. /**
  1392. * Defines the type of event (BABYLON.PointerEventTypes)
  1393. */
  1394. type,
  1395. /**
  1396. * Defines the related dom event
  1397. */
  1398. event) {
  1399. this.type = type;
  1400. this.event = event;
  1401. }
  1402. return PointerInfoBase;
  1403. }());
  1404. BABYLON.PointerInfoBase = PointerInfoBase;
  1405. /**
  1406. * This class is used to store pointer related info for the onPrePointerObservable event.
  1407. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  1408. */
  1409. var PointerInfoPre = /** @class */ (function (_super) {
  1410. __extends(PointerInfoPre, _super);
  1411. /**
  1412. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  1413. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1414. * @param event Defines the related dom event
  1415. * @param localX Defines the local x coordinates of the pointer when the event occured
  1416. * @param localY Defines the local y coordinates of the pointer when the event occured
  1417. */
  1418. function PointerInfoPre(type, event, localX, localY) {
  1419. var _this = _super.call(this, type, event) || this;
  1420. /**
  1421. * Ray from a pointer if availible (eg. 6dof controller)
  1422. */
  1423. _this.ray = null;
  1424. _this.skipOnPointerObservable = false;
  1425. _this.localPosition = new BABYLON.Vector2(localX, localY);
  1426. return _this;
  1427. }
  1428. return PointerInfoPre;
  1429. }(PointerInfoBase));
  1430. BABYLON.PointerInfoPre = PointerInfoPre;
  1431. /**
  1432. * This type contains all the data related to a pointer event in Babylon.js.
  1433. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  1434. */
  1435. var PointerInfo = /** @class */ (function (_super) {
  1436. __extends(PointerInfo, _super);
  1437. /**
  1438. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  1439. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1440. * @param event Defines the related dom event
  1441. * @param pickInfo Defines the picking info associated to the info (if any)\
  1442. */
  1443. function PointerInfo(type, event,
  1444. /**
  1445. * Defines the picking info associated to the info (if any)\
  1446. */
  1447. pickInfo) {
  1448. var _this = _super.call(this, type, event) || this;
  1449. _this.pickInfo = pickInfo;
  1450. return _this;
  1451. }
  1452. return PointerInfo;
  1453. }(PointerInfoBase));
  1454. BABYLON.PointerInfo = PointerInfo;
  1455. })(BABYLON || (BABYLON = {}));
  1456. //# sourceMappingURL=babylon.pointerEvents.js.map
  1457. var BABYLON;
  1458. (function (BABYLON) {
  1459. /** Class used to store color4 gradient */
  1460. var ColorGradient = /** @class */ (function () {
  1461. function ColorGradient() {
  1462. }
  1463. /**
  1464. * Will get a color picked randomly between color1 and color2.
  1465. * If color2 is undefined then color1 will be used
  1466. * @param result defines the target Color4 to store the result in
  1467. */
  1468. ColorGradient.prototype.getColorToRef = function (result) {
  1469. if (!this.color2) {
  1470. result.copyFrom(this.color1);
  1471. return;
  1472. }
  1473. BABYLON.Color4.LerpToRef(this.color1, this.color2, Math.random(), result);
  1474. };
  1475. return ColorGradient;
  1476. }());
  1477. BABYLON.ColorGradient = ColorGradient;
  1478. /** Class used to store color 3 gradient */
  1479. var Color3Gradient = /** @class */ (function () {
  1480. function Color3Gradient() {
  1481. }
  1482. return Color3Gradient;
  1483. }());
  1484. BABYLON.Color3Gradient = Color3Gradient;
  1485. /** Class used to store factor gradient */
  1486. var FactorGradient = /** @class */ (function () {
  1487. function FactorGradient() {
  1488. }
  1489. /**
  1490. * Will get a number picked randomly between factor1 and factor2.
  1491. * If factor2 is undefined then factor1 will be used
  1492. * @returns the picked number
  1493. */
  1494. FactorGradient.prototype.getFactor = function () {
  1495. if (this.factor2 === undefined) {
  1496. return this.factor1;
  1497. }
  1498. return BABYLON.Scalar.Lerp(this.factor1, this.factor2, Math.random());
  1499. };
  1500. return FactorGradient;
  1501. }());
  1502. BABYLON.FactorGradient = FactorGradient;
  1503. /**
  1504. * @ignore
  1505. * Application error to support additional information when loading a file
  1506. */
  1507. var LoadFileError = /** @class */ (function (_super) {
  1508. __extends(LoadFileError, _super);
  1509. /**
  1510. * Creates a new LoadFileError
  1511. * @param message defines the message of the error
  1512. * @param request defines the optional XHR request
  1513. */
  1514. function LoadFileError(message,
  1515. /** defines the optional XHR request */
  1516. request) {
  1517. var _this = _super.call(this, message) || this;
  1518. _this.request = request;
  1519. _this.name = "LoadFileError";
  1520. LoadFileError._setPrototypeOf(_this, LoadFileError.prototype);
  1521. return _this;
  1522. }
  1523. // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript
  1524. // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work
  1525. // Polyfill for Object.setPrototypeOf if necessary.
  1526. LoadFileError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });
  1527. return LoadFileError;
  1528. }(Error));
  1529. BABYLON.LoadFileError = LoadFileError;
  1530. /**
  1531. * Class used to define a retry strategy when error happens while loading assets
  1532. */
  1533. var RetryStrategy = /** @class */ (function () {
  1534. function RetryStrategy() {
  1535. }
  1536. /**
  1537. * Function used to defines an exponential back off strategy
  1538. * @param maxRetries defines the maximum number of retries (3 by default)
  1539. * @param baseInterval defines the interval between retries
  1540. * @returns the strategy function to use
  1541. */
  1542. RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {
  1543. if (maxRetries === void 0) { maxRetries = 3; }
  1544. if (baseInterval === void 0) { baseInterval = 500; }
  1545. return function (url, request, retryIndex) {
  1546. if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf("file:") !== -1) {
  1547. return -1;
  1548. }
  1549. return Math.pow(2, retryIndex) * baseInterval;
  1550. };
  1551. };
  1552. return RetryStrategy;
  1553. }());
  1554. BABYLON.RetryStrategy = RetryStrategy;
  1555. // Screenshots
  1556. var screenshotCanvas;
  1557. var cloneValue = function (source, destinationObject) {
  1558. if (!source) {
  1559. return null;
  1560. }
  1561. if (source instanceof BABYLON.Mesh) {
  1562. return null;
  1563. }
  1564. if (source instanceof BABYLON.SubMesh) {
  1565. return source.clone(destinationObject);
  1566. }
  1567. else if (source.clone) {
  1568. return source.clone();
  1569. }
  1570. return null;
  1571. };
  1572. /**
  1573. * Class containing a set of static utilities functions
  1574. */
  1575. var Tools = /** @class */ (function () {
  1576. function Tools() {
  1577. }
  1578. /**
  1579. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  1580. * @param u defines the coordinate on X axis
  1581. * @param v defines the coordinate on Y axis
  1582. * @param width defines the width of the source data
  1583. * @param height defines the height of the source data
  1584. * @param pixels defines the source byte array
  1585. * @param color defines the output color
  1586. */
  1587. Tools.FetchToRef = function (u, v, width, height, pixels, color) {
  1588. var wrappedU = ((Math.abs(u) * width) % width) | 0;
  1589. var wrappedV = ((Math.abs(v) * height) % height) | 0;
  1590. var position = (wrappedU + wrappedV * width) * 4;
  1591. color.r = pixels[position] / 255;
  1592. color.g = pixels[position + 1] / 255;
  1593. color.b = pixels[position + 2] / 255;
  1594. color.a = pixels[position + 3] / 255;
  1595. };
  1596. /**
  1597. * Interpolates between a and b via alpha
  1598. * @param a The lower value (returned when alpha = 0)
  1599. * @param b The upper value (returned when alpha = 1)
  1600. * @param alpha The interpolation-factor
  1601. * @return The mixed value
  1602. */
  1603. Tools.Mix = function (a, b, alpha) {
  1604. return a * (1 - alpha) + b * alpha;
  1605. };
  1606. /**
  1607. * Tries to instantiate a new object from a given class name
  1608. * @param className defines the class name to instantiate
  1609. * @returns the new object or null if the system was not able to do the instantiation
  1610. */
  1611. Tools.Instantiate = function (className) {
  1612. if (Tools.RegisteredExternalClasses && Tools.RegisteredExternalClasses[className]) {
  1613. return Tools.RegisteredExternalClasses[className];
  1614. }
  1615. var arr = className.split(".");
  1616. var fn = (window || this);
  1617. for (var i = 0, len = arr.length; i < len; i++) {
  1618. fn = fn[arr[i]];
  1619. }
  1620. if (typeof fn !== "function") {
  1621. return null;
  1622. }
  1623. return fn;
  1624. };
  1625. /**
  1626. * Provides a slice function that will work even on IE
  1627. * @param data defines the array to slice
  1628. * @param start defines the start of the data (optional)
  1629. * @param end defines the end of the data (optional)
  1630. * @returns the new sliced array
  1631. */
  1632. Tools.Slice = function (data, start, end) {
  1633. if (data.slice) {
  1634. return data.slice(start, end);
  1635. }
  1636. return Array.prototype.slice.call(data, start, end);
  1637. };
  1638. /**
  1639. * Polyfill for setImmediate
  1640. * @param action defines the action to execute after the current execution block
  1641. */
  1642. Tools.SetImmediate = function (action) {
  1643. if (Tools.IsWindowObjectExist() && window.setImmediate) {
  1644. window.setImmediate(action);
  1645. }
  1646. else {
  1647. setTimeout(action, 1);
  1648. }
  1649. };
  1650. /**
  1651. * Function indicating if a number is an exponent of 2
  1652. * @param value defines the value to test
  1653. * @returns true if the value is an exponent of 2
  1654. */
  1655. Tools.IsExponentOfTwo = function (value) {
  1656. var count = 1;
  1657. do {
  1658. count *= 2;
  1659. } while (count < value);
  1660. return count === value;
  1661. };
  1662. /**
  1663. * Returns the nearest 32-bit single precision float representation of a Number
  1664. * @param value A Number. If the parameter is of a different type, it will get converted
  1665. * to a number or to NaN if it cannot be converted
  1666. * @returns number
  1667. */
  1668. Tools.FloatRound = function (value) {
  1669. if (Math.fround) {
  1670. return Math.fround(value);
  1671. }
  1672. return (Tools._tmpFloatArray[0] = value);
  1673. };
  1674. /**
  1675. * Find the next highest power of two.
  1676. * @param x Number to start search from.
  1677. * @return Next highest power of two.
  1678. */
  1679. Tools.CeilingPOT = function (x) {
  1680. x--;
  1681. x |= x >> 1;
  1682. x |= x >> 2;
  1683. x |= x >> 4;
  1684. x |= x >> 8;
  1685. x |= x >> 16;
  1686. x++;
  1687. return x;
  1688. };
  1689. /**
  1690. * Find the next lowest power of two.
  1691. * @param x Number to start search from.
  1692. * @return Next lowest power of two.
  1693. */
  1694. Tools.FloorPOT = function (x) {
  1695. x = x | (x >> 1);
  1696. x = x | (x >> 2);
  1697. x = x | (x >> 4);
  1698. x = x | (x >> 8);
  1699. x = x | (x >> 16);
  1700. return x - (x >> 1);
  1701. };
  1702. /**
  1703. * Find the nearest power of two.
  1704. * @param x Number to start search from.
  1705. * @return Next nearest power of two.
  1706. */
  1707. Tools.NearestPOT = function (x) {
  1708. var c = Tools.CeilingPOT(x);
  1709. var f = Tools.FloorPOT(x);
  1710. return (c - x) > (x - f) ? f : c;
  1711. };
  1712. /**
  1713. * Get the closest exponent of two
  1714. * @param value defines the value to approximate
  1715. * @param max defines the maximum value to return
  1716. * @param mode defines how to define the closest value
  1717. * @returns closest exponent of two of the given value
  1718. */
  1719. Tools.GetExponentOfTwo = function (value, max, mode) {
  1720. if (mode === void 0) { mode = BABYLON.Engine.SCALEMODE_NEAREST; }
  1721. var pot;
  1722. switch (mode) {
  1723. case BABYLON.Engine.SCALEMODE_FLOOR:
  1724. pot = Tools.FloorPOT(value);
  1725. break;
  1726. case BABYLON.Engine.SCALEMODE_NEAREST:
  1727. pot = Tools.NearestPOT(value);
  1728. break;
  1729. case BABYLON.Engine.SCALEMODE_CEILING:
  1730. default:
  1731. pot = Tools.CeilingPOT(value);
  1732. break;
  1733. }
  1734. return Math.min(pot, max);
  1735. };
  1736. /**
  1737. * Extracts the filename from a path
  1738. * @param path defines the path to use
  1739. * @returns the filename
  1740. */
  1741. Tools.GetFilename = function (path) {
  1742. var index = path.lastIndexOf("/");
  1743. if (index < 0) {
  1744. return path;
  1745. }
  1746. return path.substring(index + 1);
  1747. };
  1748. /**
  1749. * Extracts the "folder" part of a path (everything before the filename).
  1750. * @param uri The URI to extract the info from
  1751. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  1752. * @returns The "folder" part of the path
  1753. */
  1754. Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {
  1755. if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }
  1756. var index = uri.lastIndexOf("/");
  1757. if (index < 0) {
  1758. if (returnUnchangedIfNoSlash) {
  1759. return uri;
  1760. }
  1761. return "";
  1762. }
  1763. return uri.substring(0, index + 1);
  1764. };
  1765. /**
  1766. * Extracts text content from a DOM element hierarchy
  1767. * @param element defines the root element
  1768. * @returns a string
  1769. */
  1770. Tools.GetDOMTextContent = function (element) {
  1771. var result = "";
  1772. var child = element.firstChild;
  1773. while (child) {
  1774. if (child.nodeType === 3) {
  1775. result += child.textContent;
  1776. }
  1777. child = (child.nextSibling);
  1778. }
  1779. return result;
  1780. };
  1781. /**
  1782. * Convert an angle in radians to degrees
  1783. * @param angle defines the angle to convert
  1784. * @returns the angle in degrees
  1785. */
  1786. Tools.ToDegrees = function (angle) {
  1787. return angle * 180 / Math.PI;
  1788. };
  1789. /**
  1790. * Convert an angle in degrees to radians
  1791. * @param angle defines the angle to convert
  1792. * @returns the angle in radians
  1793. */
  1794. Tools.ToRadians = function (angle) {
  1795. return angle * Math.PI / 180;
  1796. };
  1797. /**
  1798. * Encode a buffer to a base64 string
  1799. * @param buffer defines the buffer to encode
  1800. * @returns the encoded string
  1801. */
  1802. Tools.EncodeArrayBufferTobase64 = function (buffer) {
  1803. var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
  1804. var output = "";
  1805. var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
  1806. var i = 0;
  1807. var bytes = new Uint8Array(buffer);
  1808. while (i < bytes.length) {
  1809. chr1 = bytes[i++];
  1810. chr2 = i < bytes.length ? bytes[i++] : Number.NaN; // Not sure if the index
  1811. chr3 = i < bytes.length ? bytes[i++] : Number.NaN; // checks are needed here
  1812. enc1 = chr1 >> 2;
  1813. enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
  1814. enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
  1815. enc4 = chr3 & 63;
  1816. if (isNaN(chr2)) {
  1817. enc3 = enc4 = 64;
  1818. }
  1819. else if (isNaN(chr3)) {
  1820. enc4 = 64;
  1821. }
  1822. output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +
  1823. keyStr.charAt(enc3) + keyStr.charAt(enc4);
  1824. }
  1825. return "data:image/png;base64," + output;
  1826. };
  1827. /**
  1828. * Extracts minimum and maximum values from a list of indexed positions
  1829. * @param positions defines the positions to use
  1830. * @param indices defines the indices to the positions
  1831. * @param indexStart defines the start index
  1832. * @param indexCount defines the end index
  1833. * @param bias defines bias value to add to the result
  1834. * @return minimum and maximum values
  1835. */
  1836. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount, bias) {
  1837. if (bias === void 0) { bias = null; }
  1838. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1839. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1840. for (var index = indexStart; index < indexStart + indexCount; index++) {
  1841. var offset = indices[index] * 3;
  1842. var x = positions[offset];
  1843. var y = positions[offset + 1];
  1844. var z = positions[offset + 2];
  1845. minimum.minimizeInPlaceFromFloats(x, y, z);
  1846. maximum.maximizeInPlaceFromFloats(x, y, z);
  1847. }
  1848. if (bias) {
  1849. minimum.x -= minimum.x * bias.x + bias.y;
  1850. minimum.y -= minimum.y * bias.x + bias.y;
  1851. minimum.z -= minimum.z * bias.x + bias.y;
  1852. maximum.x += maximum.x * bias.x + bias.y;
  1853. maximum.y += maximum.y * bias.x + bias.y;
  1854. maximum.z += maximum.z * bias.x + bias.y;
  1855. }
  1856. return {
  1857. minimum: minimum,
  1858. maximum: maximum
  1859. };
  1860. };
  1861. /**
  1862. * Extracts minimum and maximum values from a list of positions
  1863. * @param positions defines the positions to use
  1864. * @param start defines the start index in the positions array
  1865. * @param count defines the number of positions to handle
  1866. * @param bias defines bias value to add to the result
  1867. * @param stride defines the stride size to use (distance between two positions in the positions array)
  1868. * @return minimum and maximum values
  1869. */
  1870. Tools.ExtractMinAndMax = function (positions, start, count, bias, stride) {
  1871. if (bias === void 0) { bias = null; }
  1872. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1873. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1874. if (!stride) {
  1875. stride = 3;
  1876. }
  1877. for (var index = start, offset = start * stride; index < start + count; index++, offset += stride) {
  1878. var x = positions[offset];
  1879. var y = positions[offset + 1];
  1880. var z = positions[offset + 2];
  1881. minimum.minimizeInPlaceFromFloats(x, y, z);
  1882. maximum.maximizeInPlaceFromFloats(x, y, z);
  1883. }
  1884. if (bias) {
  1885. minimum.x -= minimum.x * bias.x + bias.y;
  1886. minimum.y -= minimum.y * bias.x + bias.y;
  1887. minimum.z -= minimum.z * bias.x + bias.y;
  1888. maximum.x += maximum.x * bias.x + bias.y;
  1889. maximum.y += maximum.y * bias.x + bias.y;
  1890. maximum.z += maximum.z * bias.x + bias.y;
  1891. }
  1892. return {
  1893. minimum: minimum,
  1894. maximum: maximum
  1895. };
  1896. };
  1897. /**
  1898. * Returns an array if obj is not an array
  1899. * @param obj defines the object to evaluate as an array
  1900. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  1901. * @returns either obj directly if obj is an array or a new array containing obj
  1902. */
  1903. Tools.MakeArray = function (obj, allowsNullUndefined) {
  1904. if (allowsNullUndefined !== true && (obj === undefined || obj == null)) {
  1905. return null;
  1906. }
  1907. return Array.isArray(obj) ? obj : [obj];
  1908. };
  1909. /**
  1910. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1911. * @param size the number of element to construct and put in the array
  1912. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1913. * @returns a new array filled with new objects
  1914. */
  1915. Tools.BuildArray = function (size, itemBuilder) {
  1916. var a = [];
  1917. for (var i = 0; i < size; ++i) {
  1918. a.push(itemBuilder());
  1919. }
  1920. return a;
  1921. };
  1922. /**
  1923. * Gets the pointer prefix to use
  1924. * @returns "pointer" if touch is enabled. Else returns "mouse"
  1925. */
  1926. Tools.GetPointerPrefix = function () {
  1927. var eventPrefix = "pointer";
  1928. // Check if pointer events are supported
  1929. if (Tools.IsWindowObjectExist() && !window.PointerEvent && !navigator.pointerEnabled) {
  1930. eventPrefix = "mouse";
  1931. }
  1932. return eventPrefix;
  1933. };
  1934. /**
  1935. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  1936. * @param func - the function to be called
  1937. * @param requester - the object that will request the next frame. Falls back to window.
  1938. * @returns frame number
  1939. */
  1940. Tools.QueueNewFrame = function (func, requester) {
  1941. if (!Tools.IsWindowObjectExist()) {
  1942. return setTimeout(func, 16);
  1943. }
  1944. if (!requester) {
  1945. requester = window;
  1946. }
  1947. if (requester.requestAnimationFrame) {
  1948. return requester.requestAnimationFrame(func);
  1949. }
  1950. else if (requester.msRequestAnimationFrame) {
  1951. return requester.msRequestAnimationFrame(func);
  1952. }
  1953. else if (requester.webkitRequestAnimationFrame) {
  1954. return requester.webkitRequestAnimationFrame(func);
  1955. }
  1956. else if (requester.mozRequestAnimationFrame) {
  1957. return requester.mozRequestAnimationFrame(func);
  1958. }
  1959. else if (requester.oRequestAnimationFrame) {
  1960. return requester.oRequestAnimationFrame(func);
  1961. }
  1962. else {
  1963. return window.setTimeout(func, 16);
  1964. }
  1965. };
  1966. /**
  1967. * Ask the browser to promote the current element to fullscreen rendering mode
  1968. * @param element defines the DOM element to promote
  1969. */
  1970. Tools.RequestFullscreen = function (element) {
  1971. var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;
  1972. if (!requestFunction) {
  1973. return;
  1974. }
  1975. requestFunction.call(element);
  1976. };
  1977. /**
  1978. * Asks the browser to exit fullscreen mode
  1979. */
  1980. Tools.ExitFullscreen = function () {
  1981. if (document.exitFullscreen) {
  1982. document.exitFullscreen();
  1983. }
  1984. else if (document.mozCancelFullScreen) {
  1985. document.mozCancelFullScreen();
  1986. }
  1987. else if (document.webkitCancelFullScreen) {
  1988. document.webkitCancelFullScreen();
  1989. }
  1990. else if (document.msCancelFullScreen) {
  1991. document.msCancelFullScreen();
  1992. }
  1993. };
  1994. /**
  1995. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  1996. * @param url define the url we are trying
  1997. * @param element define the dom element where to configure the cors policy
  1998. */
  1999. Tools.SetCorsBehavior = function (url, element) {
  2000. if (url && url.indexOf("data:") === 0) {
  2001. return;
  2002. }
  2003. if (Tools.CorsBehavior) {
  2004. if (typeof (Tools.CorsBehavior) === 'string' || Tools.CorsBehavior instanceof String) {
  2005. element.crossOrigin = Tools.CorsBehavior;
  2006. }
  2007. else {
  2008. var result = Tools.CorsBehavior(url);
  2009. if (result) {
  2010. element.crossOrigin = result;
  2011. }
  2012. }
  2013. }
  2014. };
  2015. // External files
  2016. /**
  2017. * Removes unwanted characters from an url
  2018. * @param url defines the url to clean
  2019. * @returns the cleaned url
  2020. */
  2021. Tools.CleanUrl = function (url) {
  2022. url = url.replace(/#/mg, "%23");
  2023. return url;
  2024. };
  2025. /**
  2026. * Loads an image as an HTMLImageElement.
  2027. * @param input url string, ArrayBuffer, or Blob to load
  2028. * @param onLoad callback called when the image successfully loads
  2029. * @param onError callback called when the image fails to load
  2030. * @param offlineProvider offline provider for caching
  2031. * @returns the HTMLImageElement of the loaded image
  2032. */
  2033. Tools.LoadImage = function (input, onLoad, onError, offlineProvider) {
  2034. var url;
  2035. var usingObjectURL = false;
  2036. if (input instanceof ArrayBuffer) {
  2037. url = URL.createObjectURL(new Blob([input]));
  2038. usingObjectURL = true;
  2039. }
  2040. else if (input instanceof Blob) {
  2041. url = URL.createObjectURL(input);
  2042. usingObjectURL = true;
  2043. }
  2044. else {
  2045. url = Tools.CleanUrl(input);
  2046. url = Tools.PreprocessUrl(input);
  2047. }
  2048. var img = new Image();
  2049. Tools.SetCorsBehavior(url, img);
  2050. var loadHandler = function () {
  2051. if (usingObjectURL && img.src) {
  2052. URL.revokeObjectURL(img.src);
  2053. }
  2054. img.removeEventListener("load", loadHandler);
  2055. img.removeEventListener("error", errorHandler);
  2056. onLoad(img);
  2057. };
  2058. var errorHandler = function (err) {
  2059. if (usingObjectURL && img.src) {
  2060. URL.revokeObjectURL(img.src);
  2061. }
  2062. img.removeEventListener("load", loadHandler);
  2063. img.removeEventListener("error", errorHandler);
  2064. Tools.Error("Error while trying to load image: " + input);
  2065. if (onError) {
  2066. onError("Error while trying to load image: " + input, err);
  2067. }
  2068. };
  2069. img.addEventListener("load", loadHandler);
  2070. img.addEventListener("error", errorHandler);
  2071. var noOfflineSupport = function () {
  2072. img.src = url;
  2073. };
  2074. var loadFromOfflineSupport = function () {
  2075. if (offlineProvider) {
  2076. offlineProvider.loadImage(url, img);
  2077. }
  2078. };
  2079. if (url.substr(0, 5) !== "data:" && offlineProvider && offlineProvider.enableTexturesOffline) {
  2080. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);
  2081. }
  2082. else {
  2083. if (url.indexOf("file:") !== -1) {
  2084. var textureName = decodeURIComponent(url.substring(5).toLowerCase());
  2085. if (BABYLON.FilesInput.FilesToLoad[textureName]) {
  2086. try {
  2087. var blobURL;
  2088. try {
  2089. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2090. }
  2091. catch (ex) {
  2092. // Chrome doesn't support oneTimeOnly parameter
  2093. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2094. }
  2095. img.src = blobURL;
  2096. usingObjectURL = true;
  2097. }
  2098. catch (e) {
  2099. img.src = "";
  2100. }
  2101. return img;
  2102. }
  2103. }
  2104. noOfflineSupport();
  2105. }
  2106. return img;
  2107. };
  2108. /**
  2109. * Loads a file
  2110. * @param url url string, ArrayBuffer, or Blob to load
  2111. * @param onSuccess callback called when the file successfully loads
  2112. * @param onProgress callback called while file is loading (if the server supports this mode)
  2113. * @param offlineProvider defines the offline provider for caching
  2114. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  2115. * @param onError callback called when the file fails to load
  2116. * @returns a file request object
  2117. */
  2118. Tools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  2119. url = Tools.CleanUrl(url);
  2120. url = Tools.PreprocessUrl(url);
  2121. // If file and file input are set
  2122. if (url.indexOf("file:") !== -1) {
  2123. var fileName = decodeURIComponent(url.substring(5).toLowerCase());
  2124. if (BABYLON.FilesInput.FilesToLoad[fileName]) {
  2125. return Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);
  2126. }
  2127. }
  2128. var loadUrl = Tools.BaseUrl + url;
  2129. var aborted = false;
  2130. var fileRequest = {
  2131. onCompleteObservable: new BABYLON.Observable(),
  2132. abort: function () { return aborted = true; },
  2133. };
  2134. var requestFile = function () {
  2135. var request = new XMLHttpRequest();
  2136. var retryHandle = null;
  2137. fileRequest.abort = function () {
  2138. aborted = true;
  2139. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  2140. request.abort();
  2141. }
  2142. if (retryHandle !== null) {
  2143. clearTimeout(retryHandle);
  2144. retryHandle = null;
  2145. }
  2146. };
  2147. var retryLoop = function (retryIndex) {
  2148. request.open('GET', loadUrl, true);
  2149. if (useArrayBuffer) {
  2150. request.responseType = "arraybuffer";
  2151. }
  2152. if (onProgress) {
  2153. request.addEventListener("progress", onProgress);
  2154. }
  2155. var onLoadEnd = function () {
  2156. request.removeEventListener("loadend", onLoadEnd);
  2157. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2158. fileRequest.onCompleteObservable.clear();
  2159. };
  2160. request.addEventListener("loadend", onLoadEnd);
  2161. var onReadyStateChange = function () {
  2162. if (aborted) {
  2163. return;
  2164. }
  2165. // In case of undefined state in some browsers.
  2166. if (request.readyState === (XMLHttpRequest.DONE || 4)) {
  2167. // Some browsers have issues where onreadystatechange can be called multiple times with the same value.
  2168. request.removeEventListener("readystatechange", onReadyStateChange);
  2169. if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!Tools.IsWindowObjectExist() || Tools.IsFileURL()))) {
  2170. onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);
  2171. return;
  2172. }
  2173. var retryStrategy = Tools.DefaultRetryStrategy;
  2174. if (retryStrategy) {
  2175. var waitTime = retryStrategy(loadUrl, request, retryIndex);
  2176. if (waitTime !== -1) {
  2177. // Prevent the request from completing for retry.
  2178. request.removeEventListener("loadend", onLoadEnd);
  2179. request = new XMLHttpRequest();
  2180. retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);
  2181. return;
  2182. }
  2183. }
  2184. var e = new LoadFileError("Error status: " + request.status + " " + request.statusText + " - Unable to load " + loadUrl, request);
  2185. if (onError) {
  2186. onError(request, e);
  2187. }
  2188. else {
  2189. throw e;
  2190. }
  2191. }
  2192. };
  2193. request.addEventListener("readystatechange", onReadyStateChange);
  2194. request.send();
  2195. };
  2196. retryLoop(0);
  2197. };
  2198. // Caching all files
  2199. if (offlineProvider && offlineProvider.enableSceneOffline) {
  2200. var noOfflineSupport_1 = function (request) {
  2201. if (request && request.status > 400) {
  2202. if (onError) {
  2203. onError(request);
  2204. }
  2205. }
  2206. else {
  2207. if (!aborted) {
  2208. requestFile();
  2209. }
  2210. }
  2211. };
  2212. var loadFromOfflineSupport = function () {
  2213. // TODO: database needs to support aborting and should return a IFileRequest
  2214. if (aborted) {
  2215. return;
  2216. }
  2217. if (offlineProvider) {
  2218. offlineProvider.loadFile(url, function (data) {
  2219. if (!aborted) {
  2220. onSuccess(data);
  2221. }
  2222. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2223. }, onProgress ? function (event) {
  2224. if (!aborted) {
  2225. onProgress(event);
  2226. }
  2227. } : undefined, noOfflineSupport_1, useArrayBuffer);
  2228. }
  2229. };
  2230. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport_1);
  2231. }
  2232. else {
  2233. requestFile();
  2234. }
  2235. return fileRequest;
  2236. };
  2237. /**
  2238. * Load a script (identified by an url). When the url returns, the
  2239. * content of this file is added into a new script element, attached to the DOM (body element)
  2240. * @param scriptUrl defines the url of the script to laod
  2241. * @param onSuccess defines the callback called when the script is loaded
  2242. * @param onError defines the callback to call if an error occurs
  2243. */
  2244. Tools.LoadScript = function (scriptUrl, onSuccess, onError) {
  2245. if (!Tools.IsWindowObjectExist()) {
  2246. return;
  2247. }
  2248. var head = document.getElementsByTagName('head')[0];
  2249. var script = document.createElement('script');
  2250. script.type = 'text/javascript';
  2251. script.src = scriptUrl;
  2252. script.onload = function () {
  2253. if (onSuccess) {
  2254. onSuccess();
  2255. }
  2256. };
  2257. script.onerror = function (e) {
  2258. if (onError) {
  2259. onError("Unable to load script '" + scriptUrl + "'", e);
  2260. }
  2261. };
  2262. head.appendChild(script);
  2263. };
  2264. /**
  2265. * Loads a file from a blob
  2266. * @param fileToLoad defines the blob to use
  2267. * @param callback defines the callback to call when data is loaded
  2268. * @param progressCallback defines the callback to call during loading process
  2269. * @returns a file request object
  2270. */
  2271. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2272. var reader = new FileReader();
  2273. var request = {
  2274. onCompleteObservable: new BABYLON.Observable(),
  2275. abort: function () { return reader.abort(); },
  2276. };
  2277. reader.onloadend = function (e) {
  2278. request.onCompleteObservable.notifyObservers(request);
  2279. };
  2280. reader.onload = function (e) {
  2281. //target doesn't have result from ts 1.3
  2282. callback(e.target['result']);
  2283. };
  2284. reader.onprogress = progressCallback;
  2285. reader.readAsDataURL(fileToLoad);
  2286. return request;
  2287. };
  2288. /**
  2289. * Loads a file
  2290. * @param fileToLoad defines the file to load
  2291. * @param callback defines the callback to call when data is loaded
  2292. * @param progressCallBack defines the callback to call during loading process
  2293. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  2294. * @returns a file request object
  2295. */
  2296. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2297. var reader = new FileReader();
  2298. var request = {
  2299. onCompleteObservable: new BABYLON.Observable(),
  2300. abort: function () { return reader.abort(); },
  2301. };
  2302. reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };
  2303. reader.onerror = function (e) {
  2304. Tools.Log("Error while reading file: " + fileToLoad.name);
  2305. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  2306. };
  2307. reader.onload = function (e) {
  2308. //target doesn't have result from ts 1.3
  2309. callback(e.target['result']);
  2310. };
  2311. if (progressCallBack) {
  2312. reader.onprogress = progressCallBack;
  2313. }
  2314. if (!useArrayBuffer) {
  2315. // Asynchronous read
  2316. reader.readAsText(fileToLoad);
  2317. }
  2318. else {
  2319. reader.readAsArrayBuffer(fileToLoad);
  2320. }
  2321. return request;
  2322. };
  2323. /**
  2324. * Creates a data url from a given string content
  2325. * @param content defines the content to convert
  2326. * @returns the new data url link
  2327. */
  2328. Tools.FileAsURL = function (content) {
  2329. var fileBlob = new Blob([content]);
  2330. var url = window.URL || window.webkitURL;
  2331. var link = url.createObjectURL(fileBlob);
  2332. return link;
  2333. };
  2334. /**
  2335. * Format the given number to a specific decimal format
  2336. * @param value defines the number to format
  2337. * @param decimals defines the number of decimals to use
  2338. * @returns the formatted string
  2339. */
  2340. Tools.Format = function (value, decimals) {
  2341. if (decimals === void 0) { decimals = 2; }
  2342. return value.toFixed(decimals);
  2343. };
  2344. /**
  2345. * Checks if a given vector is inside a specific range
  2346. * @param v defines the vector to test
  2347. * @param min defines the minimum range
  2348. * @param max defines the maximum range
  2349. */
  2350. Tools.CheckExtends = function (v, min, max) {
  2351. min.minimizeInPlace(v);
  2352. max.maximizeInPlace(v);
  2353. };
  2354. /**
  2355. * Tries to copy an object by duplicating every property
  2356. * @param source defines the source object
  2357. * @param destination defines the target object
  2358. * @param doNotCopyList defines a list of properties to avoid
  2359. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  2360. */
  2361. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2362. for (var prop in source) {
  2363. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2364. continue;
  2365. }
  2366. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2367. continue;
  2368. }
  2369. var sourceValue = source[prop];
  2370. var typeOfSourceValue = typeof sourceValue;
  2371. if (typeOfSourceValue === "function") {
  2372. continue;
  2373. }
  2374. try {
  2375. if (typeOfSourceValue === "object") {
  2376. if (sourceValue instanceof Array) {
  2377. destination[prop] = [];
  2378. if (sourceValue.length > 0) {
  2379. if (typeof sourceValue[0] == "object") {
  2380. for (var index = 0; index < sourceValue.length; index++) {
  2381. var clonedValue = cloneValue(sourceValue[index], destination);
  2382. if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
  2383. destination[prop].push(clonedValue);
  2384. }
  2385. }
  2386. }
  2387. else {
  2388. destination[prop] = sourceValue.slice(0);
  2389. }
  2390. }
  2391. }
  2392. else {
  2393. destination[prop] = cloneValue(sourceValue, destination);
  2394. }
  2395. }
  2396. else {
  2397. destination[prop] = sourceValue;
  2398. }
  2399. }
  2400. catch (e) {
  2401. // Just ignore error (it could be because of a read-only property)
  2402. }
  2403. }
  2404. };
  2405. /**
  2406. * Gets a boolean indicating if the given object has no own property
  2407. * @param obj defines the object to test
  2408. * @returns true if object has no own property
  2409. */
  2410. Tools.IsEmpty = function (obj) {
  2411. for (var i in obj) {
  2412. if (obj.hasOwnProperty(i)) {
  2413. return false;
  2414. }
  2415. }
  2416. return true;
  2417. };
  2418. /**
  2419. * Function used to register events at window level
  2420. * @param events defines the events to register
  2421. */
  2422. Tools.RegisterTopRootEvents = function (events) {
  2423. for (var index = 0; index < events.length; index++) {
  2424. var event = events[index];
  2425. window.addEventListener(event.name, event.handler, false);
  2426. try {
  2427. if (window.parent) {
  2428. window.parent.addEventListener(event.name, event.handler, false);
  2429. }
  2430. }
  2431. catch (e) {
  2432. // Silently fails...
  2433. }
  2434. }
  2435. };
  2436. /**
  2437. * Function used to unregister events from window level
  2438. * @param events defines the events to unregister
  2439. */
  2440. Tools.UnregisterTopRootEvents = function (events) {
  2441. for (var index = 0; index < events.length; index++) {
  2442. var event = events[index];
  2443. window.removeEventListener(event.name, event.handler);
  2444. try {
  2445. if (window.parent) {
  2446. window.parent.removeEventListener(event.name, event.handler);
  2447. }
  2448. }
  2449. catch (e) {
  2450. // Silently fails...
  2451. }
  2452. }
  2453. };
  2454. /**
  2455. * Dumps the current bound framebuffer
  2456. * @param width defines the rendering width
  2457. * @param height defines the rendering height
  2458. * @param engine defines the hosting engine
  2459. * @param successCallback defines the callback triggered once the data are available
  2460. * @param mimeType defines the mime type of the result
  2461. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  2462. */
  2463. Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {
  2464. if (mimeType === void 0) { mimeType = "image/png"; }
  2465. // Read the contents of the framebuffer
  2466. var numberOfChannelsByLine = width * 4;
  2467. var halfHeight = height / 2;
  2468. //Reading datas from WebGL
  2469. var data = engine.readPixels(0, 0, width, height);
  2470. //To flip image on Y axis.
  2471. for (var i = 0; i < halfHeight; i++) {
  2472. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2473. var currentCell = j + i * numberOfChannelsByLine;
  2474. var targetLine = height - i - 1;
  2475. var targetCell = j + targetLine * numberOfChannelsByLine;
  2476. var temp = data[currentCell];
  2477. data[currentCell] = data[targetCell];
  2478. data[targetCell] = temp;
  2479. }
  2480. }
  2481. // Create a 2D canvas to store the result
  2482. if (!screenshotCanvas) {
  2483. screenshotCanvas = document.createElement('canvas');
  2484. }
  2485. screenshotCanvas.width = width;
  2486. screenshotCanvas.height = height;
  2487. var context = screenshotCanvas.getContext('2d');
  2488. if (context) {
  2489. // Copy the pixels to a 2D canvas
  2490. var imageData = context.createImageData(width, height);
  2491. var castData = (imageData.data);
  2492. castData.set(data);
  2493. context.putImageData(imageData, 0, 0);
  2494. Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
  2495. }
  2496. };
  2497. /**
  2498. * Converts the canvas data to blob.
  2499. * This acts as a polyfill for browsers not supporting the to blob function.
  2500. * @param canvas Defines the canvas to extract the data from
  2501. * @param successCallback Defines the callback triggered once the data are available
  2502. * @param mimeType Defines the mime type of the result
  2503. */
  2504. Tools.ToBlob = function (canvas, successCallback, mimeType) {
  2505. if (mimeType === void 0) { mimeType = "image/png"; }
  2506. // We need HTMLCanvasElement.toBlob for HD screenshots
  2507. if (!canvas.toBlob) {
  2508. // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)
  2509. canvas.toBlob = function (callback, type, quality) {
  2510. var _this = this;
  2511. setTimeout(function () {
  2512. var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);
  2513. for (var i = 0; i < len; i++) {
  2514. arr[i] = binStr.charCodeAt(i);
  2515. }
  2516. callback(new Blob([arr]));
  2517. });
  2518. };
  2519. }
  2520. canvas.toBlob(function (blob) {
  2521. successCallback(blob);
  2522. }, mimeType);
  2523. };
  2524. /**
  2525. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  2526. * @param successCallback defines the callback triggered once the data are available
  2527. * @param mimeType defines the mime type of the result
  2528. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  2529. */
  2530. Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {
  2531. if (mimeType === void 0) { mimeType = "image/png"; }
  2532. if (successCallback) {
  2533. var base64Image = screenshotCanvas.toDataURL(mimeType);
  2534. successCallback(base64Image);
  2535. }
  2536. else {
  2537. this.ToBlob(screenshotCanvas, function (blob) {
  2538. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  2539. if (("download" in document.createElement("a"))) {
  2540. if (!fileName) {
  2541. var date = new Date();
  2542. var stringDate = (date.getFullYear() + "-" + (date.getMonth() + 1)).slice(2) + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  2543. fileName = "screenshot_" + stringDate + ".png";
  2544. }
  2545. Tools.Download(blob, fileName);
  2546. }
  2547. else {
  2548. var url = URL.createObjectURL(blob);
  2549. var newWindow = window.open("");
  2550. if (!newWindow) {
  2551. return;
  2552. }
  2553. var img = newWindow.document.createElement("img");
  2554. img.onload = function () {
  2555. // no longer need to read the blob so it's revoked
  2556. URL.revokeObjectURL(url);
  2557. };
  2558. img.src = url;
  2559. newWindow.document.body.appendChild(img);
  2560. }
  2561. }, mimeType);
  2562. }
  2563. };
  2564. /**
  2565. * Downloads a blob in the browser
  2566. * @param blob defines the blob to download
  2567. * @param fileName defines the name of the downloaded file
  2568. */
  2569. Tools.Download = function (blob, fileName) {
  2570. if (navigator && navigator.msSaveBlob) {
  2571. navigator.msSaveBlob(blob, fileName);
  2572. return;
  2573. }
  2574. var url = window.URL.createObjectURL(blob);
  2575. var a = document.createElement("a");
  2576. document.body.appendChild(a);
  2577. a.style.display = "none";
  2578. a.href = url;
  2579. a.download = fileName;
  2580. a.addEventListener("click", function () {
  2581. if (a.parentElement) {
  2582. a.parentElement.removeChild(a);
  2583. }
  2584. });
  2585. a.click();
  2586. window.URL.revokeObjectURL(url);
  2587. };
  2588. /**
  2589. * Captures a screenshot of the current rendering
  2590. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2591. * @param engine defines the rendering engine
  2592. * @param camera defines the source camera
  2593. * @param size This parameter can be set to a single number or to an object with the
  2594. * following (optional) properties: precision, width, height. If a single number is passed,
  2595. * it will be used for both width and height. If an object is passed, the screenshot size
  2596. * will be derived from the parameters. The precision property is a multiplier allowing
  2597. * rendering at a higher or lower resolution
  2598. * @param successCallback defines the callback receives a single parameter which contains the
  2599. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2600. * src parameter of an <img> to display it
  2601. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  2602. * Check your browser for supported MIME types
  2603. */
  2604. Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {
  2605. if (mimeType === void 0) { mimeType = "image/png"; }
  2606. var width;
  2607. var height;
  2608. // If a precision value is specified
  2609. if (size.precision) {
  2610. width = Math.round(engine.getRenderWidth() * size.precision);
  2611. height = Math.round(width / engine.getAspectRatio(camera));
  2612. }
  2613. else if (size.width && size.height) {
  2614. width = size.width;
  2615. height = size.height;
  2616. }
  2617. //If passing only width, computing height to keep display canvas ratio.
  2618. else if (size.width && !size.height) {
  2619. width = size.width;
  2620. height = Math.round(width / engine.getAspectRatio(camera));
  2621. }
  2622. //If passing only height, computing width to keep display canvas ratio.
  2623. else if (size.height && !size.width) {
  2624. height = size.height;
  2625. width = Math.round(height * engine.getAspectRatio(camera));
  2626. }
  2627. //Assuming here that "size" parameter is a number
  2628. else if (!isNaN(size)) {
  2629. height = size;
  2630. width = size;
  2631. }
  2632. else {
  2633. Tools.Error("Invalid 'size' parameter !");
  2634. return;
  2635. }
  2636. if (!screenshotCanvas) {
  2637. screenshotCanvas = document.createElement('canvas');
  2638. }
  2639. screenshotCanvas.width = width;
  2640. screenshotCanvas.height = height;
  2641. var renderContext = screenshotCanvas.getContext("2d");
  2642. var ratio = engine.getRenderWidth() / engine.getRenderHeight();
  2643. var newWidth = width;
  2644. var newHeight = newWidth / ratio;
  2645. if (newHeight > height) {
  2646. newHeight = height;
  2647. newWidth = newHeight * ratio;
  2648. }
  2649. var offsetX = Math.max(0, width - newWidth) / 2;
  2650. var offsetY = Math.max(0, height - newHeight) / 2;
  2651. var renderingCanvas = engine.getRenderingCanvas();
  2652. if (renderContext && renderingCanvas) {
  2653. renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
  2654. }
  2655. Tools.EncodeScreenshotCanvasData(successCallback, mimeType);
  2656. };
  2657. /**
  2658. * Generates an image screenshot from the specified camera.
  2659. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2660. * @param engine The engine to use for rendering
  2661. * @param camera The camera to use for rendering
  2662. * @param size This parameter can be set to a single number or to an object with the
  2663. * following (optional) properties: precision, width, height. If a single number is passed,
  2664. * it will be used for both width and height. If an object is passed, the screenshot size
  2665. * will be derived from the parameters. The precision property is a multiplier allowing
  2666. * rendering at a higher or lower resolution
  2667. * @param successCallback The callback receives a single parameter which contains the
  2668. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2669. * src parameter of an <img> to display it
  2670. * @param mimeType The MIME type of the screenshot image (default: image/png).
  2671. * Check your browser for supported MIME types
  2672. * @param samples Texture samples (default: 1)
  2673. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  2674. * @param fileName A name for for the downloaded file.
  2675. */
  2676. Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {
  2677. if (mimeType === void 0) { mimeType = "image/png"; }
  2678. if (samples === void 0) { samples = 1; }
  2679. if (antialiasing === void 0) { antialiasing = false; }
  2680. var width;
  2681. var height;
  2682. //If a precision value is specified
  2683. if (size.precision) {
  2684. width = Math.round(engine.getRenderWidth() * size.precision);
  2685. height = Math.round(width / engine.getAspectRatio(camera));
  2686. size = { width: width, height: height };
  2687. }
  2688. else if (size.width && size.height) {
  2689. width = size.width;
  2690. height = size.height;
  2691. }
  2692. //If passing only width, computing height to keep display canvas ratio.
  2693. else if (size.width && !size.height) {
  2694. width = size.width;
  2695. height = Math.round(width / engine.getAspectRatio(camera));
  2696. size = { width: width, height: height };
  2697. }
  2698. //If passing only height, computing width to keep display canvas ratio.
  2699. else if (size.height && !size.width) {
  2700. height = size.height;
  2701. width = Math.round(height * engine.getAspectRatio(camera));
  2702. size = { width: width, height: height };
  2703. }
  2704. //Assuming here that "size" parameter is a number
  2705. else if (!isNaN(size)) {
  2706. height = size;
  2707. width = size;
  2708. }
  2709. else {
  2710. Tools.Error("Invalid 'size' parameter !");
  2711. return;
  2712. }
  2713. var scene = camera.getScene();
  2714. var previousCamera = null;
  2715. if (scene.activeCamera !== camera) {
  2716. previousCamera = scene.activeCamera;
  2717. scene.activeCamera = camera;
  2718. }
  2719. var renderCanvas = engine.getRenderingCanvas();
  2720. if (!renderCanvas) {
  2721. Tools.Error("No rendering canvas found !");
  2722. return;
  2723. }
  2724. var originalSize = { width: renderCanvas.width, height: renderCanvas.height };
  2725. engine.setSize(width, height);
  2726. scene.render();
  2727. // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  2728. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  2729. texture.renderList = null;
  2730. texture.samples = samples;
  2731. if (antialiasing) {
  2732. texture.addPostProcess(new BABYLON.FxaaPostProcess('antialiasing', 1.0, scene.activeCamera));
  2733. }
  2734. texture.onAfterRenderObservable.add(function () {
  2735. Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);
  2736. });
  2737. scene.incrementRenderId();
  2738. scene.resetCachedMaterial();
  2739. texture.render(true);
  2740. texture.dispose();
  2741. if (previousCamera) {
  2742. scene.activeCamera = previousCamera;
  2743. }
  2744. engine.setSize(originalSize.width, originalSize.height);
  2745. camera.getProjectionMatrix(true); // Force cache refresh;
  2746. };
  2747. /**
  2748. * Validates if xhr data is correct
  2749. * @param xhr defines the request to validate
  2750. * @param dataType defines the expected data type
  2751. * @returns true if data is correct
  2752. */
  2753. Tools.ValidateXHRData = function (xhr, dataType) {
  2754. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  2755. if (dataType === void 0) { dataType = 7; }
  2756. try {
  2757. if (dataType & 1) {
  2758. if (xhr.responseText && xhr.responseText.length > 0) {
  2759. return true;
  2760. }
  2761. else if (dataType === 1) {
  2762. return false;
  2763. }
  2764. }
  2765. if (dataType & 2) {
  2766. // Check header width and height since there is no "TGA" magic number
  2767. var tgaHeader = BABYLON.TGATools.GetTGAHeader(xhr.response);
  2768. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2769. return true;
  2770. }
  2771. else if (dataType === 2) {
  2772. return false;
  2773. }
  2774. }
  2775. if (dataType & 4) {
  2776. // Check for the "DDS" magic number
  2777. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2778. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  2779. return true;
  2780. }
  2781. else {
  2782. return false;
  2783. }
  2784. }
  2785. }
  2786. catch (e) {
  2787. // Global protection
  2788. }
  2789. return false;
  2790. };
  2791. /**
  2792. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  2793. * Be aware Math.random() could cause collisions, but:
  2794. * "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"
  2795. * @returns a pseudo random id
  2796. */
  2797. Tools.RandomId = function () {
  2798. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  2799. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  2800. return v.toString(16);
  2801. });
  2802. };
  2803. /**
  2804. * Test if the given uri is a base64 string
  2805. * @param uri The uri to test
  2806. * @return True if the uri is a base64 string or false otherwise
  2807. */
  2808. Tools.IsBase64 = function (uri) {
  2809. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2810. };
  2811. /**
  2812. * Decode the given base64 uri.
  2813. * @param uri The uri to decode
  2814. * @return The decoded base64 data.
  2815. */
  2816. Tools.DecodeBase64 = function (uri) {
  2817. var decodedString = atob(uri.split(",")[1]);
  2818. var bufferLength = decodedString.length;
  2819. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2820. for (var i = 0; i < bufferLength; i++) {
  2821. bufferView[i] = decodedString.charCodeAt(i);
  2822. }
  2823. return bufferView.buffer;
  2824. };
  2825. Tools._AddLogEntry = function (entry) {
  2826. Tools._LogCache = entry + Tools._LogCache;
  2827. if (Tools.OnNewCacheEntry) {
  2828. Tools.OnNewCacheEntry(entry);
  2829. }
  2830. };
  2831. Tools._FormatMessage = function (message) {
  2832. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  2833. var date = new Date();
  2834. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2835. };
  2836. Tools._LogDisabled = function (message) {
  2837. // nothing to do
  2838. };
  2839. Tools._LogEnabled = function (message) {
  2840. var formattedMessage = Tools._FormatMessage(message);
  2841. console.log("BJS - " + formattedMessage);
  2842. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2843. Tools._AddLogEntry(entry);
  2844. };
  2845. Tools._WarnDisabled = function (message) {
  2846. // nothing to do
  2847. };
  2848. Tools._WarnEnabled = function (message) {
  2849. var formattedMessage = Tools._FormatMessage(message);
  2850. console.warn("BJS - " + formattedMessage);
  2851. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2852. Tools._AddLogEntry(entry);
  2853. };
  2854. Tools._ErrorDisabled = function (message) {
  2855. // nothing to do
  2856. };
  2857. Tools._ErrorEnabled = function (message) {
  2858. Tools.errorsCount++;
  2859. var formattedMessage = Tools._FormatMessage(message);
  2860. console.error("BJS - " + formattedMessage);
  2861. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2862. Tools._AddLogEntry(entry);
  2863. };
  2864. Object.defineProperty(Tools, "LogCache", {
  2865. /**
  2866. * Gets current log cache (list of logs)
  2867. */
  2868. get: function () {
  2869. return Tools._LogCache;
  2870. },
  2871. enumerable: true,
  2872. configurable: true
  2873. });
  2874. /**
  2875. * Clears the log cache
  2876. */
  2877. Tools.ClearLogCache = function () {
  2878. Tools._LogCache = "";
  2879. Tools.errorsCount = 0;
  2880. };
  2881. Object.defineProperty(Tools, "LogLevels", {
  2882. /**
  2883. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  2884. */
  2885. set: function (level) {
  2886. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2887. Tools.Log = Tools._LogEnabled;
  2888. }
  2889. else {
  2890. Tools.Log = Tools._LogDisabled;
  2891. }
  2892. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2893. Tools.Warn = Tools._WarnEnabled;
  2894. }
  2895. else {
  2896. Tools.Warn = Tools._WarnDisabled;
  2897. }
  2898. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2899. Tools.Error = Tools._ErrorEnabled;
  2900. }
  2901. else {
  2902. Tools.Error = Tools._ErrorDisabled;
  2903. }
  2904. },
  2905. enumerable: true,
  2906. configurable: true
  2907. });
  2908. /**
  2909. * Checks if the loaded document was accessed via `file:`-Protocol.
  2910. * @returns boolean
  2911. */
  2912. Tools.IsFileURL = function () {
  2913. return location.protocol === "file:";
  2914. };
  2915. /**
  2916. * Checks if the window object exists
  2917. * @returns true if the window object exists
  2918. */
  2919. Tools.IsWindowObjectExist = function () {
  2920. return (typeof window) !== "undefined";
  2921. };
  2922. Object.defineProperty(Tools, "PerformanceLogLevel", {
  2923. /**
  2924. * Sets the current performance log level
  2925. */
  2926. set: function (level) {
  2927. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  2928. Tools.StartPerformanceCounter = Tools._StartUserMark;
  2929. Tools.EndPerformanceCounter = Tools._EndUserMark;
  2930. return;
  2931. }
  2932. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  2933. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  2934. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  2935. return;
  2936. }
  2937. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  2938. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  2939. },
  2940. enumerable: true,
  2941. configurable: true
  2942. });
  2943. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  2944. };
  2945. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  2946. };
  2947. Tools._StartUserMark = function (counterName, condition) {
  2948. if (condition === void 0) { condition = true; }
  2949. if (!Tools._performance) {
  2950. if (!Tools.IsWindowObjectExist()) {
  2951. return;
  2952. }
  2953. Tools._performance = window.performance;
  2954. }
  2955. if (!condition || !Tools._performance.mark) {
  2956. return;
  2957. }
  2958. Tools._performance.mark(counterName + "-Begin");
  2959. };
  2960. Tools._EndUserMark = function (counterName, condition) {
  2961. if (condition === void 0) { condition = true; }
  2962. if (!condition || !Tools._performance.mark) {
  2963. return;
  2964. }
  2965. Tools._performance.mark(counterName + "-End");
  2966. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  2967. };
  2968. Tools._StartPerformanceConsole = function (counterName, condition) {
  2969. if (condition === void 0) { condition = true; }
  2970. if (!condition) {
  2971. return;
  2972. }
  2973. Tools._StartUserMark(counterName, condition);
  2974. if (console.time) {
  2975. console.time(counterName);
  2976. }
  2977. };
  2978. Tools._EndPerformanceConsole = function (counterName, condition) {
  2979. if (condition === void 0) { condition = true; }
  2980. if (!condition) {
  2981. return;
  2982. }
  2983. Tools._EndUserMark(counterName, condition);
  2984. if (console.time) {
  2985. console.timeEnd(counterName);
  2986. }
  2987. };
  2988. Object.defineProperty(Tools, "Now", {
  2989. /**
  2990. * Gets either window.performance.now() if supported or Date.now() else
  2991. */
  2992. get: function () {
  2993. if (Tools.IsWindowObjectExist() && window.performance && window.performance.now) {
  2994. return window.performance.now();
  2995. }
  2996. return Date.now();
  2997. },
  2998. enumerable: true,
  2999. configurable: true
  3000. });
  3001. /**
  3002. * This method will return the name of the class used to create the instance of the given object.
  3003. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  3004. * @param object the object to get the class name from
  3005. * @param isType defines if the object is actually a type
  3006. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  3007. */
  3008. Tools.GetClassName = function (object, isType) {
  3009. if (isType === void 0) { isType = false; }
  3010. var name = null;
  3011. if (!isType && object.getClassName) {
  3012. name = object.getClassName();
  3013. }
  3014. else {
  3015. if (object instanceof Object) {
  3016. var classObj = isType ? object : Object.getPrototypeOf(object);
  3017. name = classObj.constructor["__bjsclassName__"];
  3018. }
  3019. if (!name) {
  3020. name = typeof object;
  3021. }
  3022. }
  3023. return name;
  3024. };
  3025. /**
  3026. * Gets the first element of an array satisfying a given predicate
  3027. * @param array defines the array to browse
  3028. * @param predicate defines the predicate to use
  3029. * @returns null if not found or the element
  3030. */
  3031. Tools.First = function (array, predicate) {
  3032. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  3033. var el = array_1[_i];
  3034. if (predicate(el)) {
  3035. return el;
  3036. }
  3037. }
  3038. return null;
  3039. };
  3040. /**
  3041. * This method will return the name of the full name of the class, including its owning module (if any).
  3042. * 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).
  3043. * @param object the object to get the class name from
  3044. * @param isType defines if the object is actually a type
  3045. * @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.
  3046. * @ignorenaming
  3047. */
  3048. Tools.getFullClassName = function (object, isType) {
  3049. if (isType === void 0) { isType = false; }
  3050. var className = null;
  3051. var moduleName = null;
  3052. if (!isType && object.getClassName) {
  3053. className = object.getClassName();
  3054. }
  3055. else {
  3056. if (object instanceof Object) {
  3057. var classObj = isType ? object : Object.getPrototypeOf(object);
  3058. className = classObj.constructor["__bjsclassName__"];
  3059. moduleName = classObj.constructor["__bjsmoduleName__"];
  3060. }
  3061. if (!className) {
  3062. className = typeof object;
  3063. }
  3064. }
  3065. if (!className) {
  3066. return null;
  3067. }
  3068. return ((moduleName != null) ? (moduleName + ".") : "") + className;
  3069. };
  3070. /**
  3071. * Returns a promise that resolves after the given amount of time.
  3072. * @param delay Number of milliseconds to delay
  3073. * @returns Promise that resolves after the given amount of time
  3074. */
  3075. Tools.DelayAsync = function (delay) {
  3076. return new Promise(function (resolve) {
  3077. setTimeout(function () {
  3078. resolve();
  3079. }, delay);
  3080. });
  3081. };
  3082. /**
  3083. * Gets the current gradient from an array of IValueGradient
  3084. * @param ratio defines the current ratio to get
  3085. * @param gradients defines the array of IValueGradient
  3086. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  3087. */
  3088. Tools.GetCurrentGradient = function (ratio, gradients, updateFunc) {
  3089. for (var gradientIndex = 0; gradientIndex < gradients.length - 1; gradientIndex++) {
  3090. var currentGradient = gradients[gradientIndex];
  3091. var nextGradient = gradients[gradientIndex + 1];
  3092. if (ratio >= currentGradient.gradient && ratio <= nextGradient.gradient) {
  3093. var scale = (ratio - currentGradient.gradient) / (nextGradient.gradient - currentGradient.gradient);
  3094. updateFunc(currentGradient, nextGradient, scale);
  3095. return;
  3096. }
  3097. }
  3098. // Use last index if over
  3099. var lastIndex = gradients.length - 1;
  3100. updateFunc(gradients[lastIndex], gradients[lastIndex], 1.0);
  3101. };
  3102. /**
  3103. * Gets or sets the base URL to use to load assets
  3104. */
  3105. Tools.BaseUrl = "";
  3106. /**
  3107. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  3108. */
  3109. Tools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();
  3110. /**
  3111. * Default behaviour for cors in the application.
  3112. * It can be a string if the expected behavior is identical in the entire app.
  3113. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  3114. */
  3115. Tools.CorsBehavior = "anonymous";
  3116. /**
  3117. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  3118. * @ignorenaming
  3119. */
  3120. Tools.UseFallbackTexture = true;
  3121. /**
  3122. * Use this object to register external classes like custom textures or material
  3123. * to allow the laoders to instantiate them
  3124. */
  3125. Tools.RegisteredExternalClasses = {};
  3126. /**
  3127. * Texture content used if a texture cannot loaded
  3128. * @ignorenaming
  3129. */
  3130. Tools.fallbackTexture = "data:image/jpg;base64,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";
  3131. Tools._tmpFloatArray = new Float32Array(1);
  3132. /**
  3133. * Gets or sets a function used to pre-process url before using them to load assets
  3134. */
  3135. Tools.PreprocessUrl = function (url) {
  3136. return url;
  3137. };
  3138. // Logs
  3139. /**
  3140. * No log
  3141. */
  3142. Tools.NoneLogLevel = 0;
  3143. /**
  3144. * Only message logs
  3145. */
  3146. Tools.MessageLogLevel = 1;
  3147. /**
  3148. * Only warning logs
  3149. */
  3150. Tools.WarningLogLevel = 2;
  3151. /**
  3152. * Only error logs
  3153. */
  3154. Tools.ErrorLogLevel = 4;
  3155. /**
  3156. * All logs
  3157. */
  3158. Tools.AllLogLevel = 7;
  3159. Tools._LogCache = "";
  3160. /**
  3161. * Gets a value indicating the number of loading errors
  3162. * @ignorenaming
  3163. */
  3164. Tools.errorsCount = 0;
  3165. /**
  3166. * Log a message to the console
  3167. */
  3168. Tools.Log = Tools._LogEnabled;
  3169. /**
  3170. * Write a warning message to the console
  3171. */
  3172. Tools.Warn = Tools._WarnEnabled;
  3173. /**
  3174. * Write an error message to the console
  3175. */
  3176. Tools.Error = Tools._ErrorEnabled;
  3177. // Performances
  3178. /**
  3179. * No performance log
  3180. */
  3181. Tools.PerformanceNoneLogLevel = 0;
  3182. /**
  3183. * Use user marks to log performance
  3184. */
  3185. Tools.PerformanceUserMarkLogLevel = 1;
  3186. /**
  3187. * Log performance to the console
  3188. */
  3189. Tools.PerformanceConsoleLogLevel = 2;
  3190. /**
  3191. * Starts a performance counter
  3192. */
  3193. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3194. /**
  3195. * Ends a specific performance coutner
  3196. */
  3197. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3198. return Tools;
  3199. }());
  3200. BABYLON.Tools = Tools;
  3201. /**
  3202. * This class is used to track a performance counter which is number based.
  3203. * The user has access to many properties which give statistics of different nature.
  3204. *
  3205. * The implementer can track two kinds of Performance Counter: time and count.
  3206. * 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.
  3207. * 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.
  3208. */
  3209. var PerfCounter = /** @class */ (function () {
  3210. /**
  3211. * Creates a new counter
  3212. */
  3213. function PerfCounter() {
  3214. this._startMonitoringTime = 0;
  3215. this._min = 0;
  3216. this._max = 0;
  3217. this._average = 0;
  3218. this._lastSecAverage = 0;
  3219. this._current = 0;
  3220. this._totalValueCount = 0;
  3221. this._totalAccumulated = 0;
  3222. this._lastSecAccumulated = 0;
  3223. this._lastSecTime = 0;
  3224. this._lastSecValueCount = 0;
  3225. }
  3226. Object.defineProperty(PerfCounter.prototype, "min", {
  3227. /**
  3228. * Returns the smallest value ever
  3229. */
  3230. get: function () {
  3231. return this._min;
  3232. },
  3233. enumerable: true,
  3234. configurable: true
  3235. });
  3236. Object.defineProperty(PerfCounter.prototype, "max", {
  3237. /**
  3238. * Returns the biggest value ever
  3239. */
  3240. get: function () {
  3241. return this._max;
  3242. },
  3243. enumerable: true,
  3244. configurable: true
  3245. });
  3246. Object.defineProperty(PerfCounter.prototype, "average", {
  3247. /**
  3248. * Returns the average value since the performance counter is running
  3249. */
  3250. get: function () {
  3251. return this._average;
  3252. },
  3253. enumerable: true,
  3254. configurable: true
  3255. });
  3256. Object.defineProperty(PerfCounter.prototype, "lastSecAverage", {
  3257. /**
  3258. * Returns the average value of the last second the counter was monitored
  3259. */
  3260. get: function () {
  3261. return this._lastSecAverage;
  3262. },
  3263. enumerable: true,
  3264. configurable: true
  3265. });
  3266. Object.defineProperty(PerfCounter.prototype, "current", {
  3267. /**
  3268. * Returns the current value
  3269. */
  3270. get: function () {
  3271. return this._current;
  3272. },
  3273. enumerable: true,
  3274. configurable: true
  3275. });
  3276. Object.defineProperty(PerfCounter.prototype, "total", {
  3277. /**
  3278. * Gets the accumulated total
  3279. */
  3280. get: function () {
  3281. return this._totalAccumulated;
  3282. },
  3283. enumerable: true,
  3284. configurable: true
  3285. });
  3286. Object.defineProperty(PerfCounter.prototype, "count", {
  3287. /**
  3288. * Gets the total value count
  3289. */
  3290. get: function () {
  3291. return this._totalValueCount;
  3292. },
  3293. enumerable: true,
  3294. configurable: true
  3295. });
  3296. /**
  3297. * Call this method to start monitoring a new frame.
  3298. * 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.
  3299. */
  3300. PerfCounter.prototype.fetchNewFrame = function () {
  3301. this._totalValueCount++;
  3302. this._current = 0;
  3303. this._lastSecValueCount++;
  3304. };
  3305. /**
  3306. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  3307. * @param newCount the count value to add to the monitored count
  3308. * @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.
  3309. */
  3310. PerfCounter.prototype.addCount = function (newCount, fetchResult) {
  3311. if (!PerfCounter.Enabled) {
  3312. return;
  3313. }
  3314. this._current += newCount;
  3315. if (fetchResult) {
  3316. this._fetchResult();
  3317. }
  3318. };
  3319. /**
  3320. * Start monitoring this performance counter
  3321. */
  3322. PerfCounter.prototype.beginMonitoring = function () {
  3323. if (!PerfCounter.Enabled) {
  3324. return;
  3325. }
  3326. this._startMonitoringTime = Tools.Now;
  3327. };
  3328. /**
  3329. * Compute the time lapsed since the previous beginMonitoring() call.
  3330. * @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
  3331. */
  3332. PerfCounter.prototype.endMonitoring = function (newFrame) {
  3333. if (newFrame === void 0) { newFrame = true; }
  3334. if (!PerfCounter.Enabled) {
  3335. return;
  3336. }
  3337. if (newFrame) {
  3338. this.fetchNewFrame();
  3339. }
  3340. var currentTime = Tools.Now;
  3341. this._current = currentTime - this._startMonitoringTime;
  3342. if (newFrame) {
  3343. this._fetchResult();
  3344. }
  3345. };
  3346. PerfCounter.prototype._fetchResult = function () {
  3347. this._totalAccumulated += this._current;
  3348. this._lastSecAccumulated += this._current;
  3349. // Min/Max update
  3350. this._min = Math.min(this._min, this._current);
  3351. this._max = Math.max(this._max, this._current);
  3352. this._average = this._totalAccumulated / this._totalValueCount;
  3353. // Reset last sec?
  3354. var now = Tools.Now;
  3355. if ((now - this._lastSecTime) > 1000) {
  3356. this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;
  3357. this._lastSecTime = now;
  3358. this._lastSecAccumulated = 0;
  3359. this._lastSecValueCount = 0;
  3360. }
  3361. };
  3362. /**
  3363. * Gets or sets a global boolean to turn on and off all the counters
  3364. */
  3365. PerfCounter.Enabled = true;
  3366. return PerfCounter;
  3367. }());
  3368. BABYLON.PerfCounter = PerfCounter;
  3369. /**
  3370. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  3371. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  3372. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  3373. * @param name The name of the class, case should be preserved
  3374. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  3375. */
  3376. function className(name, module) {
  3377. return function (target) {
  3378. target["__bjsclassName__"] = name;
  3379. target["__bjsmoduleName__"] = (module != null) ? module : null;
  3380. };
  3381. }
  3382. BABYLON.className = className;
  3383. /**
  3384. * An implementation of a loop for asynchronous functions.
  3385. */
  3386. var AsyncLoop = /** @class */ (function () {
  3387. /**
  3388. * Constructor.
  3389. * @param iterations the number of iterations.
  3390. * @param func the function to run each iteration
  3391. * @param successCallback the callback that will be called upon succesful execution
  3392. * @param offset starting offset.
  3393. */
  3394. function AsyncLoop(
  3395. /**
  3396. * Defines the number of iterations for the loop
  3397. */
  3398. iterations, func, successCallback, offset) {
  3399. if (offset === void 0) { offset = 0; }
  3400. this.iterations = iterations;
  3401. this.index = offset - 1;
  3402. this._done = false;
  3403. this._fn = func;
  3404. this._successCallback = successCallback;
  3405. }
  3406. /**
  3407. * Execute the next iteration. Must be called after the last iteration was finished.
  3408. */
  3409. AsyncLoop.prototype.executeNext = function () {
  3410. if (!this._done) {
  3411. if (this.index + 1 < this.iterations) {
  3412. ++this.index;
  3413. this._fn(this);
  3414. }
  3415. else {
  3416. this.breakLoop();
  3417. }
  3418. }
  3419. };
  3420. /**
  3421. * Break the loop and run the success callback.
  3422. */
  3423. AsyncLoop.prototype.breakLoop = function () {
  3424. this._done = true;
  3425. this._successCallback();
  3426. };
  3427. /**
  3428. * Create and run an async loop.
  3429. * @param iterations the number of iterations.
  3430. * @param fn the function to run each iteration
  3431. * @param successCallback the callback that will be called upon succesful execution
  3432. * @param offset starting offset.
  3433. * @returns the created async loop object
  3434. */
  3435. AsyncLoop.Run = function (iterations, fn, successCallback, offset) {
  3436. if (offset === void 0) { offset = 0; }
  3437. var loop = new AsyncLoop(iterations, fn, successCallback, offset);
  3438. loop.executeNext();
  3439. return loop;
  3440. };
  3441. /**
  3442. * A for-loop that will run a given number of iterations synchronous and the rest async.
  3443. * @param iterations total number of iterations
  3444. * @param syncedIterations number of synchronous iterations in each async iteration.
  3445. * @param fn the function to call each iteration.
  3446. * @param callback a success call back that will be called when iterating stops.
  3447. * @param breakFunction a break condition (optional)
  3448. * @param timeout timeout settings for the setTimeout function. default - 0.
  3449. * @returns the created async loop object
  3450. */
  3451. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  3452. if (timeout === void 0) { timeout = 0; }
  3453. return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  3454. if (breakFunction && breakFunction()) {
  3455. loop.breakLoop();
  3456. }
  3457. else {
  3458. setTimeout(function () {
  3459. for (var i = 0; i < syncedIterations; ++i) {
  3460. var iteration = (loop.index * syncedIterations) + i;
  3461. if (iteration >= iterations) {
  3462. break;
  3463. }
  3464. fn(iteration);
  3465. if (breakFunction && breakFunction()) {
  3466. loop.breakLoop();
  3467. break;
  3468. }
  3469. }
  3470. loop.executeNext();
  3471. }, timeout);
  3472. }
  3473. }, callback);
  3474. };
  3475. return AsyncLoop;
  3476. }());
  3477. BABYLON.AsyncLoop = AsyncLoop;
  3478. })(BABYLON || (BABYLON = {}));
  3479. //# sourceMappingURL=babylon.tools.js.map
  3480. var BABYLON;
  3481. (function (BABYLON) {
  3482. /**
  3483. * Constant used to convert a value to gamma space
  3484. * @ignorenaming
  3485. */
  3486. BABYLON.ToGammaSpace = 1 / 2.2;
  3487. /**
  3488. * Constant used to convert a value to linear space
  3489. * @ignorenaming
  3490. */
  3491. BABYLON.ToLinearSpace = 2.2;
  3492. /**
  3493. * Constant used to define the minimal number value in Babylon.js
  3494. * @ignorenaming
  3495. */
  3496. BABYLON.Epsilon = 0.001;
  3497. /**
  3498. * Class used to hold a RBG color
  3499. */
  3500. var Color3 = /** @class */ (function () {
  3501. /**
  3502. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  3503. * @param r defines the red component (between 0 and 1, default is 0)
  3504. * @param g defines the green component (between 0 and 1, default is 0)
  3505. * @param b defines the blue component (between 0 and 1, default is 0)
  3506. */
  3507. function Color3(
  3508. /**
  3509. * Defines the red component (between 0 and 1, default is 0)
  3510. */
  3511. r,
  3512. /**
  3513. * Defines the green component (between 0 and 1, default is 0)
  3514. */
  3515. g,
  3516. /**
  3517. * Defines the blue component (between 0 and 1, default is 0)
  3518. */
  3519. b) {
  3520. if (r === void 0) { r = 0; }
  3521. if (g === void 0) { g = 0; }
  3522. if (b === void 0) { b = 0; }
  3523. this.r = r;
  3524. this.g = g;
  3525. this.b = b;
  3526. }
  3527. /**
  3528. * Creates a string with the Color3 current values
  3529. * @returns the string representation of the Color3 object
  3530. */
  3531. Color3.prototype.toString = function () {
  3532. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  3533. };
  3534. /**
  3535. * Returns the string "Color3"
  3536. * @returns "Color3"
  3537. */
  3538. Color3.prototype.getClassName = function () {
  3539. return "Color3";
  3540. };
  3541. /**
  3542. * Compute the Color3 hash code
  3543. * @returns an unique number that can be used to hash Color3 objects
  3544. */
  3545. Color3.prototype.getHashCode = function () {
  3546. var hash = this.r || 0;
  3547. hash = (hash * 397) ^ (this.g || 0);
  3548. hash = (hash * 397) ^ (this.b || 0);
  3549. return hash;
  3550. };
  3551. // Operators
  3552. /**
  3553. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  3554. * @param array defines the array where to store the r,g,b components
  3555. * @param index defines an optional index in the target array to define where to start storing values
  3556. * @returns the current Color3 object
  3557. */
  3558. Color3.prototype.toArray = function (array, index) {
  3559. if (index === void 0) { index = 0; }
  3560. array[index] = this.r;
  3561. array[index + 1] = this.g;
  3562. array[index + 2] = this.b;
  3563. return this;
  3564. };
  3565. /**
  3566. * Returns a new Color4 object from the current Color3 and the given alpha
  3567. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  3568. * @returns a new Color4 object
  3569. */
  3570. Color3.prototype.toColor4 = function (alpha) {
  3571. if (alpha === void 0) { alpha = 1; }
  3572. return new Color4(this.r, this.g, this.b, alpha);
  3573. };
  3574. /**
  3575. * Returns a new array populated with 3 numeric elements : red, green and blue values
  3576. * @returns the new array
  3577. */
  3578. Color3.prototype.asArray = function () {
  3579. var result = new Array();
  3580. this.toArray(result, 0);
  3581. return result;
  3582. };
  3583. /**
  3584. * Returns the luminance value
  3585. * @returns a float value
  3586. */
  3587. Color3.prototype.toLuminance = function () {
  3588. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  3589. };
  3590. /**
  3591. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  3592. * @param otherColor defines the second operand
  3593. * @returns the new Color3 object
  3594. */
  3595. Color3.prototype.multiply = function (otherColor) {
  3596. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  3597. };
  3598. /**
  3599. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  3600. * @param otherColor defines the second operand
  3601. * @param result defines the Color3 object where to store the result
  3602. * @returns the current Color3
  3603. */
  3604. Color3.prototype.multiplyToRef = function (otherColor, result) {
  3605. result.r = this.r * otherColor.r;
  3606. result.g = this.g * otherColor.g;
  3607. result.b = this.b * otherColor.b;
  3608. return this;
  3609. };
  3610. /**
  3611. * Determines equality between Color3 objects
  3612. * @param otherColor defines the second operand
  3613. * @returns true if the rgb values are equal to the given ones
  3614. */
  3615. Color3.prototype.equals = function (otherColor) {
  3616. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  3617. };
  3618. /**
  3619. * Determines equality between the current Color3 object and a set of r,b,g values
  3620. * @param r defines the red component to check
  3621. * @param g defines the green component to check
  3622. * @param b defines the blue component to check
  3623. * @returns true if the rgb values are equal to the given ones
  3624. */
  3625. Color3.prototype.equalsFloats = function (r, g, b) {
  3626. return this.r === r && this.g === g && this.b === b;
  3627. };
  3628. /**
  3629. * Multiplies in place each rgb value by scale
  3630. * @param scale defines the scaling factor
  3631. * @returns the updated Color3
  3632. */
  3633. Color3.prototype.scale = function (scale) {
  3634. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  3635. };
  3636. /**
  3637. * Multiplies the rgb values by scale and stores the result into "result"
  3638. * @param scale defines the scaling factor
  3639. * @param result defines the Color3 object where to store the result
  3640. * @returns the unmodified current Color3
  3641. */
  3642. Color3.prototype.scaleToRef = function (scale, result) {
  3643. result.r = this.r * scale;
  3644. result.g = this.g * scale;
  3645. result.b = this.b * scale;
  3646. return this;
  3647. };
  3648. /**
  3649. * Scale the current Color3 values by a factor and add the result to a given Color3
  3650. * @param scale defines the scale factor
  3651. * @param result defines color to store the result into
  3652. * @returns the unmodified current Color3
  3653. */
  3654. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  3655. result.r += this.r * scale;
  3656. result.g += this.g * scale;
  3657. result.b += this.b * scale;
  3658. return this;
  3659. };
  3660. /**
  3661. * Clamps the rgb values by the min and max values and stores the result into "result"
  3662. * @param min defines minimum clamping value (default is 0)
  3663. * @param max defines maximum clamping value (default is 1)
  3664. * @param result defines color to store the result into
  3665. * @returns the original Color3
  3666. */
  3667. Color3.prototype.clampToRef = function (min, max, result) {
  3668. if (min === void 0) { min = 0; }
  3669. if (max === void 0) { max = 1; }
  3670. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  3671. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  3672. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  3673. return this;
  3674. };
  3675. /**
  3676. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  3677. * @param otherColor defines the second operand
  3678. * @returns the new Color3
  3679. */
  3680. Color3.prototype.add = function (otherColor) {
  3681. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  3682. };
  3683. /**
  3684. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  3685. * @param otherColor defines the second operand
  3686. * @param result defines Color3 object to store the result into
  3687. * @returns the unmodified current Color3
  3688. */
  3689. Color3.prototype.addToRef = function (otherColor, result) {
  3690. result.r = this.r + otherColor.r;
  3691. result.g = this.g + otherColor.g;
  3692. result.b = this.b + otherColor.b;
  3693. return this;
  3694. };
  3695. /**
  3696. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  3697. * @param otherColor defines the second operand
  3698. * @returns the new Color3
  3699. */
  3700. Color3.prototype.subtract = function (otherColor) {
  3701. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  3702. };
  3703. /**
  3704. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  3705. * @param otherColor defines the second operand
  3706. * @param result defines Color3 object to store the result into
  3707. * @returns the unmodified current Color3
  3708. */
  3709. Color3.prototype.subtractToRef = function (otherColor, result) {
  3710. result.r = this.r - otherColor.r;
  3711. result.g = this.g - otherColor.g;
  3712. result.b = this.b - otherColor.b;
  3713. return this;
  3714. };
  3715. /**
  3716. * Copy the current object
  3717. * @returns a new Color3 copied the current one
  3718. */
  3719. Color3.prototype.clone = function () {
  3720. return new Color3(this.r, this.g, this.b);
  3721. };
  3722. /**
  3723. * Copies the rgb values from the source in the current Color3
  3724. * @param source defines the source Color3 object
  3725. * @returns the updated Color3 object
  3726. */
  3727. Color3.prototype.copyFrom = function (source) {
  3728. this.r = source.r;
  3729. this.g = source.g;
  3730. this.b = source.b;
  3731. return this;
  3732. };
  3733. /**
  3734. * Updates the Color3 rgb values from the given floats
  3735. * @param r defines the red component to read from
  3736. * @param g defines the green component to read from
  3737. * @param b defines the blue component to read from
  3738. * @returns the current Color3 object
  3739. */
  3740. Color3.prototype.copyFromFloats = function (r, g, b) {
  3741. this.r = r;
  3742. this.g = g;
  3743. this.b = b;
  3744. return this;
  3745. };
  3746. /**
  3747. * Updates the Color3 rgb values from the given floats
  3748. * @param r defines the red component to read from
  3749. * @param g defines the green component to read from
  3750. * @param b defines the blue component to read from
  3751. * @returns the current Color3 object
  3752. */
  3753. Color3.prototype.set = function (r, g, b) {
  3754. return this.copyFromFloats(r, g, b);
  3755. };
  3756. /**
  3757. * Compute the Color3 hexadecimal code as a string
  3758. * @returns a string containing the hexadecimal representation of the Color3 object
  3759. */
  3760. Color3.prototype.toHexString = function () {
  3761. var intR = (this.r * 255) | 0;
  3762. var intG = (this.g * 255) | 0;
  3763. var intB = (this.b * 255) | 0;
  3764. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  3765. };
  3766. /**
  3767. * Computes a new Color3 converted from the current one to linear space
  3768. * @returns a new Color3 object
  3769. */
  3770. Color3.prototype.toLinearSpace = function () {
  3771. var convertedColor = new Color3();
  3772. this.toLinearSpaceToRef(convertedColor);
  3773. return convertedColor;
  3774. };
  3775. /**
  3776. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  3777. * @param convertedColor defines the Color3 object where to store the linear space version
  3778. * @returns the unmodified Color3
  3779. */
  3780. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  3781. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  3782. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  3783. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  3784. return this;
  3785. };
  3786. /**
  3787. * Computes a new Color3 converted from the current one to gamma space
  3788. * @returns a new Color3 object
  3789. */
  3790. Color3.prototype.toGammaSpace = function () {
  3791. var convertedColor = new Color3();
  3792. this.toGammaSpaceToRef(convertedColor);
  3793. return convertedColor;
  3794. };
  3795. /**
  3796. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  3797. * @param convertedColor defines the Color3 object where to store the gamma space version
  3798. * @returns the unmodified Color3
  3799. */
  3800. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  3801. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  3802. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  3803. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  3804. return this;
  3805. };
  3806. // Statics
  3807. /**
  3808. * Creates a new Color3 from the string containing valid hexadecimal values
  3809. * @param hex defines a string containing valid hexadecimal values
  3810. * @returns a new Color3 object
  3811. */
  3812. Color3.FromHexString = function (hex) {
  3813. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  3814. return new Color3(0, 0, 0);
  3815. }
  3816. var r = parseInt(hex.substring(1, 3), 16);
  3817. var g = parseInt(hex.substring(3, 5), 16);
  3818. var b = parseInt(hex.substring(5, 7), 16);
  3819. return Color3.FromInts(r, g, b);
  3820. };
  3821. /**
  3822. * Creates a new Vector3 from the starting index of the given array
  3823. * @param array defines the source array
  3824. * @param offset defines an offset in the source array
  3825. * @returns a new Color3 object
  3826. */
  3827. Color3.FromArray = function (array, offset) {
  3828. if (offset === void 0) { offset = 0; }
  3829. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  3830. };
  3831. /**
  3832. * Creates a new Color3 from integer values (< 256)
  3833. * @param r defines the red component to read from (value between 0 and 255)
  3834. * @param g defines the green component to read from (value between 0 and 255)
  3835. * @param b defines the blue component to read from (value between 0 and 255)
  3836. * @returns a new Color3 object
  3837. */
  3838. Color3.FromInts = function (r, g, b) {
  3839. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  3840. };
  3841. /**
  3842. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3843. * @param start defines the start Color3 value
  3844. * @param end defines the end Color3 value
  3845. * @param amount defines the gradient value between start and end
  3846. * @returns a new Color3 object
  3847. */
  3848. Color3.Lerp = function (start, end, amount) {
  3849. var result = new Color3(0.0, 0.0, 0.0);
  3850. Color3.LerpToRef(start, end, amount, result);
  3851. return result;
  3852. };
  3853. /**
  3854. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3855. * @param left defines the start value
  3856. * @param right defines the end value
  3857. * @param amount defines the gradient factor
  3858. * @param result defines the Color3 object where to store the result
  3859. */
  3860. Color3.LerpToRef = function (left, right, amount, result) {
  3861. result.r = left.r + ((right.r - left.r) * amount);
  3862. result.g = left.g + ((right.g - left.g) * amount);
  3863. result.b = left.b + ((right.b - left.b) * amount);
  3864. };
  3865. /**
  3866. * Returns a Color3 value containing a red color
  3867. * @returns a new Color3 object
  3868. */
  3869. Color3.Red = function () { return new Color3(1, 0, 0); };
  3870. /**
  3871. * Returns a Color3 value containing a green color
  3872. * @returns a new Color3 object
  3873. */
  3874. Color3.Green = function () { return new Color3(0, 1, 0); };
  3875. /**
  3876. * Returns a Color3 value containing a blue color
  3877. * @returns a new Color3 object
  3878. */
  3879. Color3.Blue = function () { return new Color3(0, 0, 1); };
  3880. /**
  3881. * Returns a Color3 value containing a black color
  3882. * @returns a new Color3 object
  3883. */
  3884. Color3.Black = function () { return new Color3(0, 0, 0); };
  3885. /**
  3886. * Returns a Color3 value containing a white color
  3887. * @returns a new Color3 object
  3888. */
  3889. Color3.White = function () { return new Color3(1, 1, 1); };
  3890. /**
  3891. * Returns a Color3 value containing a purple color
  3892. * @returns a new Color3 object
  3893. */
  3894. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  3895. /**
  3896. * Returns a Color3 value containing a magenta color
  3897. * @returns a new Color3 object
  3898. */
  3899. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  3900. /**
  3901. * Returns a Color3 value containing a yellow color
  3902. * @returns a new Color3 object
  3903. */
  3904. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  3905. /**
  3906. * Returns a Color3 value containing a gray color
  3907. * @returns a new Color3 object
  3908. */
  3909. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  3910. /**
  3911. * Returns a Color3 value containing a teal color
  3912. * @returns a new Color3 object
  3913. */
  3914. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  3915. /**
  3916. * Returns a Color3 value containing a random color
  3917. * @returns a new Color3 object
  3918. */
  3919. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  3920. return Color3;
  3921. }());
  3922. BABYLON.Color3 = Color3;
  3923. /**
  3924. * Class used to hold a RBGA color
  3925. */
  3926. var Color4 = /** @class */ (function () {
  3927. /**
  3928. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  3929. * @param r defines the red component (between 0 and 1, default is 0)
  3930. * @param g defines the green component (between 0 and 1, default is 0)
  3931. * @param b defines the blue component (between 0 and 1, default is 0)
  3932. * @param a defines the alpha component (between 0 and 1, default is 1)
  3933. */
  3934. function Color4(
  3935. /**
  3936. * Defines the red component (between 0 and 1, default is 0)
  3937. */
  3938. r,
  3939. /**
  3940. * Defines the green component (between 0 and 1, default is 0)
  3941. */
  3942. g,
  3943. /**
  3944. * Defines the blue component (between 0 and 1, default is 0)
  3945. */
  3946. b,
  3947. /**
  3948. * Defines the alpha component (between 0 and 1, default is 1)
  3949. */
  3950. a) {
  3951. if (r === void 0) { r = 0; }
  3952. if (g === void 0) { g = 0; }
  3953. if (b === void 0) { b = 0; }
  3954. if (a === void 0) { a = 1; }
  3955. this.r = r;
  3956. this.g = g;
  3957. this.b = b;
  3958. this.a = a;
  3959. }
  3960. // Operators
  3961. /**
  3962. * Adds in place the given Color4 values to the current Color4 object
  3963. * @param right defines the second operand
  3964. * @returns the current updated Color4 object
  3965. */
  3966. Color4.prototype.addInPlace = function (right) {
  3967. this.r += right.r;
  3968. this.g += right.g;
  3969. this.b += right.b;
  3970. this.a += right.a;
  3971. return this;
  3972. };
  3973. /**
  3974. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  3975. * @returns the new array
  3976. */
  3977. Color4.prototype.asArray = function () {
  3978. var result = new Array();
  3979. this.toArray(result, 0);
  3980. return result;
  3981. };
  3982. /**
  3983. * Stores from the starting index in the given array the Color4 successive values
  3984. * @param array defines the array where to store the r,g,b components
  3985. * @param index defines an optional index in the target array to define where to start storing values
  3986. * @returns the current Color4 object
  3987. */
  3988. Color4.prototype.toArray = function (array, index) {
  3989. if (index === void 0) { index = 0; }
  3990. array[index] = this.r;
  3991. array[index + 1] = this.g;
  3992. array[index + 2] = this.b;
  3993. array[index + 3] = this.a;
  3994. return this;
  3995. };
  3996. /**
  3997. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  3998. * @param right defines the second operand
  3999. * @returns a new Color4 object
  4000. */
  4001. Color4.prototype.add = function (right) {
  4002. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  4003. };
  4004. /**
  4005. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  4006. * @param right defines the second operand
  4007. * @returns a new Color4 object
  4008. */
  4009. Color4.prototype.subtract = function (right) {
  4010. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  4011. };
  4012. /**
  4013. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  4014. * @param right defines the second operand
  4015. * @param result defines the Color4 object where to store the result
  4016. * @returns the current Color4 object
  4017. */
  4018. Color4.prototype.subtractToRef = function (right, result) {
  4019. result.r = this.r - right.r;
  4020. result.g = this.g - right.g;
  4021. result.b = this.b - right.b;
  4022. result.a = this.a - right.a;
  4023. return this;
  4024. };
  4025. /**
  4026. * Creates a new Color4 with the current Color4 values multiplied by scale
  4027. * @param scale defines the scaling factor to apply
  4028. * @returns a new Color4 object
  4029. */
  4030. Color4.prototype.scale = function (scale) {
  4031. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  4032. };
  4033. /**
  4034. * Multiplies the current Color4 values by scale and stores the result in "result"
  4035. * @param scale defines the scaling factor to apply
  4036. * @param result defines the Color4 object where to store the result
  4037. * @returns the current unmodified Color4
  4038. */
  4039. Color4.prototype.scaleToRef = function (scale, result) {
  4040. result.r = this.r * scale;
  4041. result.g = this.g * scale;
  4042. result.b = this.b * scale;
  4043. result.a = this.a * scale;
  4044. return this;
  4045. };
  4046. /**
  4047. * Scale the current Color4 values by a factor and add the result to a given Color4
  4048. * @param scale defines the scale factor
  4049. * @param result defines the Color4 object where to store the result
  4050. * @returns the unmodified current Color4
  4051. */
  4052. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  4053. result.r += this.r * scale;
  4054. result.g += this.g * scale;
  4055. result.b += this.b * scale;
  4056. result.a += this.a * scale;
  4057. return this;
  4058. };
  4059. /**
  4060. * Clamps the rgb values by the min and max values and stores the result into "result"
  4061. * @param min defines minimum clamping value (default is 0)
  4062. * @param max defines maximum clamping value (default is 1)
  4063. * @param result defines color to store the result into.
  4064. * @returns the cuurent Color4
  4065. */
  4066. Color4.prototype.clampToRef = function (min, max, result) {
  4067. if (min === void 0) { min = 0; }
  4068. if (max === void 0) { max = 1; }
  4069. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  4070. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  4071. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  4072. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  4073. return this;
  4074. };
  4075. /**
  4076. * Multipy an Color4 value by another and return a new Color4 object
  4077. * @param color defines the Color4 value to multiply by
  4078. * @returns a new Color4 object
  4079. */
  4080. Color4.prototype.multiply = function (color) {
  4081. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  4082. };
  4083. /**
  4084. * Multipy a Color4 value by another and push the result in a reference value
  4085. * @param color defines the Color4 value to multiply by
  4086. * @param result defines the Color4 to fill the result in
  4087. * @returns the result Color4
  4088. */
  4089. Color4.prototype.multiplyToRef = function (color, result) {
  4090. result.r = this.r * color.r;
  4091. result.g = this.g * color.g;
  4092. result.b = this.b * color.b;
  4093. result.a = this.a * color.a;
  4094. return result;
  4095. };
  4096. /**
  4097. * Creates a string with the Color4 current values
  4098. * @returns the string representation of the Color4 object
  4099. */
  4100. Color4.prototype.toString = function () {
  4101. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  4102. };
  4103. /**
  4104. * Returns the string "Color4"
  4105. * @returns "Color4"
  4106. */
  4107. Color4.prototype.getClassName = function () {
  4108. return "Color4";
  4109. };
  4110. /**
  4111. * Compute the Color4 hash code
  4112. * @returns an unique number that can be used to hash Color4 objects
  4113. */
  4114. Color4.prototype.getHashCode = function () {
  4115. var hash = this.r || 0;
  4116. hash = (hash * 397) ^ (this.g || 0);
  4117. hash = (hash * 397) ^ (this.b || 0);
  4118. hash = (hash * 397) ^ (this.a || 0);
  4119. return hash;
  4120. };
  4121. /**
  4122. * Creates a new Color4 copied from the current one
  4123. * @returns a new Color4 object
  4124. */
  4125. Color4.prototype.clone = function () {
  4126. return new Color4(this.r, this.g, this.b, this.a);
  4127. };
  4128. /**
  4129. * Copies the given Color4 values into the current one
  4130. * @param source defines the source Color4 object
  4131. * @returns the current updated Color4 object
  4132. */
  4133. Color4.prototype.copyFrom = function (source) {
  4134. this.r = source.r;
  4135. this.g = source.g;
  4136. this.b = source.b;
  4137. this.a = source.a;
  4138. return this;
  4139. };
  4140. /**
  4141. * Copies the given float values into the current one
  4142. * @param r defines the red component to read from
  4143. * @param g defines the green component to read from
  4144. * @param b defines the blue component to read from
  4145. * @param a defines the alpha component to read from
  4146. * @returns the current updated Color4 object
  4147. */
  4148. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  4149. this.r = r;
  4150. this.g = g;
  4151. this.b = b;
  4152. this.a = a;
  4153. return this;
  4154. };
  4155. /**
  4156. * Copies the given float values into the current one
  4157. * @param r defines the red component to read from
  4158. * @param g defines the green component to read from
  4159. * @param b defines the blue component to read from
  4160. * @param a defines the alpha component to read from
  4161. * @returns the current updated Color4 object
  4162. */
  4163. Color4.prototype.set = function (r, g, b, a) {
  4164. return this.copyFromFloats(r, g, b, a);
  4165. };
  4166. /**
  4167. * Compute the Color4 hexadecimal code as a string
  4168. * @returns a string containing the hexadecimal representation of the Color4 object
  4169. */
  4170. Color4.prototype.toHexString = function () {
  4171. var intR = (this.r * 255) | 0;
  4172. var intG = (this.g * 255) | 0;
  4173. var intB = (this.b * 255) | 0;
  4174. var intA = (this.a * 255) | 0;
  4175. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  4176. };
  4177. /**
  4178. * Computes a new Color4 converted from the current one to linear space
  4179. * @returns a new Color4 object
  4180. */
  4181. Color4.prototype.toLinearSpace = function () {
  4182. var convertedColor = new Color4();
  4183. this.toLinearSpaceToRef(convertedColor);
  4184. return convertedColor;
  4185. };
  4186. /**
  4187. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  4188. * @param convertedColor defines the Color4 object where to store the linear space version
  4189. * @returns the unmodified Color4
  4190. */
  4191. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  4192. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  4193. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  4194. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  4195. convertedColor.a = this.a;
  4196. return this;
  4197. };
  4198. /**
  4199. * Computes a new Color4 converted from the current one to gamma space
  4200. * @returns a new Color4 object
  4201. */
  4202. Color4.prototype.toGammaSpace = function () {
  4203. var convertedColor = new Color4();
  4204. this.toGammaSpaceToRef(convertedColor);
  4205. return convertedColor;
  4206. };
  4207. /**
  4208. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  4209. * @param convertedColor defines the Color4 object where to store the gamma space version
  4210. * @returns the unmodified Color4
  4211. */
  4212. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  4213. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  4214. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  4215. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  4216. convertedColor.a = this.a;
  4217. return this;
  4218. };
  4219. // Statics
  4220. /**
  4221. * Creates a new Color4 from the string containing valid hexadecimal values
  4222. * @param hex defines a string containing valid hexadecimal values
  4223. * @returns a new Color4 object
  4224. */
  4225. Color4.FromHexString = function (hex) {
  4226. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  4227. return new Color4(0.0, 0.0, 0.0, 0.0);
  4228. }
  4229. var r = parseInt(hex.substring(1, 3), 16);
  4230. var g = parseInt(hex.substring(3, 5), 16);
  4231. var b = parseInt(hex.substring(5, 7), 16);
  4232. var a = parseInt(hex.substring(7, 9), 16);
  4233. return Color4.FromInts(r, g, b, a);
  4234. };
  4235. /**
  4236. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4237. * @param left defines the start value
  4238. * @param right defines the end value
  4239. * @param amount defines the gradient factor
  4240. * @returns a new Color4 object
  4241. */
  4242. Color4.Lerp = function (left, right, amount) {
  4243. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  4244. Color4.LerpToRef(left, right, amount, result);
  4245. return result;
  4246. };
  4247. /**
  4248. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4249. * @param left defines the start value
  4250. * @param right defines the end value
  4251. * @param amount defines the gradient factor
  4252. * @param result defines the Color4 object where to store data
  4253. */
  4254. Color4.LerpToRef = function (left, right, amount, result) {
  4255. result.r = left.r + (right.r - left.r) * amount;
  4256. result.g = left.g + (right.g - left.g) * amount;
  4257. result.b = left.b + (right.b - left.b) * amount;
  4258. result.a = left.a + (right.a - left.a) * amount;
  4259. };
  4260. /**
  4261. * Creates a new Color4 from a Color3 and an alpha value
  4262. * @param color3 defines the source Color3 to read from
  4263. * @param alpha defines the alpha component (1.0 by default)
  4264. * @returns a new Color4 object
  4265. */
  4266. Color4.FromColor3 = function (color3, alpha) {
  4267. if (alpha === void 0) { alpha = 1.0; }
  4268. return new Color4(color3.r, color3.g, color3.b, alpha);
  4269. };
  4270. /**
  4271. * Creates a new Color4 from the starting index element of the given array
  4272. * @param array defines the source array to read from
  4273. * @param offset defines the offset in the source array
  4274. * @returns a new Color4 object
  4275. */
  4276. Color4.FromArray = function (array, offset) {
  4277. if (offset === void 0) { offset = 0; }
  4278. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4279. };
  4280. /**
  4281. * Creates a new Color3 from integer values (< 256)
  4282. * @param r defines the red component to read from (value between 0 and 255)
  4283. * @param g defines the green component to read from (value between 0 and 255)
  4284. * @param b defines the blue component to read from (value between 0 and 255)
  4285. * @param a defines the alpha component to read from (value between 0 and 255)
  4286. * @returns a new Color3 object
  4287. */
  4288. Color4.FromInts = function (r, g, b, a) {
  4289. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  4290. };
  4291. /**
  4292. * Check the content of a given array and convert it to an array containing RGBA data
  4293. * If the original array was already containing count * 4 values then it is returned directly
  4294. * @param colors defines the array to check
  4295. * @param count defines the number of RGBA data to expect
  4296. * @returns an array containing count * 4 values (RGBA)
  4297. */
  4298. Color4.CheckColors4 = function (colors, count) {
  4299. // Check if color3 was used
  4300. if (colors.length === count * 3) {
  4301. var colors4 = [];
  4302. for (var index = 0; index < colors.length; index += 3) {
  4303. var newIndex = (index / 3) * 4;
  4304. colors4[newIndex] = colors[index];
  4305. colors4[newIndex + 1] = colors[index + 1];
  4306. colors4[newIndex + 2] = colors[index + 2];
  4307. colors4[newIndex + 3] = 1.0;
  4308. }
  4309. return colors4;
  4310. }
  4311. return colors;
  4312. };
  4313. return Color4;
  4314. }());
  4315. BABYLON.Color4 = Color4;
  4316. /**
  4317. * Class representing a vector containing 2 coordinates
  4318. */
  4319. var Vector2 = /** @class */ (function () {
  4320. /**
  4321. * Creates a new Vector2 from the given x and y coordinates
  4322. * @param x defines the first coordinate
  4323. * @param y defines the second coordinate
  4324. */
  4325. function Vector2(
  4326. /** defines the first coordinate */
  4327. x,
  4328. /** defines the second coordinate */
  4329. y) {
  4330. if (x === void 0) { x = 0; }
  4331. if (y === void 0) { y = 0; }
  4332. this.x = x;
  4333. this.y = y;
  4334. }
  4335. /**
  4336. * Gets a string with the Vector2 coordinates
  4337. * @returns a string with the Vector2 coordinates
  4338. */
  4339. Vector2.prototype.toString = function () {
  4340. return "{X: " + this.x + " Y:" + this.y + "}";
  4341. };
  4342. /**
  4343. * Gets class name
  4344. * @returns the string "Vector2"
  4345. */
  4346. Vector2.prototype.getClassName = function () {
  4347. return "Vector2";
  4348. };
  4349. /**
  4350. * Gets current vector hash code
  4351. * @returns the Vector2 hash code as a number
  4352. */
  4353. Vector2.prototype.getHashCode = function () {
  4354. var hash = this.x || 0;
  4355. hash = (hash * 397) ^ (this.y || 0);
  4356. return hash;
  4357. };
  4358. // Operators
  4359. /**
  4360. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  4361. * @param array defines the source array
  4362. * @param index defines the offset in source array
  4363. * @returns the current Vector2
  4364. */
  4365. Vector2.prototype.toArray = function (array, index) {
  4366. if (index === void 0) { index = 0; }
  4367. array[index] = this.x;
  4368. array[index + 1] = this.y;
  4369. return this;
  4370. };
  4371. /**
  4372. * Copy the current vector to an array
  4373. * @returns a new array with 2 elements: the Vector2 coordinates.
  4374. */
  4375. Vector2.prototype.asArray = function () {
  4376. var result = new Array();
  4377. this.toArray(result, 0);
  4378. return result;
  4379. };
  4380. /**
  4381. * Sets the Vector2 coordinates with the given Vector2 coordinates
  4382. * @param source defines the source Vector2
  4383. * @returns the current updated Vector2
  4384. */
  4385. Vector2.prototype.copyFrom = function (source) {
  4386. this.x = source.x;
  4387. this.y = source.y;
  4388. return this;
  4389. };
  4390. /**
  4391. * Sets the Vector2 coordinates with the given floats
  4392. * @param x defines the first coordinate
  4393. * @param y defines the second coordinate
  4394. * @returns the current updated Vector2
  4395. */
  4396. Vector2.prototype.copyFromFloats = function (x, y) {
  4397. this.x = x;
  4398. this.y = y;
  4399. return this;
  4400. };
  4401. /**
  4402. * Sets the Vector2 coordinates with the given floats
  4403. * @param x defines the first coordinate
  4404. * @param y defines the second coordinate
  4405. * @returns the current updated Vector2
  4406. */
  4407. Vector2.prototype.set = function (x, y) {
  4408. return this.copyFromFloats(x, y);
  4409. };
  4410. /**
  4411. * Add another vector with the current one
  4412. * @param otherVector defines the other vector
  4413. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  4414. */
  4415. Vector2.prototype.add = function (otherVector) {
  4416. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4417. };
  4418. /**
  4419. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  4420. * @param otherVector defines the other vector
  4421. * @param result defines the target vector
  4422. * @returns the unmodified current Vector2
  4423. */
  4424. Vector2.prototype.addToRef = function (otherVector, result) {
  4425. result.x = this.x + otherVector.x;
  4426. result.y = this.y + otherVector.y;
  4427. return this;
  4428. };
  4429. /**
  4430. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  4431. * @param otherVector defines the other vector
  4432. * @returns the current updated Vector2
  4433. */
  4434. Vector2.prototype.addInPlace = function (otherVector) {
  4435. this.x += otherVector.x;
  4436. this.y += otherVector.y;
  4437. return this;
  4438. };
  4439. /**
  4440. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  4441. * @param otherVector defines the other vector
  4442. * @returns a new Vector2
  4443. */
  4444. Vector2.prototype.addVector3 = function (otherVector) {
  4445. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4446. };
  4447. /**
  4448. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  4449. * @param otherVector defines the other vector
  4450. * @returns a new Vector2
  4451. */
  4452. Vector2.prototype.subtract = function (otherVector) {
  4453. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  4454. };
  4455. /**
  4456. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  4457. * @param otherVector defines the other vector
  4458. * @param result defines the target vector
  4459. * @returns the unmodified current Vector2
  4460. */
  4461. Vector2.prototype.subtractToRef = function (otherVector, result) {
  4462. result.x = this.x - otherVector.x;
  4463. result.y = this.y - otherVector.y;
  4464. return this;
  4465. };
  4466. /**
  4467. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  4468. * @param otherVector defines the other vector
  4469. * @returns the current updated Vector2
  4470. */
  4471. Vector2.prototype.subtractInPlace = function (otherVector) {
  4472. this.x -= otherVector.x;
  4473. this.y -= otherVector.y;
  4474. return this;
  4475. };
  4476. /**
  4477. * Multiplies in place the current Vector2 coordinates by the given ones
  4478. * @param otherVector defines the other vector
  4479. * @returns the current updated Vector2
  4480. */
  4481. Vector2.prototype.multiplyInPlace = function (otherVector) {
  4482. this.x *= otherVector.x;
  4483. this.y *= otherVector.y;
  4484. return this;
  4485. };
  4486. /**
  4487. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  4488. * @param otherVector defines the other vector
  4489. * @returns a new Vector2
  4490. */
  4491. Vector2.prototype.multiply = function (otherVector) {
  4492. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  4493. };
  4494. /**
  4495. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  4496. * @param otherVector defines the other vector
  4497. * @param result defines the target vector
  4498. * @returns the unmodified current Vector2
  4499. */
  4500. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  4501. result.x = this.x * otherVector.x;
  4502. result.y = this.y * otherVector.y;
  4503. return this;
  4504. };
  4505. /**
  4506. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  4507. * @param x defines the first coordinate
  4508. * @param y defines the second coordinate
  4509. * @returns a new Vector2
  4510. */
  4511. Vector2.prototype.multiplyByFloats = function (x, y) {
  4512. return new Vector2(this.x * x, this.y * y);
  4513. };
  4514. /**
  4515. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  4516. * @param otherVector defines the other vector
  4517. * @returns a new Vector2
  4518. */
  4519. Vector2.prototype.divide = function (otherVector) {
  4520. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  4521. };
  4522. /**
  4523. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  4524. * @param otherVector defines the other vector
  4525. * @param result defines the target vector
  4526. * @returns the unmodified current Vector2
  4527. */
  4528. Vector2.prototype.divideToRef = function (otherVector, result) {
  4529. result.x = this.x / otherVector.x;
  4530. result.y = this.y / otherVector.y;
  4531. return this;
  4532. };
  4533. /**
  4534. * Divides the current Vector2 coordinates by the given ones
  4535. * @param otherVector defines the other vector
  4536. * @returns the current updated Vector2
  4537. */
  4538. Vector2.prototype.divideInPlace = function (otherVector) {
  4539. return this.divideToRef(otherVector, this);
  4540. };
  4541. /**
  4542. * Gets a new Vector2 with current Vector2 negated coordinates
  4543. * @returns a new Vector2
  4544. */
  4545. Vector2.prototype.negate = function () {
  4546. return new Vector2(-this.x, -this.y);
  4547. };
  4548. /**
  4549. * Multiply the Vector2 coordinates by scale
  4550. * @param scale defines the scaling factor
  4551. * @returns the current updated Vector2
  4552. */
  4553. Vector2.prototype.scaleInPlace = function (scale) {
  4554. this.x *= scale;
  4555. this.y *= scale;
  4556. return this;
  4557. };
  4558. /**
  4559. * Returns a new Vector2 scaled by "scale" from the current Vector2
  4560. * @param scale defines the scaling factor
  4561. * @returns a new Vector2
  4562. */
  4563. Vector2.prototype.scale = function (scale) {
  4564. var result = new Vector2(0, 0);
  4565. this.scaleToRef(scale, result);
  4566. return result;
  4567. };
  4568. /**
  4569. * Scale the current Vector2 values by a factor to a given Vector2
  4570. * @param scale defines the scale factor
  4571. * @param result defines the Vector2 object where to store the result
  4572. * @returns the unmodified current Vector2
  4573. */
  4574. Vector2.prototype.scaleToRef = function (scale, result) {
  4575. result.x = this.x * scale;
  4576. result.y = this.y * scale;
  4577. return this;
  4578. };
  4579. /**
  4580. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  4581. * @param scale defines the scale factor
  4582. * @param result defines the Vector2 object where to store the result
  4583. * @returns the unmodified current Vector2
  4584. */
  4585. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  4586. result.x += this.x * scale;
  4587. result.y += this.y * scale;
  4588. return this;
  4589. };
  4590. /**
  4591. * Gets a boolean if two vectors are equals
  4592. * @param otherVector defines the other vector
  4593. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  4594. */
  4595. Vector2.prototype.equals = function (otherVector) {
  4596. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  4597. };
  4598. /**
  4599. * Gets a boolean if two vectors are equals (using an epsilon value)
  4600. * @param otherVector defines the other vector
  4601. * @param epsilon defines the minimal distance to consider equality
  4602. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  4603. */
  4604. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4605. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4606. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  4607. };
  4608. /**
  4609. * Gets a new Vector2 from current Vector2 floored values
  4610. * @returns a new Vector2
  4611. */
  4612. Vector2.prototype.floor = function () {
  4613. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  4614. };
  4615. /**
  4616. * Gets a new Vector2 from current Vector2 floored values
  4617. * @returns a new Vector2
  4618. */
  4619. Vector2.prototype.fract = function () {
  4620. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  4621. };
  4622. // Properties
  4623. /**
  4624. * Gets the length of the vector
  4625. * @returns the vector length (float)
  4626. */
  4627. Vector2.prototype.length = function () {
  4628. return Math.sqrt(this.x * this.x + this.y * this.y);
  4629. };
  4630. /**
  4631. * Gets the vector squared length
  4632. * @returns the vector squared length (float)
  4633. */
  4634. Vector2.prototype.lengthSquared = function () {
  4635. return (this.x * this.x + this.y * this.y);
  4636. };
  4637. // Methods
  4638. /**
  4639. * Normalize the vector
  4640. * @returns the current updated Vector2
  4641. */
  4642. Vector2.prototype.normalize = function () {
  4643. var len = this.length();
  4644. if (len === 0) {
  4645. return this;
  4646. }
  4647. var num = 1.0 / len;
  4648. this.x *= num;
  4649. this.y *= num;
  4650. return this;
  4651. };
  4652. /**
  4653. * Gets a new Vector2 copied from the Vector2
  4654. * @returns a new Vector2
  4655. */
  4656. Vector2.prototype.clone = function () {
  4657. return new Vector2(this.x, this.y);
  4658. };
  4659. // Statics
  4660. /**
  4661. * Gets a new Vector2(0, 0)
  4662. * @returns a new Vector2
  4663. */
  4664. Vector2.Zero = function () {
  4665. return new Vector2(0, 0);
  4666. };
  4667. /**
  4668. * Gets a new Vector2(1, 1)
  4669. * @returns a new Vector2
  4670. */
  4671. Vector2.One = function () {
  4672. return new Vector2(1, 1);
  4673. };
  4674. /**
  4675. * Gets a new Vector2 set from the given index element of the given array
  4676. * @param array defines the data source
  4677. * @param offset defines the offset in the data source
  4678. * @returns a new Vector2
  4679. */
  4680. Vector2.FromArray = function (array, offset) {
  4681. if (offset === void 0) { offset = 0; }
  4682. return new Vector2(array[offset], array[offset + 1]);
  4683. };
  4684. /**
  4685. * Sets "result" from the given index element of the given array
  4686. * @param array defines the data source
  4687. * @param offset defines the offset in the data source
  4688. * @param result defines the target vector
  4689. */
  4690. Vector2.FromArrayToRef = function (array, offset, result) {
  4691. result.x = array[offset];
  4692. result.y = array[offset + 1];
  4693. };
  4694. /**
  4695. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  4696. * @param value1 defines 1st point of control
  4697. * @param value2 defines 2nd point of control
  4698. * @param value3 defines 3rd point of control
  4699. * @param value4 defines 4th point of control
  4700. * @param amount defines the interpolation factor
  4701. * @returns a new Vector2
  4702. */
  4703. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  4704. var squared = amount * amount;
  4705. var cubed = amount * squared;
  4706. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  4707. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  4708. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  4709. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  4710. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  4711. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  4712. return new Vector2(x, y);
  4713. };
  4714. /**
  4715. * 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".
  4716. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  4717. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  4718. * @param value defines the value to clamp
  4719. * @param min defines the lower limit
  4720. * @param max defines the upper limit
  4721. * @returns a new Vector2
  4722. */
  4723. Vector2.Clamp = function (value, min, max) {
  4724. var x = value.x;
  4725. x = (x > max.x) ? max.x : x;
  4726. x = (x < min.x) ? min.x : x;
  4727. var y = value.y;
  4728. y = (y > max.y) ? max.y : y;
  4729. y = (y < min.y) ? min.y : y;
  4730. return new Vector2(x, y);
  4731. };
  4732. /**
  4733. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  4734. * @param value1 defines the 1st control point
  4735. * @param tangent1 defines the outgoing tangent
  4736. * @param value2 defines the 2nd control point
  4737. * @param tangent2 defines the incoming tangent
  4738. * @param amount defines the interpolation factor
  4739. * @returns a new Vector2
  4740. */
  4741. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  4742. var squared = amount * amount;
  4743. var cubed = amount * squared;
  4744. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  4745. var part2 = (-2.0 * cubed) + (3.0 * squared);
  4746. var part3 = (cubed - (2.0 * squared)) + amount;
  4747. var part4 = cubed - squared;
  4748. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  4749. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  4750. return new Vector2(x, y);
  4751. };
  4752. /**
  4753. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  4754. * @param start defines the start vector
  4755. * @param end defines the end vector
  4756. * @param amount defines the interpolation factor
  4757. * @returns a new Vector2
  4758. */
  4759. Vector2.Lerp = function (start, end, amount) {
  4760. var x = start.x + ((end.x - start.x) * amount);
  4761. var y = start.y + ((end.y - start.y) * amount);
  4762. return new Vector2(x, y);
  4763. };
  4764. /**
  4765. * Gets the dot product of the vector "left" and the vector "right"
  4766. * @param left defines first vector
  4767. * @param right defines second vector
  4768. * @returns the dot product (float)
  4769. */
  4770. Vector2.Dot = function (left, right) {
  4771. return left.x * right.x + left.y * right.y;
  4772. };
  4773. /**
  4774. * Returns a new Vector2 equal to the normalized given vector
  4775. * @param vector defines the vector to normalize
  4776. * @returns a new Vector2
  4777. */
  4778. Vector2.Normalize = function (vector) {
  4779. var newVector = vector.clone();
  4780. newVector.normalize();
  4781. return newVector;
  4782. };
  4783. /**
  4784. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  4785. * @param left defines 1st vector
  4786. * @param right defines 2nd vector
  4787. * @returns a new Vector2
  4788. */
  4789. Vector2.Minimize = function (left, right) {
  4790. var x = (left.x < right.x) ? left.x : right.x;
  4791. var y = (left.y < right.y) ? left.y : right.y;
  4792. return new Vector2(x, y);
  4793. };
  4794. /**
  4795. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  4796. * @param left defines 1st vector
  4797. * @param right defines 2nd vector
  4798. * @returns a new Vector2
  4799. */
  4800. Vector2.Maximize = function (left, right) {
  4801. var x = (left.x > right.x) ? left.x : right.x;
  4802. var y = (left.y > right.y) ? left.y : right.y;
  4803. return new Vector2(x, y);
  4804. };
  4805. /**
  4806. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  4807. * @param vector defines the vector to transform
  4808. * @param transformation defines the matrix to apply
  4809. * @returns a new Vector2
  4810. */
  4811. Vector2.Transform = function (vector, transformation) {
  4812. var r = Vector2.Zero();
  4813. Vector2.TransformToRef(vector, transformation, r);
  4814. return r;
  4815. };
  4816. /**
  4817. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  4818. * @param vector defines the vector to transform
  4819. * @param transformation defines the matrix to apply
  4820. * @param result defines the target vector
  4821. */
  4822. Vector2.TransformToRef = function (vector, transformation, result) {
  4823. var m = transformation.m;
  4824. var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];
  4825. var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];
  4826. result.x = x;
  4827. result.y = y;
  4828. };
  4829. /**
  4830. * Determines if a given vector is included in a triangle
  4831. * @param p defines the vector to test
  4832. * @param p0 defines 1st triangle point
  4833. * @param p1 defines 2nd triangle point
  4834. * @param p2 defines 3rd triangle point
  4835. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  4836. */
  4837. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  4838. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  4839. var sign = a < 0 ? -1 : 1;
  4840. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  4841. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  4842. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  4843. };
  4844. /**
  4845. * Gets the distance between the vectors "value1" and "value2"
  4846. * @param value1 defines first vector
  4847. * @param value2 defines second vector
  4848. * @returns the distance between vectors
  4849. */
  4850. Vector2.Distance = function (value1, value2) {
  4851. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  4852. };
  4853. /**
  4854. * Returns the squared distance between the vectors "value1" and "value2"
  4855. * @param value1 defines first vector
  4856. * @param value2 defines second vector
  4857. * @returns the squared distance between vectors
  4858. */
  4859. Vector2.DistanceSquared = function (value1, value2) {
  4860. var x = value1.x - value2.x;
  4861. var y = value1.y - value2.y;
  4862. return (x * x) + (y * y);
  4863. };
  4864. /**
  4865. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  4866. * @param value1 defines first vector
  4867. * @param value2 defines second vector
  4868. * @returns a new Vector2
  4869. */
  4870. Vector2.Center = function (value1, value2) {
  4871. var center = value1.add(value2);
  4872. center.scaleInPlace(0.5);
  4873. return center;
  4874. };
  4875. /**
  4876. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  4877. * @param p defines the middle point
  4878. * @param segA defines one point of the segment
  4879. * @param segB defines the other point of the segment
  4880. * @returns the shortest distance
  4881. */
  4882. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  4883. var l2 = Vector2.DistanceSquared(segA, segB);
  4884. if (l2 === 0.0) {
  4885. return Vector2.Distance(p, segA);
  4886. }
  4887. var v = segB.subtract(segA);
  4888. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  4889. var proj = segA.add(v.multiplyByFloats(t, t));
  4890. return Vector2.Distance(p, proj);
  4891. };
  4892. return Vector2;
  4893. }());
  4894. BABYLON.Vector2 = Vector2;
  4895. /**
  4896. * Classed used to store (x,y,z) vector representation
  4897. * A Vector3 is the main object used in 3D geometry
  4898. * It can represent etiher the coordinates of a point the space, either a direction
  4899. * Reminder: Babylon.js uses a left handed forward facing system
  4900. */
  4901. var Vector3 = /** @class */ (function () {
  4902. /**
  4903. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  4904. * @param x defines the first coordinates (on X axis)
  4905. * @param y defines the second coordinates (on Y axis)
  4906. * @param z defines the third coordinates (on Z axis)
  4907. */
  4908. function Vector3(
  4909. /**
  4910. * Defines the first coordinates (on X axis)
  4911. */
  4912. x,
  4913. /**
  4914. * Defines the second coordinates (on Y axis)
  4915. */
  4916. y,
  4917. /**
  4918. * Defines the third coordinates (on Z axis)
  4919. */
  4920. z) {
  4921. if (x === void 0) { x = 0; }
  4922. if (y === void 0) { y = 0; }
  4923. if (z === void 0) { z = 0; }
  4924. this.x = x;
  4925. this.y = y;
  4926. this.z = z;
  4927. }
  4928. /**
  4929. * Creates a string representation of the Vector3
  4930. * @returns a string with the Vector3 coordinates.
  4931. */
  4932. Vector3.prototype.toString = function () {
  4933. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  4934. };
  4935. /**
  4936. * Gets the class name
  4937. * @returns the string "Vector3"
  4938. */
  4939. Vector3.prototype.getClassName = function () {
  4940. return "Vector3";
  4941. };
  4942. /**
  4943. * Creates the Vector3 hash code
  4944. * @returns a number which tends to be unique between Vector3 instances
  4945. */
  4946. Vector3.prototype.getHashCode = function () {
  4947. var hash = this.x || 0;
  4948. hash = (hash * 397) ^ (this.y || 0);
  4949. hash = (hash * 397) ^ (this.z || 0);
  4950. return hash;
  4951. };
  4952. // Operators
  4953. /**
  4954. * Creates an array containing three elements : the coordinates of the Vector3
  4955. * @returns a new array of numbers
  4956. */
  4957. Vector3.prototype.asArray = function () {
  4958. var result = [];
  4959. this.toArray(result, 0);
  4960. return result;
  4961. };
  4962. /**
  4963. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  4964. * @param array defines the destination array
  4965. * @param index defines the offset in the destination array
  4966. * @returns the current Vector3
  4967. */
  4968. Vector3.prototype.toArray = function (array, index) {
  4969. if (index === void 0) { index = 0; }
  4970. array[index] = this.x;
  4971. array[index + 1] = this.y;
  4972. array[index + 2] = this.z;
  4973. return this;
  4974. };
  4975. /**
  4976. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  4977. * @returns a new Quaternion object, computed from the Vector3 coordinates
  4978. */
  4979. Vector3.prototype.toQuaternion = function () {
  4980. return BABYLON.Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);
  4981. };
  4982. /**
  4983. * Adds the given vector to the current Vector3
  4984. * @param otherVector defines the second operand
  4985. * @returns the current updated Vector3
  4986. */
  4987. Vector3.prototype.addInPlace = function (otherVector) {
  4988. return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);
  4989. };
  4990. /**
  4991. * Adds the given coordinates to the current Vector3
  4992. * @param x defines the x coordinate of the operand
  4993. * @param y defines the y coordinate of the operand
  4994. * @param z defines the z coordinate of the operand
  4995. * @returns the current updated Vector3
  4996. */
  4997. Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {
  4998. this.x += x;
  4999. this.y += y;
  5000. this.z += z;
  5001. return this;
  5002. };
  5003. /**
  5004. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  5005. * @param otherVector defines the second operand
  5006. * @returns the resulting Vector3
  5007. */
  5008. Vector3.prototype.add = function (otherVector) {
  5009. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5010. };
  5011. /**
  5012. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  5013. * @param otherVector defines the second operand
  5014. * @param result defines the Vector3 object where to store the result
  5015. * @returns the current Vector3
  5016. */
  5017. Vector3.prototype.addToRef = function (otherVector, result) {
  5018. return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5019. };
  5020. /**
  5021. * Subtract the given vector from the current Vector3
  5022. * @param otherVector defines the second operand
  5023. * @returns the current updated Vector3
  5024. */
  5025. Vector3.prototype.subtractInPlace = function (otherVector) {
  5026. this.x -= otherVector.x;
  5027. this.y -= otherVector.y;
  5028. this.z -= otherVector.z;
  5029. return this;
  5030. };
  5031. /**
  5032. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  5033. * @param otherVector defines the second operand
  5034. * @returns the resulting Vector3
  5035. */
  5036. Vector3.prototype.subtract = function (otherVector) {
  5037. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  5038. };
  5039. /**
  5040. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  5041. * @param otherVector defines the second operand
  5042. * @param result defines the Vector3 object where to store the result
  5043. * @returns the current Vector3
  5044. */
  5045. Vector3.prototype.subtractToRef = function (otherVector, result) {
  5046. return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);
  5047. };
  5048. /**
  5049. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  5050. * @param x defines the x coordinate of the operand
  5051. * @param y defines the y coordinate of the operand
  5052. * @param z defines the z coordinate of the operand
  5053. * @returns the resulting Vector3
  5054. */
  5055. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  5056. return new Vector3(this.x - x, this.y - y, this.z - z);
  5057. };
  5058. /**
  5059. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  5060. * @param x defines the x coordinate of the operand
  5061. * @param y defines the y coordinate of the operand
  5062. * @param z defines the z coordinate of the operand
  5063. * @param result defines the Vector3 object where to store the result
  5064. * @returns the current Vector3
  5065. */
  5066. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  5067. return result.copyFromFloats(this.x - x, this.y - y, this.z - z);
  5068. };
  5069. /**
  5070. * Gets a new Vector3 set with the current Vector3 negated coordinates
  5071. * @returns a new Vector3
  5072. */
  5073. Vector3.prototype.negate = function () {
  5074. return new Vector3(-this.x, -this.y, -this.z);
  5075. };
  5076. /**
  5077. * Multiplies the Vector3 coordinates by the float "scale"
  5078. * @param scale defines the multiplier factor
  5079. * @returns the current updated Vector3
  5080. */
  5081. Vector3.prototype.scaleInPlace = function (scale) {
  5082. this.x *= scale;
  5083. this.y *= scale;
  5084. this.z *= scale;
  5085. return this;
  5086. };
  5087. /**
  5088. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  5089. * @param scale defines the multiplier factor
  5090. * @returns a new Vector3
  5091. */
  5092. Vector3.prototype.scale = function (scale) {
  5093. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  5094. };
  5095. /**
  5096. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  5097. * @param scale defines the multiplier factor
  5098. * @param result defines the Vector3 object where to store the result
  5099. * @returns the current Vector3
  5100. */
  5101. Vector3.prototype.scaleToRef = function (scale, result) {
  5102. return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5103. };
  5104. /**
  5105. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  5106. * @param scale defines the scale factor
  5107. * @param result defines the Vector3 object where to store the result
  5108. * @returns the unmodified current Vector3
  5109. */
  5110. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  5111. return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5112. };
  5113. /**
  5114. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  5115. * @param otherVector defines the second operand
  5116. * @returns true if both vectors are equals
  5117. */
  5118. Vector3.prototype.equals = function (otherVector) {
  5119. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  5120. };
  5121. /**
  5122. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  5123. * @param otherVector defines the second operand
  5124. * @param epsilon defines the minimal distance to define values as equals
  5125. * @returns true if both vectors are distant less than epsilon
  5126. */
  5127. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  5128. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  5129. 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);
  5130. };
  5131. /**
  5132. * Returns true if the current Vector3 coordinates equals the given floats
  5133. * @param x defines the x coordinate of the operand
  5134. * @param y defines the y coordinate of the operand
  5135. * @param z defines the z coordinate of the operand
  5136. * @returns true if both vectors are equals
  5137. */
  5138. Vector3.prototype.equalsToFloats = function (x, y, z) {
  5139. return this.x === x && this.y === y && this.z === z;
  5140. };
  5141. /**
  5142. * Multiplies the current Vector3 coordinates by the given ones
  5143. * @param otherVector defines the second operand
  5144. * @returns the current updated Vector3
  5145. */
  5146. Vector3.prototype.multiplyInPlace = function (otherVector) {
  5147. this.x *= otherVector.x;
  5148. this.y *= otherVector.y;
  5149. this.z *= otherVector.z;
  5150. return this;
  5151. };
  5152. /**
  5153. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  5154. * @param otherVector defines the second operand
  5155. * @returns the new Vector3
  5156. */
  5157. Vector3.prototype.multiply = function (otherVector) {
  5158. return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);
  5159. };
  5160. /**
  5161. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  5162. * @param otherVector defines the second operand
  5163. * @param result defines the Vector3 object where to store the result
  5164. * @returns the current Vector3
  5165. */
  5166. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  5167. return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  5168. };
  5169. /**
  5170. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  5171. * @param x defines the x coordinate of the operand
  5172. * @param y defines the y coordinate of the operand
  5173. * @param z defines the z coordinate of the operand
  5174. * @returns the new Vector3
  5175. */
  5176. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  5177. return new Vector3(this.x * x, this.y * y, this.z * z);
  5178. };
  5179. /**
  5180. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  5181. * @param otherVector defines the second operand
  5182. * @returns the new Vector3
  5183. */
  5184. Vector3.prototype.divide = function (otherVector) {
  5185. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5186. };
  5187. /**
  5188. * Divides the current Vector3 coordinates by the given ones 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.divideToRef = function (otherVector, result) {
  5194. return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5195. };
  5196. /**
  5197. * Divides the current Vector3 coordinates by the given ones.
  5198. * @param otherVector defines the second operand
  5199. * @returns the current updated Vector3
  5200. */
  5201. Vector3.prototype.divideInPlace = function (otherVector) {
  5202. return this.divideToRef(otherVector, this);
  5203. };
  5204. /**
  5205. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  5206. * @param other defines the second operand
  5207. * @returns the current updated Vector3
  5208. */
  5209. Vector3.prototype.minimizeInPlace = function (other) {
  5210. return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);
  5211. };
  5212. /**
  5213. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  5214. * @param other defines the second operand
  5215. * @returns the current updated Vector3
  5216. */
  5217. Vector3.prototype.maximizeInPlace = function (other) {
  5218. return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);
  5219. };
  5220. /**
  5221. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  5222. * @param x defines the x coordinate of the operand
  5223. * @param y defines the y coordinate of the operand
  5224. * @param z defines the z coordinate of the operand
  5225. * @returns the current updated Vector3
  5226. */
  5227. Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {
  5228. if (x < this.x) {
  5229. this.x = x;
  5230. }
  5231. if (y < this.y) {
  5232. this.y = y;
  5233. }
  5234. if (z < this.z) {
  5235. this.z = z;
  5236. }
  5237. return this;
  5238. };
  5239. /**
  5240. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  5241. * @param x defines the x coordinate of the operand
  5242. * @param y defines the y coordinate of the operand
  5243. * @param z defines the z coordinate of the operand
  5244. * @returns the current updated Vector3
  5245. */
  5246. Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {
  5247. if (x > this.x) {
  5248. this.x = x;
  5249. }
  5250. if (y > this.y) {
  5251. this.y = y;
  5252. }
  5253. if (z > this.z) {
  5254. this.z = z;
  5255. }
  5256. return this;
  5257. };
  5258. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  5259. /**
  5260. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  5261. */
  5262. get: function () {
  5263. var absX = Math.abs(this.x);
  5264. var absY = Math.abs(this.y);
  5265. if (absX !== absY) {
  5266. return true;
  5267. }
  5268. var absZ = Math.abs(this.z);
  5269. if (absX !== absZ) {
  5270. return true;
  5271. }
  5272. if (absY !== absZ) {
  5273. return true;
  5274. }
  5275. return false;
  5276. },
  5277. enumerable: true,
  5278. configurable: true
  5279. });
  5280. /**
  5281. * Gets a new Vector3 from current Vector3 floored values
  5282. * @returns a new Vector3
  5283. */
  5284. Vector3.prototype.floor = function () {
  5285. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  5286. };
  5287. /**
  5288. * Gets a new Vector3 from current Vector3 floored values
  5289. * @returns a new Vector3
  5290. */
  5291. Vector3.prototype.fract = function () {
  5292. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  5293. };
  5294. // Properties
  5295. /**
  5296. * Gets the length of the Vector3
  5297. * @returns the length of the Vecto3
  5298. */
  5299. Vector3.prototype.length = function () {
  5300. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  5301. };
  5302. /**
  5303. * Gets the squared length of the Vector3
  5304. * @returns squared length of the Vector3
  5305. */
  5306. Vector3.prototype.lengthSquared = function () {
  5307. return (this.x * this.x + this.y * this.y + this.z * this.z);
  5308. };
  5309. /**
  5310. * Normalize the current Vector3.
  5311. * Please note that this is an in place operation.
  5312. * @returns the current updated Vector3
  5313. */
  5314. Vector3.prototype.normalize = function () {
  5315. return this.normalizeFromLength(this.length());
  5316. };
  5317. /**
  5318. * Reorders the x y z properties of the vector in place
  5319. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  5320. * @returns the current updated vector
  5321. */
  5322. Vector3.prototype.reorderInPlace = function (order) {
  5323. var _this = this;
  5324. order = order.toLowerCase();
  5325. if (order === "xyz") {
  5326. return this;
  5327. }
  5328. MathTmp.Vector3[0].copyFrom(this);
  5329. ["x", "y", "z"].forEach(function (val, i) {
  5330. _this[val] = MathTmp.Vector3[0][order[i]];
  5331. });
  5332. return this;
  5333. };
  5334. /**
  5335. * Rotates the vector around 0,0,0 by a quaternion
  5336. * @param quaternion the rotation quaternion
  5337. * @param result vector to store the result
  5338. * @returns the resulting vector
  5339. */
  5340. Vector3.prototype.rotateByQuaternionToRef = function (quaternion, result) {
  5341. quaternion.toRotationMatrix(MathTmp.Matrix[0]);
  5342. Vector3.TransformCoordinatesToRef(this, MathTmp.Matrix[0], result);
  5343. return result;
  5344. };
  5345. /**
  5346. * Rotates a vector around a given point
  5347. * @param quaternion the rotation quaternion
  5348. * @param point the point to rotate around
  5349. * @param result vector to store the result
  5350. * @returns the resulting vector
  5351. */
  5352. Vector3.prototype.rotateByQuaternionAroundPointToRef = function (quaternion, point, result) {
  5353. this.subtractToRef(point, MathTmp.Vector3[0]);
  5354. MathTmp.Vector3[0].rotateByQuaternionToRef(quaternion, MathTmp.Vector3[0]);
  5355. point.addToRef(MathTmp.Vector3[0], result);
  5356. return result;
  5357. };
  5358. /**
  5359. * Normalize the current Vector3 with the given input length.
  5360. * Please note that this is an in place operation.
  5361. * @param len the length of the vector
  5362. * @returns the current updated Vector3
  5363. */
  5364. Vector3.prototype.normalizeFromLength = function (len) {
  5365. if (len === 0 || len === 1.0) {
  5366. return this;
  5367. }
  5368. return this.scaleInPlace(1.0 / len);
  5369. };
  5370. /**
  5371. * Normalize the current Vector3 to a new vector
  5372. * @returns the new Vector3
  5373. */
  5374. Vector3.prototype.normalizeToNew = function () {
  5375. var normalized = new Vector3(0, 0, 0);
  5376. this.normalizeToRef(normalized);
  5377. return normalized;
  5378. };
  5379. /**
  5380. * Normalize the current Vector3 to the reference
  5381. * @param reference define the Vector3 to update
  5382. * @returns the updated Vector3
  5383. */
  5384. Vector3.prototype.normalizeToRef = function (reference) {
  5385. var len = this.length();
  5386. if (len === 0 || len === 1.0) {
  5387. return reference.copyFromFloats(this.x, this.y, this.z);
  5388. }
  5389. return this.scaleToRef(1.0 / len, reference);
  5390. };
  5391. /**
  5392. * Creates a new Vector3 copied from the current Vector3
  5393. * @returns the new Vector3
  5394. */
  5395. Vector3.prototype.clone = function () {
  5396. return new Vector3(this.x, this.y, this.z);
  5397. };
  5398. /**
  5399. * Copies the given vector coordinates to the current Vector3 ones
  5400. * @param source defines the source Vector3
  5401. * @returns the current updated Vector3
  5402. */
  5403. Vector3.prototype.copyFrom = function (source) {
  5404. return this.copyFromFloats(source.x, source.y, source.z);
  5405. };
  5406. /**
  5407. * Copies the given floats to the current Vector3 coordinates
  5408. * @param x defines the x coordinate of the operand
  5409. * @param y defines the y coordinate of the operand
  5410. * @param z defines the z coordinate of the operand
  5411. * @returns the current updated Vector3
  5412. */
  5413. Vector3.prototype.copyFromFloats = function (x, y, z) {
  5414. this.x = x;
  5415. this.y = y;
  5416. this.z = z;
  5417. return this;
  5418. };
  5419. /**
  5420. * Copies the given floats to the current Vector3 coordinates
  5421. * @param x defines the x coordinate of the operand
  5422. * @param y defines the y coordinate of the operand
  5423. * @param z defines the z coordinate of the operand
  5424. * @returns the current updated Vector3
  5425. */
  5426. Vector3.prototype.set = function (x, y, z) {
  5427. return this.copyFromFloats(x, y, z);
  5428. };
  5429. /**
  5430. * Copies the given float to the current Vector3 coordinates
  5431. * @param v defines the x, y and z coordinates of the operand
  5432. * @returns the current updated Vector3
  5433. */
  5434. Vector3.prototype.setAll = function (v) {
  5435. this.x = this.y = this.z = v;
  5436. return this;
  5437. };
  5438. // Statics
  5439. /**
  5440. * Get the clip factor between two vectors
  5441. * @param vector0 defines the first operand
  5442. * @param vector1 defines the second operand
  5443. * @param axis defines the axis to use
  5444. * @param size defines the size along the axis
  5445. * @returns the clip factor
  5446. */
  5447. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  5448. var d0 = Vector3.Dot(vector0, axis) - size;
  5449. var d1 = Vector3.Dot(vector1, axis) - size;
  5450. var s = d0 / (d0 - d1);
  5451. return s;
  5452. };
  5453. /**
  5454. * Get angle between two vectors
  5455. * @param vector0 angle between vector0 and vector1
  5456. * @param vector1 angle between vector0 and vector1
  5457. * @param normal direction of the normal
  5458. * @return the angle between vector0 and vector1
  5459. */
  5460. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  5461. var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);
  5462. var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);
  5463. var dot = Vector3.Dot(v0, v1);
  5464. var n = MathTmp.Vector3[3];
  5465. Vector3.CrossToRef(v0, v1, n);
  5466. if (Vector3.Dot(n, normal) > 0) {
  5467. return Math.acos(dot);
  5468. }
  5469. return -Math.acos(dot);
  5470. };
  5471. /**
  5472. * Returns a new Vector3 set from the index "offset" of the given array
  5473. * @param array defines the source array
  5474. * @param offset defines the offset in the source array
  5475. * @returns the new Vector3
  5476. */
  5477. Vector3.FromArray = function (array, offset) {
  5478. if (offset === void 0) { offset = 0; }
  5479. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  5480. };
  5481. /**
  5482. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  5483. * This function is deprecated. Use FromArray instead
  5484. * @param array defines the source array
  5485. * @param offset defines the offset in the source array
  5486. * @returns the new Vector3
  5487. */
  5488. Vector3.FromFloatArray = function (array, offset) {
  5489. return Vector3.FromArray(array, offset);
  5490. };
  5491. /**
  5492. * Sets the given vector "result" with the element values from the index "offset" of the given array
  5493. * @param array defines the source array
  5494. * @param offset defines the offset in the source array
  5495. * @param result defines the Vector3 where to store the result
  5496. */
  5497. Vector3.FromArrayToRef = function (array, offset, result) {
  5498. result.x = array[offset];
  5499. result.y = array[offset + 1];
  5500. result.z = array[offset + 2];
  5501. };
  5502. /**
  5503. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  5504. * This function is deprecated. Use FromArrayToRef instead.
  5505. * @param array defines the source array
  5506. * @param offset defines the offset in the source array
  5507. * @param result defines the Vector3 where to store the result
  5508. */
  5509. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  5510. return Vector3.FromArrayToRef(array, offset, result);
  5511. };
  5512. /**
  5513. * Sets the given vector "result" with the given floats.
  5514. * @param x defines the x coordinate of the source
  5515. * @param y defines the y coordinate of the source
  5516. * @param z defines the z coordinate of the source
  5517. * @param result defines the Vector3 where to store the result
  5518. */
  5519. Vector3.FromFloatsToRef = function (x, y, z, result) {
  5520. result.copyFromFloats(x, y, z);
  5521. };
  5522. /**
  5523. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  5524. * @returns a new empty Vector3
  5525. */
  5526. Vector3.Zero = function () {
  5527. return new Vector3(0.0, 0.0, 0.0);
  5528. };
  5529. /**
  5530. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  5531. * @returns a new unit Vector3
  5532. */
  5533. Vector3.One = function () {
  5534. return new Vector3(1.0, 1.0, 1.0);
  5535. };
  5536. /**
  5537. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  5538. * @returns a new up Vector3
  5539. */
  5540. Vector3.Up = function () {
  5541. return new Vector3(0.0, 1.0, 0.0);
  5542. };
  5543. /**
  5544. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5545. * @returns a new down Vector3
  5546. */
  5547. Vector3.Down = function () {
  5548. return new Vector3(0.0, -1.0, 0.0);
  5549. };
  5550. /**
  5551. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5552. * @returns a new forward Vector3
  5553. */
  5554. Vector3.Forward = function () {
  5555. return new Vector3(0.0, 0.0, 1.0);
  5556. };
  5557. /**
  5558. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5559. * @returns a new forward Vector3
  5560. */
  5561. Vector3.Backward = function () {
  5562. return new Vector3(0.0, 0.0, -1.0);
  5563. };
  5564. /**
  5565. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5566. * @returns a new right Vector3
  5567. */
  5568. Vector3.Right = function () {
  5569. return new Vector3(1.0, 0.0, 0.0);
  5570. };
  5571. /**
  5572. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5573. * @returns a new left Vector3
  5574. */
  5575. Vector3.Left = function () {
  5576. return new Vector3(-1.0, 0.0, 0.0);
  5577. };
  5578. /**
  5579. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5580. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5581. * @param vector defines the Vector3 to transform
  5582. * @param transformation defines the transformation matrix
  5583. * @returns the transformed Vector3
  5584. */
  5585. Vector3.TransformCoordinates = function (vector, transformation) {
  5586. var result = Vector3.Zero();
  5587. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5588. return result;
  5589. };
  5590. /**
  5591. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5592. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5593. * @param vector defines the Vector3 to transform
  5594. * @param transformation defines the transformation matrix
  5595. * @param result defines the Vector3 where to store the result
  5596. */
  5597. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5598. Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5599. };
  5600. /**
  5601. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5602. * This method computes tranformed coordinates only, not transformed direction vectors
  5603. * @param x define the x coordinate of the source vector
  5604. * @param y define the y coordinate of the source vector
  5605. * @param z define the z coordinate of the source vector
  5606. * @param transformation defines the transformation matrix
  5607. * @param result defines the Vector3 where to store the result
  5608. */
  5609. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5610. var m = transformation.m;
  5611. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5612. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5613. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5614. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5615. result.x = rx * rw;
  5616. result.y = ry * rw;
  5617. result.z = rz * rw;
  5618. };
  5619. /**
  5620. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5621. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5622. * @param vector defines the Vector3 to transform
  5623. * @param transformation defines the transformation matrix
  5624. * @returns the new Vector3
  5625. */
  5626. Vector3.TransformNormal = function (vector, transformation) {
  5627. var result = Vector3.Zero();
  5628. Vector3.TransformNormalToRef(vector, transformation, result);
  5629. return result;
  5630. };
  5631. /**
  5632. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5633. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5634. * @param vector defines the Vector3 to transform
  5635. * @param transformation defines the transformation matrix
  5636. * @param result defines the Vector3 where to store the result
  5637. */
  5638. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5639. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5640. };
  5641. /**
  5642. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5643. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5644. * @param x define the x coordinate of the source vector
  5645. * @param y define the y coordinate of the source vector
  5646. * @param z define the z coordinate of the source vector
  5647. * @param transformation defines the transformation matrix
  5648. * @param result defines the Vector3 where to store the result
  5649. */
  5650. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5651. var m = transformation.m;
  5652. result.x = x * m[0] + y * m[4] + z * m[8];
  5653. result.y = x * m[1] + y * m[5] + z * m[9];
  5654. result.z = x * m[2] + y * m[6] + z * m[10];
  5655. };
  5656. /**
  5657. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5658. * @param value1 defines the first control point
  5659. * @param value2 defines the second control point
  5660. * @param value3 defines the third control point
  5661. * @param value4 defines the fourth control point
  5662. * @param amount defines the amount on the spline to use
  5663. * @returns the new Vector3
  5664. */
  5665. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5666. var squared = amount * amount;
  5667. var cubed = amount * squared;
  5668. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5669. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5670. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5671. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5672. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5673. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5674. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5675. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5676. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5677. return new Vector3(x, y, z);
  5678. };
  5679. /**
  5680. * 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"
  5681. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5682. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5683. * @param value defines the current value
  5684. * @param min defines the lower range value
  5685. * @param max defines the upper range value
  5686. * @returns the new Vector3
  5687. */
  5688. Vector3.Clamp = function (value, min, max) {
  5689. var v = new Vector3();
  5690. Vector3.ClampToRef(value, min, max, v);
  5691. return v;
  5692. };
  5693. /**
  5694. * 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"
  5695. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5696. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5697. * @param value defines the current value
  5698. * @param min defines the lower range value
  5699. * @param max defines the upper range value
  5700. * @param result defines the Vector3 where to store the result
  5701. */
  5702. Vector3.ClampToRef = function (value, min, max, result) {
  5703. var x = value.x;
  5704. x = (x > max.x) ? max.x : x;
  5705. x = (x < min.x) ? min.x : x;
  5706. var y = value.y;
  5707. y = (y > max.y) ? max.y : y;
  5708. y = (y < min.y) ? min.y : y;
  5709. var z = value.z;
  5710. z = (z > max.z) ? max.z : z;
  5711. z = (z < min.z) ? min.z : z;
  5712. result.copyFromFloats(x, y, z);
  5713. };
  5714. /**
  5715. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5716. * @param value1 defines the first control point
  5717. * @param tangent1 defines the first tangent vector
  5718. * @param value2 defines the second control point
  5719. * @param tangent2 defines the second tangent vector
  5720. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5721. * @returns the new Vector3
  5722. */
  5723. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5724. var squared = amount * amount;
  5725. var cubed = amount * squared;
  5726. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5727. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5728. var part3 = (cubed - (2.0 * squared)) + amount;
  5729. var part4 = cubed - squared;
  5730. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5731. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5732. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5733. return new Vector3(x, y, z);
  5734. };
  5735. /**
  5736. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5737. * @param start defines the start value
  5738. * @param end defines the end value
  5739. * @param amount max defines amount between both (between 0 and 1)
  5740. * @returns the new Vector3
  5741. */
  5742. Vector3.Lerp = function (start, end, amount) {
  5743. var result = new Vector3(0, 0, 0);
  5744. Vector3.LerpToRef(start, end, amount, result);
  5745. return result;
  5746. };
  5747. /**
  5748. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5749. * @param start defines the start value
  5750. * @param end defines the end value
  5751. * @param amount max defines amount between both (between 0 and 1)
  5752. * @param result defines the Vector3 where to store the result
  5753. */
  5754. Vector3.LerpToRef = function (start, end, amount, result) {
  5755. result.x = start.x + ((end.x - start.x) * amount);
  5756. result.y = start.y + ((end.y - start.y) * amount);
  5757. result.z = start.z + ((end.z - start.z) * amount);
  5758. };
  5759. /**
  5760. * Returns the dot product (float) between the vectors "left" and "right"
  5761. * @param left defines the left operand
  5762. * @param right defines the right operand
  5763. * @returns the dot product
  5764. */
  5765. Vector3.Dot = function (left, right) {
  5766. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5767. };
  5768. /**
  5769. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5770. * The cross product is then orthogonal to both "left" and "right"
  5771. * @param left defines the left operand
  5772. * @param right defines the right operand
  5773. * @returns the cross product
  5774. */
  5775. Vector3.Cross = function (left, right) {
  5776. var result = Vector3.Zero();
  5777. Vector3.CrossToRef(left, right, result);
  5778. return result;
  5779. };
  5780. /**
  5781. * Sets the given vector "result" with the cross product of "left" and "right"
  5782. * The cross product is then orthogonal to both "left" and "right"
  5783. * @param left defines the left operand
  5784. * @param right defines the right operand
  5785. * @param result defines the Vector3 where to store the result
  5786. */
  5787. Vector3.CrossToRef = function (left, right, result) {
  5788. var x = left.y * right.z - left.z * right.y;
  5789. var y = left.z * right.x - left.x * right.z;
  5790. var z = left.x * right.y - left.y * right.x;
  5791. result.copyFromFloats(x, y, z);
  5792. };
  5793. /**
  5794. * Returns a new Vector3 as the normalization of the given vector
  5795. * @param vector defines the Vector3 to normalize
  5796. * @returns the new Vector3
  5797. */
  5798. Vector3.Normalize = function (vector) {
  5799. var result = Vector3.Zero();
  5800. Vector3.NormalizeToRef(vector, result);
  5801. return result;
  5802. };
  5803. /**
  5804. * Sets the given vector "result" with the normalization of the given first vector
  5805. * @param vector defines the Vector3 to normalize
  5806. * @param result defines the Vector3 where to store the result
  5807. */
  5808. Vector3.NormalizeToRef = function (vector, result) {
  5809. vector.normalizeToRef(result);
  5810. };
  5811. /**
  5812. * Project a Vector3 onto screen space
  5813. * @param vector defines the Vector3 to project
  5814. * @param world defines the world matrix to use
  5815. * @param transform defines the transform (view x projection) matrix to use
  5816. * @param viewport defines the screen viewport to use
  5817. * @returns the new Vector3
  5818. */
  5819. Vector3.Project = function (vector, world, transform, viewport) {
  5820. var cw = viewport.width;
  5821. var ch = viewport.height;
  5822. var cx = viewport.x;
  5823. var cy = viewport.y;
  5824. var viewportMatrix = MathTmp.Matrix[1];
  5825. 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);
  5826. var matrix = MathTmp.Matrix[0];
  5827. world.multiplyToRef(transform, matrix);
  5828. matrix.multiplyToRef(viewportMatrix, matrix);
  5829. return Vector3.TransformCoordinates(vector, matrix);
  5830. };
  5831. /** @hidden */
  5832. Vector3.UnprojectFromInvertedMatrixToRef = function (source, matrix, result) {
  5833. Vector3.TransformCoordinatesToRef(source, matrix, result);
  5834. var m = matrix.m;
  5835. var num = source.x * m[3] + source.y * m[7] + source.z * m[11] + m[15];
  5836. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5837. result.scaleInPlace(1.0 / num);
  5838. }
  5839. };
  5840. /**
  5841. * Unproject from screen space to object space
  5842. * @param source defines the screen space Vector3 to use
  5843. * @param viewportWidth defines the current width of the viewport
  5844. * @param viewportHeight defines the current height of the viewport
  5845. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5846. * @param transform defines the transform (view x projection) matrix to use
  5847. * @returns the new Vector3
  5848. */
  5849. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5850. var matrix = MathTmp.Matrix[0];
  5851. world.multiplyToRef(transform, matrix);
  5852. matrix.invert();
  5853. source.x = source.x / viewportWidth * 2 - 1;
  5854. source.y = -(source.y / viewportHeight * 2 - 1);
  5855. var vector = new Vector3();
  5856. Vector3.UnprojectFromInvertedMatrixToRef(source, matrix, vector);
  5857. return vector;
  5858. };
  5859. /**
  5860. * Unproject from screen space to object space
  5861. * @param source defines the screen space Vector3 to use
  5862. * @param viewportWidth defines the current width of the viewport
  5863. * @param viewportHeight defines the current height of the viewport
  5864. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5865. * @param view defines the view matrix to use
  5866. * @param projection defines the projection matrix to use
  5867. * @returns the new Vector3
  5868. */
  5869. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  5870. var result = Vector3.Zero();
  5871. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  5872. return result;
  5873. };
  5874. /**
  5875. * Unproject from screen space to object space
  5876. * @param source defines the screen space Vector3 to use
  5877. * @param viewportWidth defines the current width of the viewport
  5878. * @param viewportHeight defines the current height of the viewport
  5879. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5880. * @param view defines the view matrix to use
  5881. * @param projection defines the projection matrix to use
  5882. * @param result defines the Vector3 where to store the result
  5883. */
  5884. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  5885. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  5886. };
  5887. /**
  5888. * Unproject from screen space to object space
  5889. * @param sourceX defines the screen space x coordinate to use
  5890. * @param sourceY defines the screen space y coordinate to use
  5891. * @param sourceZ defines the screen space z coordinate to use
  5892. * @param viewportWidth defines the current width of the viewport
  5893. * @param viewportHeight defines the current height of the viewport
  5894. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5895. * @param view defines the view matrix to use
  5896. * @param projection defines the projection matrix to use
  5897. * @param result defines the Vector3 where to store the result
  5898. */
  5899. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  5900. var matrix = MathTmp.Matrix[0];
  5901. world.multiplyToRef(view, matrix);
  5902. matrix.multiplyToRef(projection, matrix);
  5903. matrix.invert();
  5904. var screenSource = MathTmp.Vector3[0];
  5905. screenSource.x = sourceX / viewportWidth * 2 - 1;
  5906. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  5907. screenSource.z = 2 * sourceZ - 1.0;
  5908. Vector3.UnprojectFromInvertedMatrixToRef(screenSource, matrix, result);
  5909. };
  5910. /**
  5911. * Unproject a ray from screen space to object space
  5912. * @param sourceX defines the screen space x coordinate to use
  5913. * @param sourceY defines the screen space y coordinate to use
  5914. * @param viewportWidth defines the current width of the viewport
  5915. * @param viewportHeight defines the current height of the viewport
  5916. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5917. * @param view defines the view matrix to use
  5918. * @param projection defines the projection matrix to use
  5919. * @param ray defines the Ray where to store the result
  5920. */
  5921. Vector3.UnprojectRayToRef = function (sourceX, sourceY, viewportWidth, viewportHeight, world, view, projection, ray) {
  5922. var matrix = MathTmp.Matrix[0];
  5923. world.multiplyToRef(view, matrix);
  5924. matrix.multiplyToRef(projection, matrix);
  5925. matrix.invert();
  5926. var nearScreenSource = MathTmp.Vector3[0];
  5927. nearScreenSource.x = sourceX / viewportWidth * 2 - 1;
  5928. nearScreenSource.y = -(sourceY / viewportHeight * 2 - 1);
  5929. nearScreenSource.z = -1.0;
  5930. var farScreenSource = MathTmp.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0);
  5931. var nearVec3 = MathTmp.Vector3[2];
  5932. var farVec3 = MathTmp.Vector3[3];
  5933. Vector3.UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);
  5934. Vector3.UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);
  5935. ray.origin.copyFrom(nearVec3);
  5936. farVec3.subtractToRef(nearVec3, ray.direction);
  5937. ray.direction.normalize();
  5938. };
  5939. /**
  5940. * Gets the minimal coordinate values between two Vector3
  5941. * @param left defines the first operand
  5942. * @param right defines the second operand
  5943. * @returns the new Vector3
  5944. */
  5945. Vector3.Minimize = function (left, right) {
  5946. var min = left.clone();
  5947. min.minimizeInPlace(right);
  5948. return min;
  5949. };
  5950. /**
  5951. * Gets the maximal coordinate values between two Vector3
  5952. * @param left defines the first operand
  5953. * @param right defines the second operand
  5954. * @returns the new Vector3
  5955. */
  5956. Vector3.Maximize = function (left, right) {
  5957. var max = left.clone();
  5958. max.maximizeInPlace(right);
  5959. return max;
  5960. };
  5961. /**
  5962. * Returns the distance between the vectors "value1" and "value2"
  5963. * @param value1 defines the first operand
  5964. * @param value2 defines the second operand
  5965. * @returns the distance
  5966. */
  5967. Vector3.Distance = function (value1, value2) {
  5968. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  5969. };
  5970. /**
  5971. * Returns the squared distance between the vectors "value1" and "value2"
  5972. * @param value1 defines the first operand
  5973. * @param value2 defines the second operand
  5974. * @returns the squared distance
  5975. */
  5976. Vector3.DistanceSquared = function (value1, value2) {
  5977. var x = value1.x - value2.x;
  5978. var y = value1.y - value2.y;
  5979. var z = value1.z - value2.z;
  5980. return (x * x) + (y * y) + (z * z);
  5981. };
  5982. /**
  5983. * Returns a new Vector3 located at the center between "value1" and "value2"
  5984. * @param value1 defines the first operand
  5985. * @param value2 defines the second operand
  5986. * @returns the new Vector3
  5987. */
  5988. Vector3.Center = function (value1, value2) {
  5989. var center = value1.add(value2);
  5990. center.scaleInPlace(0.5);
  5991. return center;
  5992. };
  5993. /**
  5994. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  5995. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  5996. * to something in order to rotate it from its local system to the given target system
  5997. * Note: axis1, axis2 and axis3 are normalized during this operation
  5998. * @param axis1 defines the first axis
  5999. * @param axis2 defines the second axis
  6000. * @param axis3 defines the third axis
  6001. * @returns a new Vector3
  6002. */
  6003. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  6004. var rotation = Vector3.Zero();
  6005. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  6006. return rotation;
  6007. };
  6008. /**
  6009. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  6010. * @param axis1 defines the first axis
  6011. * @param axis2 defines the second axis
  6012. * @param axis3 defines the third axis
  6013. * @param ref defines the Vector3 where to store the result
  6014. */
  6015. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  6016. var quat = MathTmp.Quaternion[0];
  6017. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  6018. quat.toEulerAnglesToRef(ref);
  6019. };
  6020. return Vector3;
  6021. }());
  6022. BABYLON.Vector3 = Vector3;
  6023. /**
  6024. * Vector4 class created for EulerAngle class conversion to Quaternion
  6025. */
  6026. var Vector4 = /** @class */ (function () {
  6027. /**
  6028. * Creates a Vector4 object from the given floats.
  6029. * @param x x value of the vector
  6030. * @param y y value of the vector
  6031. * @param z z value of the vector
  6032. * @param w w value of the vector
  6033. */
  6034. function Vector4(
  6035. /** x value of the vector */
  6036. x,
  6037. /** y value of the vector */
  6038. y,
  6039. /** z value of the vector */
  6040. z,
  6041. /** w value of the vector */
  6042. w) {
  6043. this.x = x;
  6044. this.y = y;
  6045. this.z = z;
  6046. this.w = w;
  6047. }
  6048. /**
  6049. * Returns the string with the Vector4 coordinates.
  6050. * @returns a string containing all the vector values
  6051. */
  6052. Vector4.prototype.toString = function () {
  6053. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6054. };
  6055. /**
  6056. * Returns the string "Vector4".
  6057. * @returns "Vector4"
  6058. */
  6059. Vector4.prototype.getClassName = function () {
  6060. return "Vector4";
  6061. };
  6062. /**
  6063. * Returns the Vector4 hash code.
  6064. * @returns a unique hash code
  6065. */
  6066. Vector4.prototype.getHashCode = function () {
  6067. var hash = this.x || 0;
  6068. hash = (hash * 397) ^ (this.y || 0);
  6069. hash = (hash * 397) ^ (this.z || 0);
  6070. hash = (hash * 397) ^ (this.w || 0);
  6071. return hash;
  6072. };
  6073. // Operators
  6074. /**
  6075. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  6076. * @returns the resulting array
  6077. */
  6078. Vector4.prototype.asArray = function () {
  6079. var result = new Array();
  6080. this.toArray(result, 0);
  6081. return result;
  6082. };
  6083. /**
  6084. * Populates the given array from the given index with the Vector4 coordinates.
  6085. * @param array array to populate
  6086. * @param index index of the array to start at (default: 0)
  6087. * @returns the Vector4.
  6088. */
  6089. Vector4.prototype.toArray = function (array, index) {
  6090. if (index === undefined) {
  6091. index = 0;
  6092. }
  6093. array[index] = this.x;
  6094. array[index + 1] = this.y;
  6095. array[index + 2] = this.z;
  6096. array[index + 3] = this.w;
  6097. return this;
  6098. };
  6099. /**
  6100. * Adds the given vector to the current Vector4.
  6101. * @param otherVector the vector to add
  6102. * @returns the updated Vector4.
  6103. */
  6104. Vector4.prototype.addInPlace = function (otherVector) {
  6105. this.x += otherVector.x;
  6106. this.y += otherVector.y;
  6107. this.z += otherVector.z;
  6108. this.w += otherVector.w;
  6109. return this;
  6110. };
  6111. /**
  6112. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  6113. * @param otherVector the vector to add
  6114. * @returns the resulting vector
  6115. */
  6116. Vector4.prototype.add = function (otherVector) {
  6117. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  6118. };
  6119. /**
  6120. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  6121. * @param otherVector the vector to add
  6122. * @param result the vector to store the result
  6123. * @returns the current Vector4.
  6124. */
  6125. Vector4.prototype.addToRef = function (otherVector, result) {
  6126. result.x = this.x + otherVector.x;
  6127. result.y = this.y + otherVector.y;
  6128. result.z = this.z + otherVector.z;
  6129. result.w = this.w + otherVector.w;
  6130. return this;
  6131. };
  6132. /**
  6133. * Subtract in place the given vector from the current Vector4.
  6134. * @param otherVector the vector to subtract
  6135. * @returns the updated Vector4.
  6136. */
  6137. Vector4.prototype.subtractInPlace = function (otherVector) {
  6138. this.x -= otherVector.x;
  6139. this.y -= otherVector.y;
  6140. this.z -= otherVector.z;
  6141. this.w -= otherVector.w;
  6142. return this;
  6143. };
  6144. /**
  6145. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6146. * @param otherVector the vector to add
  6147. * @returns the new vector with the result
  6148. */
  6149. Vector4.prototype.subtract = function (otherVector) {
  6150. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6151. };
  6152. /**
  6153. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6154. * @param otherVector the vector to subtract
  6155. * @param result the vector to store the result
  6156. * @returns the current Vector4.
  6157. */
  6158. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6159. result.x = this.x - otherVector.x;
  6160. result.y = this.y - otherVector.y;
  6161. result.z = this.z - otherVector.z;
  6162. result.w = this.w - otherVector.w;
  6163. return this;
  6164. };
  6165. /**
  6166. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6167. */
  6168. /**
  6169. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6170. * @param x value to subtract
  6171. * @param y value to subtract
  6172. * @param z value to subtract
  6173. * @param w value to subtract
  6174. * @returns new vector containing the result
  6175. */
  6176. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6177. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6178. };
  6179. /**
  6180. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6181. * @param x value to subtract
  6182. * @param y value to subtract
  6183. * @param z value to subtract
  6184. * @param w value to subtract
  6185. * @param result the vector to store the result in
  6186. * @returns the current Vector4.
  6187. */
  6188. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6189. result.x = this.x - x;
  6190. result.y = this.y - y;
  6191. result.z = this.z - z;
  6192. result.w = this.w - w;
  6193. return this;
  6194. };
  6195. /**
  6196. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6197. * @returns a new vector with the negated values
  6198. */
  6199. Vector4.prototype.negate = function () {
  6200. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6201. };
  6202. /**
  6203. * Multiplies the current Vector4 coordinates by scale (float).
  6204. * @param scale the number to scale with
  6205. * @returns the updated Vector4.
  6206. */
  6207. Vector4.prototype.scaleInPlace = function (scale) {
  6208. this.x *= scale;
  6209. this.y *= scale;
  6210. this.z *= scale;
  6211. this.w *= scale;
  6212. return this;
  6213. };
  6214. /**
  6215. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6216. * @param scale the number to scale with
  6217. * @returns a new vector with the result
  6218. */
  6219. Vector4.prototype.scale = function (scale) {
  6220. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6221. };
  6222. /**
  6223. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6224. * @param scale the number to scale with
  6225. * @param result a vector to store the result in
  6226. * @returns the current Vector4.
  6227. */
  6228. Vector4.prototype.scaleToRef = function (scale, result) {
  6229. result.x = this.x * scale;
  6230. result.y = this.y * scale;
  6231. result.z = this.z * scale;
  6232. result.w = this.w * scale;
  6233. return this;
  6234. };
  6235. /**
  6236. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6237. * @param scale defines the scale factor
  6238. * @param result defines the Vector4 object where to store the result
  6239. * @returns the unmodified current Vector4
  6240. */
  6241. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6242. result.x += this.x * scale;
  6243. result.y += this.y * scale;
  6244. result.z += this.z * scale;
  6245. result.w += this.w * scale;
  6246. return this;
  6247. };
  6248. /**
  6249. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6250. * @param otherVector the vector to compare against
  6251. * @returns true if they are equal
  6252. */
  6253. Vector4.prototype.equals = function (otherVector) {
  6254. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6255. };
  6256. /**
  6257. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6258. * @param otherVector vector to compare against
  6259. * @param epsilon (Default: very small number)
  6260. * @returns true if they are equal
  6261. */
  6262. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6263. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6264. return otherVector
  6265. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6266. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6267. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6268. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6269. };
  6270. /**
  6271. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6272. * @param x x value to compare against
  6273. * @param y y value to compare against
  6274. * @param z z value to compare against
  6275. * @param w w value to compare against
  6276. * @returns true if equal
  6277. */
  6278. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6279. return this.x === x && this.y === y && this.z === z && this.w === w;
  6280. };
  6281. /**
  6282. * Multiplies in place the current Vector4 by the given one.
  6283. * @param otherVector vector to multiple with
  6284. * @returns the updated Vector4.
  6285. */
  6286. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6287. this.x *= otherVector.x;
  6288. this.y *= otherVector.y;
  6289. this.z *= otherVector.z;
  6290. this.w *= otherVector.w;
  6291. return this;
  6292. };
  6293. /**
  6294. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6295. * @param otherVector vector to multiple with
  6296. * @returns resulting new vector
  6297. */
  6298. Vector4.prototype.multiply = function (otherVector) {
  6299. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6300. };
  6301. /**
  6302. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6303. * @param otherVector vector to multiple with
  6304. * @param result vector to store the result
  6305. * @returns the current Vector4.
  6306. */
  6307. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6308. result.x = this.x * otherVector.x;
  6309. result.y = this.y * otherVector.y;
  6310. result.z = this.z * otherVector.z;
  6311. result.w = this.w * otherVector.w;
  6312. return this;
  6313. };
  6314. /**
  6315. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6316. * @param x x value multiply with
  6317. * @param y y value multiply with
  6318. * @param z z value multiply with
  6319. * @param w w value multiply with
  6320. * @returns resulting new vector
  6321. */
  6322. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6323. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6324. };
  6325. /**
  6326. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6327. * @param otherVector vector to devide with
  6328. * @returns resulting new vector
  6329. */
  6330. Vector4.prototype.divide = function (otherVector) {
  6331. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6332. };
  6333. /**
  6334. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6335. * @param otherVector vector to devide with
  6336. * @param result vector to store the result
  6337. * @returns the current Vector4.
  6338. */
  6339. Vector4.prototype.divideToRef = function (otherVector, result) {
  6340. result.x = this.x / otherVector.x;
  6341. result.y = this.y / otherVector.y;
  6342. result.z = this.z / otherVector.z;
  6343. result.w = this.w / otherVector.w;
  6344. return this;
  6345. };
  6346. /**
  6347. * Divides the current Vector3 coordinates by the given ones.
  6348. * @param otherVector vector to devide with
  6349. * @returns the updated Vector3.
  6350. */
  6351. Vector4.prototype.divideInPlace = function (otherVector) {
  6352. return this.divideToRef(otherVector, this);
  6353. };
  6354. /**
  6355. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6356. * @param other defines the second operand
  6357. * @returns the current updated Vector4
  6358. */
  6359. Vector4.prototype.minimizeInPlace = function (other) {
  6360. if (other.x < this.x) {
  6361. this.x = other.x;
  6362. }
  6363. if (other.y < this.y) {
  6364. this.y = other.y;
  6365. }
  6366. if (other.z < this.z) {
  6367. this.z = other.z;
  6368. }
  6369. if (other.w < this.w) {
  6370. this.w = other.w;
  6371. }
  6372. return this;
  6373. };
  6374. /**
  6375. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6376. * @param other defines the second operand
  6377. * @returns the current updated Vector4
  6378. */
  6379. Vector4.prototype.maximizeInPlace = function (other) {
  6380. if (other.x > this.x) {
  6381. this.x = other.x;
  6382. }
  6383. if (other.y > this.y) {
  6384. this.y = other.y;
  6385. }
  6386. if (other.z > this.z) {
  6387. this.z = other.z;
  6388. }
  6389. if (other.w > this.w) {
  6390. this.w = other.w;
  6391. }
  6392. return this;
  6393. };
  6394. /**
  6395. * Gets a new Vector4 from current Vector4 floored values
  6396. * @returns a new Vector4
  6397. */
  6398. Vector4.prototype.floor = function () {
  6399. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6400. };
  6401. /**
  6402. * Gets a new Vector4 from current Vector3 floored values
  6403. * @returns a new Vector4
  6404. */
  6405. Vector4.prototype.fract = function () {
  6406. 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));
  6407. };
  6408. // Properties
  6409. /**
  6410. * Returns the Vector4 length (float).
  6411. * @returns the length
  6412. */
  6413. Vector4.prototype.length = function () {
  6414. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6415. };
  6416. /**
  6417. * Returns the Vector4 squared length (float).
  6418. * @returns the length squared
  6419. */
  6420. Vector4.prototype.lengthSquared = function () {
  6421. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6422. };
  6423. // Methods
  6424. /**
  6425. * Normalizes in place the Vector4.
  6426. * @returns the updated Vector4.
  6427. */
  6428. Vector4.prototype.normalize = function () {
  6429. var len = this.length();
  6430. if (len === 0) {
  6431. return this;
  6432. }
  6433. return this.scaleInPlace(1.0 / len);
  6434. };
  6435. /**
  6436. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6437. * @returns this converted to a new vector3
  6438. */
  6439. Vector4.prototype.toVector3 = function () {
  6440. return new Vector3(this.x, this.y, this.z);
  6441. };
  6442. /**
  6443. * Returns a new Vector4 copied from the current one.
  6444. * @returns the new cloned vector
  6445. */
  6446. Vector4.prototype.clone = function () {
  6447. return new Vector4(this.x, this.y, this.z, this.w);
  6448. };
  6449. /**
  6450. * Updates the current Vector4 with the given one coordinates.
  6451. * @param source the source vector to copy from
  6452. * @returns the updated Vector4.
  6453. */
  6454. Vector4.prototype.copyFrom = function (source) {
  6455. this.x = source.x;
  6456. this.y = source.y;
  6457. this.z = source.z;
  6458. this.w = source.w;
  6459. return this;
  6460. };
  6461. /**
  6462. * Updates the current Vector4 coordinates with the given floats.
  6463. * @param x float to copy from
  6464. * @param y float to copy from
  6465. * @param z float to copy from
  6466. * @param w float to copy from
  6467. * @returns the updated Vector4.
  6468. */
  6469. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6470. this.x = x;
  6471. this.y = y;
  6472. this.z = z;
  6473. this.w = w;
  6474. return this;
  6475. };
  6476. /**
  6477. * Updates the current Vector4 coordinates with the given floats.
  6478. * @param x float to set from
  6479. * @param y float to set from
  6480. * @param z float to set from
  6481. * @param w float to set from
  6482. * @returns the updated Vector4.
  6483. */
  6484. Vector4.prototype.set = function (x, y, z, w) {
  6485. return this.copyFromFloats(x, y, z, w);
  6486. };
  6487. /**
  6488. * Copies the given float to the current Vector3 coordinates
  6489. * @param v defines the x, y, z and w coordinates of the operand
  6490. * @returns the current updated Vector3
  6491. */
  6492. Vector4.prototype.setAll = function (v) {
  6493. this.x = this.y = this.z = this.w = v;
  6494. return this;
  6495. };
  6496. // Statics
  6497. /**
  6498. * Returns a new Vector4 set from the starting index of the given array.
  6499. * @param array the array to pull values from
  6500. * @param offset the offset into the array to start at
  6501. * @returns the new vector
  6502. */
  6503. Vector4.FromArray = function (array, offset) {
  6504. if (!offset) {
  6505. offset = 0;
  6506. }
  6507. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6508. };
  6509. /**
  6510. * Updates the given vector "result" from the starting index of the given array.
  6511. * @param array the array to pull values from
  6512. * @param offset the offset into the array to start at
  6513. * @param result the vector to store the result in
  6514. */
  6515. Vector4.FromArrayToRef = function (array, offset, result) {
  6516. result.x = array[offset];
  6517. result.y = array[offset + 1];
  6518. result.z = array[offset + 2];
  6519. result.w = array[offset + 3];
  6520. };
  6521. /**
  6522. * Updates the given vector "result" from the starting index of the given Float32Array.
  6523. * @param array the array to pull values from
  6524. * @param offset the offset into the array to start at
  6525. * @param result the vector to store the result in
  6526. */
  6527. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6528. Vector4.FromArrayToRef(array, offset, result);
  6529. };
  6530. /**
  6531. * Updates the given vector "result" coordinates from the given floats.
  6532. * @param x float to set from
  6533. * @param y float to set from
  6534. * @param z float to set from
  6535. * @param w float to set from
  6536. * @param result the vector to the floats in
  6537. */
  6538. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6539. result.x = x;
  6540. result.y = y;
  6541. result.z = z;
  6542. result.w = w;
  6543. };
  6544. /**
  6545. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6546. * @returns the new vector
  6547. */
  6548. Vector4.Zero = function () {
  6549. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6550. };
  6551. /**
  6552. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6553. * @returns the new vector
  6554. */
  6555. Vector4.One = function () {
  6556. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6557. };
  6558. /**
  6559. * Returns a new normalized Vector4 from the given one.
  6560. * @param vector the vector to normalize
  6561. * @returns the vector
  6562. */
  6563. Vector4.Normalize = function (vector) {
  6564. var result = Vector4.Zero();
  6565. Vector4.NormalizeToRef(vector, result);
  6566. return result;
  6567. };
  6568. /**
  6569. * Updates the given vector "result" from the normalization of the given one.
  6570. * @param vector the vector to normalize
  6571. * @param result the vector to store the result in
  6572. */
  6573. Vector4.NormalizeToRef = function (vector, result) {
  6574. result.copyFrom(vector);
  6575. result.normalize();
  6576. };
  6577. /**
  6578. * Returns a vector with the minimum values from the left and right vectors
  6579. * @param left left vector to minimize
  6580. * @param right right vector to minimize
  6581. * @returns a new vector with the minimum of the left and right vector values
  6582. */
  6583. Vector4.Minimize = function (left, right) {
  6584. var min = left.clone();
  6585. min.minimizeInPlace(right);
  6586. return min;
  6587. };
  6588. /**
  6589. * Returns a vector with the maximum values from the left and right vectors
  6590. * @param left left vector to maximize
  6591. * @param right right vector to maximize
  6592. * @returns a new vector with the maximum of the left and right vector values
  6593. */
  6594. Vector4.Maximize = function (left, right) {
  6595. var max = left.clone();
  6596. max.maximizeInPlace(right);
  6597. return max;
  6598. };
  6599. /**
  6600. * Returns the distance (float) between the vectors "value1" and "value2".
  6601. * @param value1 value to calulate the distance between
  6602. * @param value2 value to calulate the distance between
  6603. * @return the distance between the two vectors
  6604. */
  6605. Vector4.Distance = function (value1, value2) {
  6606. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6607. };
  6608. /**
  6609. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6610. * @param value1 value to calulate the distance between
  6611. * @param value2 value to calulate the distance between
  6612. * @return the distance between the two vectors squared
  6613. */
  6614. Vector4.DistanceSquared = function (value1, value2) {
  6615. var x = value1.x - value2.x;
  6616. var y = value1.y - value2.y;
  6617. var z = value1.z - value2.z;
  6618. var w = value1.w - value2.w;
  6619. return (x * x) + (y * y) + (z * z) + (w * w);
  6620. };
  6621. /**
  6622. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6623. * @param value1 value to calulate the center between
  6624. * @param value2 value to calulate the center between
  6625. * @return the center between the two vectors
  6626. */
  6627. Vector4.Center = function (value1, value2) {
  6628. var center = value1.add(value2);
  6629. center.scaleInPlace(0.5);
  6630. return center;
  6631. };
  6632. /**
  6633. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6634. * This methods computes transformed normalized direction vectors only.
  6635. * @param vector the vector to transform
  6636. * @param transformation the transformation matrix to apply
  6637. * @returns the new vector
  6638. */
  6639. Vector4.TransformNormal = function (vector, transformation) {
  6640. var result = Vector4.Zero();
  6641. Vector4.TransformNormalToRef(vector, transformation, result);
  6642. return result;
  6643. };
  6644. /**
  6645. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6646. * This methods computes transformed normalized direction vectors only.
  6647. * @param vector the vector to transform
  6648. * @param transformation the transformation matrix to apply
  6649. * @param result the vector to store the result in
  6650. */
  6651. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6652. var m = transformation.m;
  6653. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6654. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6655. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6656. result.x = x;
  6657. result.y = y;
  6658. result.z = z;
  6659. result.w = vector.w;
  6660. };
  6661. /**
  6662. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6663. * This methods computes transformed normalized direction vectors only.
  6664. * @param x value to transform
  6665. * @param y value to transform
  6666. * @param z value to transform
  6667. * @param w value to transform
  6668. * @param transformation the transformation matrix to apply
  6669. * @param result the vector to store the results in
  6670. */
  6671. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6672. var m = transformation.m;
  6673. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6674. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6675. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6676. result.w = w;
  6677. };
  6678. return Vector4;
  6679. }());
  6680. BABYLON.Vector4 = Vector4;
  6681. /**
  6682. * Size containing widht and height
  6683. */
  6684. var Size = /** @class */ (function () {
  6685. /**
  6686. * Creates a Size object from the given width and height (floats).
  6687. * @param width width of the new size
  6688. * @param height height of the new size
  6689. */
  6690. function Size(width, height) {
  6691. this.width = width;
  6692. this.height = height;
  6693. }
  6694. /**
  6695. * Returns a string with the Size width and height
  6696. * @returns a string with the Size width and height
  6697. */
  6698. Size.prototype.toString = function () {
  6699. return "{W: " + this.width + ", H: " + this.height + "}";
  6700. };
  6701. /**
  6702. * "Size"
  6703. * @returns the string "Size"
  6704. */
  6705. Size.prototype.getClassName = function () {
  6706. return "Size";
  6707. };
  6708. /**
  6709. * Returns the Size hash code.
  6710. * @returns a hash code for a unique width and height
  6711. */
  6712. Size.prototype.getHashCode = function () {
  6713. var hash = this.width || 0;
  6714. hash = (hash * 397) ^ (this.height || 0);
  6715. return hash;
  6716. };
  6717. /**
  6718. * Updates the current size from the given one.
  6719. * @param src the given size
  6720. */
  6721. Size.prototype.copyFrom = function (src) {
  6722. this.width = src.width;
  6723. this.height = src.height;
  6724. };
  6725. /**
  6726. * Updates in place the current Size from the given floats.
  6727. * @param width width of the new size
  6728. * @param height height of the new size
  6729. * @returns the updated Size.
  6730. */
  6731. Size.prototype.copyFromFloats = function (width, height) {
  6732. this.width = width;
  6733. this.height = height;
  6734. return this;
  6735. };
  6736. /**
  6737. * Updates in place the current Size from the given floats.
  6738. * @param width width to set
  6739. * @param height height to set
  6740. * @returns the updated Size.
  6741. */
  6742. Size.prototype.set = function (width, height) {
  6743. return this.copyFromFloats(width, height);
  6744. };
  6745. /**
  6746. * Multiplies the width and height by numbers
  6747. * @param w factor to multiple the width by
  6748. * @param h factor to multiple the height by
  6749. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6750. */
  6751. Size.prototype.multiplyByFloats = function (w, h) {
  6752. return new Size(this.width * w, this.height * h);
  6753. };
  6754. /**
  6755. * Clones the size
  6756. * @returns a new Size copied from the given one.
  6757. */
  6758. Size.prototype.clone = function () {
  6759. return new Size(this.width, this.height);
  6760. };
  6761. /**
  6762. * True if the current Size and the given one width and height are strictly equal.
  6763. * @param other the other size to compare against
  6764. * @returns True if the current Size and the given one width and height are strictly equal.
  6765. */
  6766. Size.prototype.equals = function (other) {
  6767. if (!other) {
  6768. return false;
  6769. }
  6770. return (this.width === other.width) && (this.height === other.height);
  6771. };
  6772. Object.defineProperty(Size.prototype, "surface", {
  6773. /**
  6774. * The surface of the Size : width * height (float).
  6775. */
  6776. get: function () {
  6777. return this.width * this.height;
  6778. },
  6779. enumerable: true,
  6780. configurable: true
  6781. });
  6782. /**
  6783. * Create a new size of zero
  6784. * @returns a new Size set to (0.0, 0.0)
  6785. */
  6786. Size.Zero = function () {
  6787. return new Size(0.0, 0.0);
  6788. };
  6789. /**
  6790. * Sums the width and height of two sizes
  6791. * @param otherSize size to add to this size
  6792. * @returns a new Size set as the addition result of the current Size and the given one.
  6793. */
  6794. Size.prototype.add = function (otherSize) {
  6795. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6796. return r;
  6797. };
  6798. /**
  6799. * Subtracts the width and height of two
  6800. * @param otherSize size to subtract to this size
  6801. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6802. */
  6803. Size.prototype.subtract = function (otherSize) {
  6804. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6805. return r;
  6806. };
  6807. /**
  6808. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6809. * @param start starting size to lerp between
  6810. * @param end end size to lerp between
  6811. * @param amount amount to lerp between the start and end values
  6812. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6813. */
  6814. Size.Lerp = function (start, end, amount) {
  6815. var w = start.width + ((end.width - start.width) * amount);
  6816. var h = start.height + ((end.height - start.height) * amount);
  6817. return new Size(w, h);
  6818. };
  6819. return Size;
  6820. }());
  6821. BABYLON.Size = Size;
  6822. /**
  6823. * Class used to store quaternion data
  6824. * @see https://en.wikipedia.org/wiki/Quaternion
  6825. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6826. */
  6827. var Quaternion = /** @class */ (function () {
  6828. /**
  6829. * Creates a new Quaternion from the given floats
  6830. * @param x defines the first component (0 by default)
  6831. * @param y defines the second component (0 by default)
  6832. * @param z defines the third component (0 by default)
  6833. * @param w defines the fourth component (1.0 by default)
  6834. */
  6835. function Quaternion(
  6836. /** defines the first component (0 by default) */
  6837. x,
  6838. /** defines the second component (0 by default) */
  6839. y,
  6840. /** defines the third component (0 by default) */
  6841. z,
  6842. /** defines the fourth component (1.0 by default) */
  6843. w) {
  6844. if (x === void 0) { x = 0.0; }
  6845. if (y === void 0) { y = 0.0; }
  6846. if (z === void 0) { z = 0.0; }
  6847. if (w === void 0) { w = 1.0; }
  6848. this.x = x;
  6849. this.y = y;
  6850. this.z = z;
  6851. this.w = w;
  6852. }
  6853. /**
  6854. * Gets a string representation for the current quaternion
  6855. * @returns a string with the Quaternion coordinates
  6856. */
  6857. Quaternion.prototype.toString = function () {
  6858. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6859. };
  6860. /**
  6861. * Gets the class name of the quaternion
  6862. * @returns the string "Quaternion"
  6863. */
  6864. Quaternion.prototype.getClassName = function () {
  6865. return "Quaternion";
  6866. };
  6867. /**
  6868. * Gets a hash code for this quaternion
  6869. * @returns the quaternion hash code
  6870. */
  6871. Quaternion.prototype.getHashCode = function () {
  6872. var hash = this.x || 0;
  6873. hash = (hash * 397) ^ (this.y || 0);
  6874. hash = (hash * 397) ^ (this.z || 0);
  6875. hash = (hash * 397) ^ (this.w || 0);
  6876. return hash;
  6877. };
  6878. /**
  6879. * Copy the quaternion to an array
  6880. * @returns a new array populated with 4 elements from the quaternion coordinates
  6881. */
  6882. Quaternion.prototype.asArray = function () {
  6883. return [this.x, this.y, this.z, this.w];
  6884. };
  6885. /**
  6886. * Check if two quaternions are equals
  6887. * @param otherQuaternion defines the second operand
  6888. * @return true if the current quaternion and the given one coordinates are strictly equals
  6889. */
  6890. Quaternion.prototype.equals = function (otherQuaternion) {
  6891. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  6892. };
  6893. /**
  6894. * Clone the current quaternion
  6895. * @returns a new quaternion copied from the current one
  6896. */
  6897. Quaternion.prototype.clone = function () {
  6898. return new Quaternion(this.x, this.y, this.z, this.w);
  6899. };
  6900. /**
  6901. * Copy a quaternion to the current one
  6902. * @param other defines the other quaternion
  6903. * @returns the updated current quaternion
  6904. */
  6905. Quaternion.prototype.copyFrom = function (other) {
  6906. this.x = other.x;
  6907. this.y = other.y;
  6908. this.z = other.z;
  6909. this.w = other.w;
  6910. return this;
  6911. };
  6912. /**
  6913. * Updates the current quaternion with the given float coordinates
  6914. * @param x defines the x coordinate
  6915. * @param y defines the y coordinate
  6916. * @param z defines the z coordinate
  6917. * @param w defines the w coordinate
  6918. * @returns the updated current quaternion
  6919. */
  6920. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  6921. this.x = x;
  6922. this.y = y;
  6923. this.z = z;
  6924. this.w = w;
  6925. return this;
  6926. };
  6927. /**
  6928. * Updates the current quaternion from the given float coordinates
  6929. * @param x defines the x coordinate
  6930. * @param y defines the y coordinate
  6931. * @param z defines the z coordinate
  6932. * @param w defines the w coordinate
  6933. * @returns the updated current quaternion
  6934. */
  6935. Quaternion.prototype.set = function (x, y, z, w) {
  6936. return this.copyFromFloats(x, y, z, w);
  6937. };
  6938. /**
  6939. * Adds two quaternions
  6940. * @param other defines the second operand
  6941. * @returns a new quaternion as the addition result of the given one and the current quaternion
  6942. */
  6943. Quaternion.prototype.add = function (other) {
  6944. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  6945. };
  6946. /**
  6947. * Add a quaternion to the current one
  6948. * @param other defines the quaternion to add
  6949. * @returns the current quaternion
  6950. */
  6951. Quaternion.prototype.addInPlace = function (other) {
  6952. this.x += other.x;
  6953. this.y += other.y;
  6954. this.z += other.z;
  6955. this.w += other.w;
  6956. return this;
  6957. };
  6958. /**
  6959. * Subtract two quaternions
  6960. * @param other defines the second operand
  6961. * @returns a new quaternion as the subtraction result of the given one from the current one
  6962. */
  6963. Quaternion.prototype.subtract = function (other) {
  6964. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  6965. };
  6966. /**
  6967. * Multiplies the current quaternion by a scale factor
  6968. * @param value defines the scale factor
  6969. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  6970. */
  6971. Quaternion.prototype.scale = function (value) {
  6972. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  6973. };
  6974. /**
  6975. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  6976. * @param scale defines the scale factor
  6977. * @param result defines the Quaternion object where to store the result
  6978. * @returns the unmodified current quaternion
  6979. */
  6980. Quaternion.prototype.scaleToRef = function (scale, result) {
  6981. result.x = this.x * scale;
  6982. result.y = this.y * scale;
  6983. result.z = this.z * scale;
  6984. result.w = this.w * scale;
  6985. return this;
  6986. };
  6987. /**
  6988. * Multiplies in place the current quaternion by a scale factor
  6989. * @param value defines the scale factor
  6990. * @returns the current modified quaternion
  6991. */
  6992. Quaternion.prototype.scaleInPlace = function (value) {
  6993. this.x *= value;
  6994. this.y *= value;
  6995. this.z *= value;
  6996. this.w *= value;
  6997. return this;
  6998. };
  6999. /**
  7000. * Scale the current quaternion values by a factor and add the result to a given quaternion
  7001. * @param scale defines the scale factor
  7002. * @param result defines the Quaternion object where to store the result
  7003. * @returns the unmodified current quaternion
  7004. */
  7005. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  7006. result.x += this.x * scale;
  7007. result.y += this.y * scale;
  7008. result.z += this.z * scale;
  7009. result.w += this.w * scale;
  7010. return this;
  7011. };
  7012. /**
  7013. * Multiplies two quaternions
  7014. * @param q1 defines the second operand
  7015. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  7016. */
  7017. Quaternion.prototype.multiply = function (q1) {
  7018. var result = new Quaternion(0, 0, 0, 1.0);
  7019. this.multiplyToRef(q1, result);
  7020. return result;
  7021. };
  7022. /**
  7023. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  7024. * @param q1 defines the second operand
  7025. * @param result defines the target quaternion
  7026. * @returns the current quaternion
  7027. */
  7028. Quaternion.prototype.multiplyToRef = function (q1, result) {
  7029. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  7030. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  7031. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  7032. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  7033. result.copyFromFloats(x, y, z, w);
  7034. return this;
  7035. };
  7036. /**
  7037. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  7038. * @param q1 defines the second operand
  7039. * @returns the currentupdated quaternion
  7040. */
  7041. Quaternion.prototype.multiplyInPlace = function (q1) {
  7042. this.multiplyToRef(q1, this);
  7043. return this;
  7044. };
  7045. /**
  7046. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  7047. * @param ref defines the target quaternion
  7048. * @returns the current quaternion
  7049. */
  7050. Quaternion.prototype.conjugateToRef = function (ref) {
  7051. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  7052. return this;
  7053. };
  7054. /**
  7055. * Conjugates in place (1-q) the current quaternion
  7056. * @returns the current updated quaternion
  7057. */
  7058. Quaternion.prototype.conjugateInPlace = function () {
  7059. this.x *= -1;
  7060. this.y *= -1;
  7061. this.z *= -1;
  7062. return this;
  7063. };
  7064. /**
  7065. * Conjugates in place (1-q) the current quaternion
  7066. * @returns a new quaternion
  7067. */
  7068. Quaternion.prototype.conjugate = function () {
  7069. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  7070. return result;
  7071. };
  7072. /**
  7073. * Gets length of current quaternion
  7074. * @returns the quaternion length (float)
  7075. */
  7076. Quaternion.prototype.length = function () {
  7077. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  7078. };
  7079. /**
  7080. * Normalize in place the current quaternion
  7081. * @returns the current updated quaternion
  7082. */
  7083. Quaternion.prototype.normalize = function () {
  7084. var length = 1.0 / this.length();
  7085. this.x *= length;
  7086. this.y *= length;
  7087. this.z *= length;
  7088. this.w *= length;
  7089. return this;
  7090. };
  7091. /**
  7092. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7093. * @param order is a reserved parameter and is ignore for now
  7094. * @returns a new Vector3 containing the Euler angles
  7095. */
  7096. Quaternion.prototype.toEulerAngles = function (order) {
  7097. if (order === void 0) { order = "YZX"; }
  7098. var result = Vector3.Zero();
  7099. this.toEulerAnglesToRef(result, order);
  7100. return result;
  7101. };
  7102. /**
  7103. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7104. * @param result defines the vector which will be filled with the Euler angles
  7105. * @param order is a reserved parameter and is ignore for now
  7106. * @returns the current unchanged quaternion
  7107. */
  7108. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7109. if (order === void 0) { order = "YZX"; }
  7110. var qz = this.z;
  7111. var qx = this.x;
  7112. var qy = this.y;
  7113. var qw = this.w;
  7114. var sqw = qw * qw;
  7115. var sqz = qz * qz;
  7116. var sqx = qx * qx;
  7117. var sqy = qy * qy;
  7118. var zAxisY = qy * qz - qx * qw;
  7119. var limit = .4999999;
  7120. if (zAxisY < -limit) {
  7121. result.y = 2 * Math.atan2(qy, qw);
  7122. result.x = Math.PI / 2;
  7123. result.z = 0;
  7124. }
  7125. else if (zAxisY > limit) {
  7126. result.y = 2 * Math.atan2(qy, qw);
  7127. result.x = -Math.PI / 2;
  7128. result.z = 0;
  7129. }
  7130. else {
  7131. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7132. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7133. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7134. }
  7135. return this;
  7136. };
  7137. /**
  7138. * Updates the given rotation matrix with the current quaternion values
  7139. * @param result defines the target matrix
  7140. * @returns the current unchanged quaternion
  7141. */
  7142. Quaternion.prototype.toRotationMatrix = function (result) {
  7143. Matrix.FromQuaternionToRef(this, result);
  7144. return this;
  7145. };
  7146. /**
  7147. * Updates the current quaternion from the given rotation matrix values
  7148. * @param matrix defines the source matrix
  7149. * @returns the current updated quaternion
  7150. */
  7151. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7152. Quaternion.FromRotationMatrixToRef(matrix, this);
  7153. return this;
  7154. };
  7155. // Statics
  7156. /**
  7157. * Creates a new quaternion from a rotation matrix
  7158. * @param matrix defines the source matrix
  7159. * @returns a new quaternion created from the given rotation matrix values
  7160. */
  7161. Quaternion.FromRotationMatrix = function (matrix) {
  7162. var result = new Quaternion();
  7163. Quaternion.FromRotationMatrixToRef(matrix, result);
  7164. return result;
  7165. };
  7166. /**
  7167. * Updates the given quaternion with the given rotation matrix values
  7168. * @param matrix defines the source matrix
  7169. * @param result defines the target quaternion
  7170. */
  7171. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7172. var data = matrix.m;
  7173. var m11 = data[0], m12 = data[4], m13 = data[8];
  7174. var m21 = data[1], m22 = data[5], m23 = data[9];
  7175. var m31 = data[2], m32 = data[6], m33 = data[10];
  7176. var trace = m11 + m22 + m33;
  7177. var s;
  7178. if (trace > 0) {
  7179. s = 0.5 / Math.sqrt(trace + 1.0);
  7180. result.w = 0.25 / s;
  7181. result.x = (m32 - m23) * s;
  7182. result.y = (m13 - m31) * s;
  7183. result.z = (m21 - m12) * s;
  7184. }
  7185. else if (m11 > m22 && m11 > m33) {
  7186. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7187. result.w = (m32 - m23) / s;
  7188. result.x = 0.25 * s;
  7189. result.y = (m12 + m21) / s;
  7190. result.z = (m13 + m31) / s;
  7191. }
  7192. else if (m22 > m33) {
  7193. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7194. result.w = (m13 - m31) / s;
  7195. result.x = (m12 + m21) / s;
  7196. result.y = 0.25 * s;
  7197. result.z = (m23 + m32) / s;
  7198. }
  7199. else {
  7200. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7201. result.w = (m21 - m12) / s;
  7202. result.x = (m13 + m31) / s;
  7203. result.y = (m23 + m32) / s;
  7204. result.z = 0.25 * s;
  7205. }
  7206. };
  7207. /**
  7208. * Returns the dot product (float) between the quaternions "left" and "right"
  7209. * @param left defines the left operand
  7210. * @param right defines the right operand
  7211. * @returns the dot product
  7212. */
  7213. Quaternion.Dot = function (left, right) {
  7214. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7215. };
  7216. /**
  7217. * Checks if the two quaternions are close to each other
  7218. * @param quat0 defines the first quaternion to check
  7219. * @param quat1 defines the second quaternion to check
  7220. * @returns true if the two quaternions are close to each other
  7221. */
  7222. Quaternion.AreClose = function (quat0, quat1) {
  7223. var dot = Quaternion.Dot(quat0, quat1);
  7224. return dot >= 0;
  7225. };
  7226. /**
  7227. * Creates an empty quaternion
  7228. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7229. */
  7230. Quaternion.Zero = function () {
  7231. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7232. };
  7233. /**
  7234. * Inverse a given quaternion
  7235. * @param q defines the source quaternion
  7236. * @returns a new quaternion as the inverted current quaternion
  7237. */
  7238. Quaternion.Inverse = function (q) {
  7239. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7240. };
  7241. /**
  7242. * Inverse a given quaternion
  7243. * @param q defines the source quaternion
  7244. * @param result the quaternion the result will be stored in
  7245. * @returns the result quaternion
  7246. */
  7247. Quaternion.InverseToRef = function (q, result) {
  7248. result.set(-q.x, -q.y, -q.z, q.w);
  7249. return result;
  7250. };
  7251. /**
  7252. * Creates an identity quaternion
  7253. * @returns the identity quaternion
  7254. */
  7255. Quaternion.Identity = function () {
  7256. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7257. };
  7258. /**
  7259. * Gets a boolean indicating if the given quaternion is identity
  7260. * @param quaternion defines the quaternion to check
  7261. * @returns true if the quaternion is identity
  7262. */
  7263. Quaternion.IsIdentity = function (quaternion) {
  7264. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7265. };
  7266. /**
  7267. * Creates a quaternion from a rotation around an axis
  7268. * @param axis defines the axis to use
  7269. * @param angle defines the angle to use
  7270. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7271. */
  7272. Quaternion.RotationAxis = function (axis, angle) {
  7273. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7274. };
  7275. /**
  7276. * Creates a rotation around an axis and stores it into the given quaternion
  7277. * @param axis defines the axis to use
  7278. * @param angle defines the angle to use
  7279. * @param result defines the target quaternion
  7280. * @returns the target quaternion
  7281. */
  7282. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7283. var sin = Math.sin(angle / 2);
  7284. axis.normalize();
  7285. result.w = Math.cos(angle / 2);
  7286. result.x = axis.x * sin;
  7287. result.y = axis.y * sin;
  7288. result.z = axis.z * sin;
  7289. return result;
  7290. };
  7291. /**
  7292. * Creates a new quaternion from data stored into an array
  7293. * @param array defines the data source
  7294. * @param offset defines the offset in the source array where the data starts
  7295. * @returns a new quaternion
  7296. */
  7297. Quaternion.FromArray = function (array, offset) {
  7298. if (!offset) {
  7299. offset = 0;
  7300. }
  7301. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7302. };
  7303. /**
  7304. * Create a quaternion from Euler rotation angles
  7305. * @param x Pitch
  7306. * @param y Yaw
  7307. * @param z Roll
  7308. * @returns the new Quaternion
  7309. */
  7310. Quaternion.FromEulerAngles = function (x, y, z) {
  7311. var q = new Quaternion();
  7312. Quaternion.RotationYawPitchRollToRef(y, x, z, q);
  7313. return q;
  7314. };
  7315. /**
  7316. * Updates a quaternion from Euler rotation angles
  7317. * @param x Pitch
  7318. * @param y Yaw
  7319. * @param z Roll
  7320. * @param result the quaternion to store the result
  7321. * @returns the updated quaternion
  7322. */
  7323. Quaternion.FromEulerAnglesToRef = function (x, y, z, result) {
  7324. Quaternion.RotationYawPitchRollToRef(y, x, z, result);
  7325. return result;
  7326. };
  7327. /**
  7328. * Create a quaternion from Euler rotation vector
  7329. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7330. * @returns the new Quaternion
  7331. */
  7332. Quaternion.FromEulerVector = function (vec) {
  7333. var q = new Quaternion();
  7334. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, q);
  7335. return q;
  7336. };
  7337. /**
  7338. * Updates a quaternion from Euler rotation vector
  7339. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7340. * @param result the quaternion to store the result
  7341. * @returns the updated quaternion
  7342. */
  7343. Quaternion.FromEulerVectorToRef = function (vec, result) {
  7344. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, result);
  7345. return result;
  7346. };
  7347. /**
  7348. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7349. * @param yaw defines the rotation around Y axis
  7350. * @param pitch defines the rotation around X axis
  7351. * @param roll defines the rotation around Z axis
  7352. * @returns the new quaternion
  7353. */
  7354. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7355. var q = new Quaternion();
  7356. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7357. return q;
  7358. };
  7359. /**
  7360. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7361. * @param yaw defines the rotation around Y axis
  7362. * @param pitch defines the rotation around X axis
  7363. * @param roll defines the rotation around Z axis
  7364. * @param result defines the target quaternion
  7365. */
  7366. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7367. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7368. var halfRoll = roll * 0.5;
  7369. var halfPitch = pitch * 0.5;
  7370. var halfYaw = yaw * 0.5;
  7371. var sinRoll = Math.sin(halfRoll);
  7372. var cosRoll = Math.cos(halfRoll);
  7373. var sinPitch = Math.sin(halfPitch);
  7374. var cosPitch = Math.cos(halfPitch);
  7375. var sinYaw = Math.sin(halfYaw);
  7376. var cosYaw = Math.cos(halfYaw);
  7377. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7378. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7379. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7380. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7381. };
  7382. /**
  7383. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7384. * @param alpha defines the rotation around first axis
  7385. * @param beta defines the rotation around second axis
  7386. * @param gamma defines the rotation around third axis
  7387. * @returns the new quaternion
  7388. */
  7389. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7390. var result = new Quaternion();
  7391. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7392. return result;
  7393. };
  7394. /**
  7395. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7396. * @param alpha defines the rotation around first axis
  7397. * @param beta defines the rotation around second axis
  7398. * @param gamma defines the rotation around third axis
  7399. * @param result defines the target quaternion
  7400. */
  7401. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7402. // Produces a quaternion from Euler angles in the z-x-z orientation
  7403. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7404. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7405. var halfBeta = beta * 0.5;
  7406. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7407. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7408. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7409. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7410. };
  7411. /**
  7412. * 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)
  7413. * @param axis1 defines the first axis
  7414. * @param axis2 defines the second axis
  7415. * @param axis3 defines the third axis
  7416. * @returns the new quaternion
  7417. */
  7418. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7419. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7420. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7421. return quat;
  7422. };
  7423. /**
  7424. * 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
  7425. * @param axis1 defines the first axis
  7426. * @param axis2 defines the second axis
  7427. * @param axis3 defines the third axis
  7428. * @param ref defines the target quaternion
  7429. */
  7430. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7431. var rotMat = MathTmp.Matrix[0];
  7432. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7433. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7434. };
  7435. /**
  7436. * Interpolates between two quaternions
  7437. * @param left defines first quaternion
  7438. * @param right defines second quaternion
  7439. * @param amount defines the gradient to use
  7440. * @returns the new interpolated quaternion
  7441. */
  7442. Quaternion.Slerp = function (left, right, amount) {
  7443. var result = Quaternion.Identity();
  7444. Quaternion.SlerpToRef(left, right, amount, result);
  7445. return result;
  7446. };
  7447. /**
  7448. * Interpolates between two quaternions and stores it into a target quaternion
  7449. * @param left defines first quaternion
  7450. * @param right defines second quaternion
  7451. * @param amount defines the gradient to use
  7452. * @param result defines the target quaternion
  7453. */
  7454. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7455. var num2;
  7456. var num3;
  7457. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7458. var flag = false;
  7459. if (num4 < 0) {
  7460. flag = true;
  7461. num4 = -num4;
  7462. }
  7463. if (num4 > 0.999999) {
  7464. num3 = 1 - amount;
  7465. num2 = flag ? -amount : amount;
  7466. }
  7467. else {
  7468. var num5 = Math.acos(num4);
  7469. var num6 = (1.0 / Math.sin(num5));
  7470. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7471. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7472. }
  7473. result.x = (num3 * left.x) + (num2 * right.x);
  7474. result.y = (num3 * left.y) + (num2 * right.y);
  7475. result.z = (num3 * left.z) + (num2 * right.z);
  7476. result.w = (num3 * left.w) + (num2 * right.w);
  7477. };
  7478. /**
  7479. * Interpolate between two quaternions using Hermite interpolation
  7480. * @param value1 defines first quaternion
  7481. * @param tangent1 defines the incoming tangent
  7482. * @param value2 defines second quaternion
  7483. * @param tangent2 defines the outgoing tangent
  7484. * @param amount defines the target quaternion
  7485. * @returns the new interpolated quaternion
  7486. */
  7487. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7488. var squared = amount * amount;
  7489. var cubed = amount * squared;
  7490. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7491. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7492. var part3 = (cubed - (2.0 * squared)) + amount;
  7493. var part4 = cubed - squared;
  7494. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7495. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7496. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7497. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7498. return new Quaternion(x, y, z, w);
  7499. };
  7500. return Quaternion;
  7501. }());
  7502. BABYLON.Quaternion = Quaternion;
  7503. /**
  7504. * Class used to store matrix data (4x4)
  7505. */
  7506. var Matrix = /** @class */ (function () {
  7507. /**
  7508. * Creates an empty matrix (filled with zeros)
  7509. */
  7510. function Matrix() {
  7511. this._isIdentity = false;
  7512. this._isIdentityDirty = true;
  7513. this._isIdentity3x2 = true;
  7514. this._isIdentity3x2Dirty = true;
  7515. this._m = new Float32Array(16);
  7516. this._updateIdentityStatus(false);
  7517. }
  7518. Object.defineProperty(Matrix.prototype, "m", {
  7519. /**
  7520. * Gets the internal data of the matrix
  7521. */
  7522. get: function () { return this._m; },
  7523. enumerable: true,
  7524. configurable: true
  7525. });
  7526. /** @hidden */
  7527. Matrix.prototype._markAsUpdated = function () {
  7528. this.updateFlag = Matrix._updateFlagSeed++;
  7529. this._isIdentity = false;
  7530. this._isIdentity3x2 = false;
  7531. this._isIdentityDirty = true;
  7532. this._isIdentity3x2Dirty = true;
  7533. };
  7534. /** @hidden */
  7535. Matrix.prototype._updateIdentityStatus = function (isIdentity, isIdentityDirty, isIdentity3x2, isIdentity3x2Dirty) {
  7536. if (isIdentityDirty === void 0) { isIdentityDirty = false; }
  7537. if (isIdentity3x2 === void 0) { isIdentity3x2 = false; }
  7538. if (isIdentity3x2Dirty === void 0) { isIdentity3x2Dirty = true; }
  7539. this.updateFlag = Matrix._updateFlagSeed++;
  7540. this._isIdentity = isIdentity;
  7541. this._isIdentity3x2 = isIdentity || isIdentity3x2;
  7542. this._isIdentityDirty = this._isIdentity ? false : isIdentityDirty;
  7543. this._isIdentity3x2Dirty = this._isIdentity3x2 ? false : isIdentity3x2Dirty;
  7544. };
  7545. // Properties
  7546. /**
  7547. * Check if the current matrix is identity
  7548. * @returns true is the matrix is the identity matrix
  7549. */
  7550. Matrix.prototype.isIdentity = function () {
  7551. if (this._isIdentityDirty) {
  7552. this._isIdentityDirty = false;
  7553. var m = this._m;
  7554. this._isIdentity = (m[0] === 1.0 && m[1] === 0.0 && m[2] === 0.0 && m[3] === 0.0 &&
  7555. m[4] === 0.0 && m[5] === 1.0 && m[6] === 0.0 && m[7] === 0.0 &&
  7556. m[8] === 0.0 && m[9] === 0.0 && m[10] === 1.0 && m[11] === 0.0 &&
  7557. m[12] === 0.0 && m[13] === 0.0 && m[14] === 0.0 && m[15] === 1.0);
  7558. }
  7559. return this._isIdentity;
  7560. };
  7561. /**
  7562. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  7563. * @returns true is the matrix is the identity matrix
  7564. */
  7565. Matrix.prototype.isIdentityAs3x2 = function () {
  7566. if (this._isIdentity3x2Dirty) {
  7567. this._isIdentity3x2Dirty = false;
  7568. if (this._m[0] !== 1.0 || this._m[5] !== 1.0 || this._m[15] !== 1.0) {
  7569. this._isIdentity3x2 = false;
  7570. }
  7571. else if (this._m[1] !== 0.0 || this._m[2] !== 0.0 || this._m[3] !== 0.0 ||
  7572. this._m[4] !== 0.0 || this._m[6] !== 0.0 || this._m[7] !== 0.0 ||
  7573. this._m[8] !== 0.0 || this._m[9] !== 0.0 || this._m[10] !== 0.0 || this._m[11] !== 0.0 ||
  7574. this._m[12] !== 0.0 || this._m[13] !== 0.0 || this._m[14] !== 0.0) {
  7575. this._isIdentity3x2 = false;
  7576. }
  7577. else {
  7578. this._isIdentity3x2 = true;
  7579. }
  7580. }
  7581. return this._isIdentity3x2;
  7582. };
  7583. /**
  7584. * Gets the determinant of the matrix
  7585. * @returns the matrix determinant
  7586. */
  7587. Matrix.prototype.determinant = function () {
  7588. if (this._isIdentity === true) {
  7589. return 1;
  7590. }
  7591. var m = this._m;
  7592. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7593. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7594. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7595. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7596. // https://en.wikipedia.org/wiki/Laplace_expansion
  7597. // to compute the deterrminant of a 4x4 Matrix we compute the cofactors of any row or column,
  7598. // then we multiply each Cofactor by its corresponding matrix value and sum them all to get the determinant
  7599. // Cofactor(i, j) = sign(i,j) * det(Minor(i, j))
  7600. // where
  7601. // - sign(i,j) = (i+j) % 2 === 0 ? 1 : -1
  7602. // - Minor(i, j) is the 3x3 matrix we get by removing row i and column j from current Matrix
  7603. //
  7604. // Here we do that for the 1st row.
  7605. var det_22_33 = m22 * m33 - m32 * m23;
  7606. var det_21_33 = m21 * m33 - m31 * m23;
  7607. var det_21_32 = m21 * m32 - m31 * m22;
  7608. var det_20_33 = m20 * m33 - m30 * m23;
  7609. var det_20_32 = m20 * m32 - m22 * m30;
  7610. var det_20_31 = m20 * m31 - m30 * m21;
  7611. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7612. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7613. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7614. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7615. return m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7616. };
  7617. // Methods
  7618. /**
  7619. * Returns the matrix as a Float32Array
  7620. * @returns the matrix underlying array
  7621. */
  7622. Matrix.prototype.toArray = function () {
  7623. return this._m;
  7624. };
  7625. /**
  7626. * Returns the matrix as a Float32Array
  7627. * @returns the matrix underlying array.
  7628. */
  7629. Matrix.prototype.asArray = function () {
  7630. return this._m;
  7631. };
  7632. /**
  7633. * Inverts the current matrix in place
  7634. * @returns the current inverted matrix
  7635. */
  7636. Matrix.prototype.invert = function () {
  7637. this.invertToRef(this);
  7638. return this;
  7639. };
  7640. /**
  7641. * Sets all the matrix elements to zero
  7642. * @returns the current matrix
  7643. */
  7644. Matrix.prototype.reset = function () {
  7645. 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);
  7646. this._updateIdentityStatus(false);
  7647. return this;
  7648. };
  7649. /**
  7650. * Adds the current matrix with a second one
  7651. * @param other defines the matrix to add
  7652. * @returns a new matrix as the addition of the current matrix and the given one
  7653. */
  7654. Matrix.prototype.add = function (other) {
  7655. var result = new Matrix();
  7656. this.addToRef(other, result);
  7657. return result;
  7658. };
  7659. /**
  7660. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7661. * @param other defines the matrix to add
  7662. * @param result defines the target matrix
  7663. * @returns the current matrix
  7664. */
  7665. Matrix.prototype.addToRef = function (other, result) {
  7666. var m = this._m;
  7667. var resultM = result._m;
  7668. var otherM = other.m;
  7669. for (var index = 0; index < 16; index++) {
  7670. resultM[index] = m[index] + otherM[index];
  7671. }
  7672. result._markAsUpdated();
  7673. return this;
  7674. };
  7675. /**
  7676. * Adds in place the given matrix to the current matrix
  7677. * @param other defines the second operand
  7678. * @returns the current updated matrix
  7679. */
  7680. Matrix.prototype.addToSelf = function (other) {
  7681. var m = this._m;
  7682. var otherM = other.m;
  7683. for (var index = 0; index < 16; index++) {
  7684. m[index] += otherM[index];
  7685. }
  7686. this._markAsUpdated();
  7687. return this;
  7688. };
  7689. /**
  7690. * Sets the given matrix to the current inverted Matrix
  7691. * @param other defines the target matrix
  7692. * @returns the unmodified current matrix
  7693. */
  7694. Matrix.prototype.invertToRef = function (other) {
  7695. if (this._isIdentity === true) {
  7696. Matrix.IdentityToRef(other);
  7697. return this;
  7698. }
  7699. // the inverse of a Matrix is the transpose of cofactor matrix divided by the determinant
  7700. var m = this._m;
  7701. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7702. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7703. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7704. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7705. var det_22_33 = m22 * m33 - m32 * m23;
  7706. var det_21_33 = m21 * m33 - m31 * m23;
  7707. var det_21_32 = m21 * m32 - m31 * m22;
  7708. var det_20_33 = m20 * m33 - m30 * m23;
  7709. var det_20_32 = m20 * m32 - m22 * m30;
  7710. var det_20_31 = m20 * m31 - m30 * m21;
  7711. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7712. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7713. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7714. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7715. var det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7716. if (det === 0) {
  7717. // not invertible
  7718. other.copyFrom(this);
  7719. return this;
  7720. }
  7721. var detInv = 1 / det;
  7722. var det_12_33 = m12 * m33 - m32 * m13;
  7723. var det_11_33 = m11 * m33 - m31 * m13;
  7724. var det_11_32 = m11 * m32 - m31 * m12;
  7725. var det_10_33 = m10 * m33 - m30 * m13;
  7726. var det_10_32 = m10 * m32 - m30 * m12;
  7727. var det_10_31 = m10 * m31 - m30 * m11;
  7728. var det_12_23 = m12 * m23 - m22 * m13;
  7729. var det_11_23 = m11 * m23 - m21 * m13;
  7730. var det_11_22 = m11 * m22 - m21 * m12;
  7731. var det_10_23 = m10 * m23 - m20 * m13;
  7732. var det_10_22 = m10 * m22 - m20 * m12;
  7733. var det_10_21 = m10 * m21 - m20 * m11;
  7734. var cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);
  7735. var cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);
  7736. var cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);
  7737. var cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);
  7738. var cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);
  7739. var cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);
  7740. var cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);
  7741. var cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);
  7742. var cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);
  7743. var cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);
  7744. var cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);
  7745. var cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);
  7746. 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);
  7747. return this;
  7748. };
  7749. /**
  7750. * add a value at the specified position in the current Matrix
  7751. * @param index the index of the value within the matrix. between 0 and 15.
  7752. * @param value the value to be added
  7753. * @returns the current updated matrix
  7754. */
  7755. Matrix.prototype.addAtIndex = function (index, value) {
  7756. this._m[index] += value;
  7757. this._markAsUpdated();
  7758. return this;
  7759. };
  7760. /**
  7761. * mutiply the specified position in the current Matrix by a value
  7762. * @param index the index of the value within the matrix. between 0 and 15.
  7763. * @param value the value to be added
  7764. * @returns the current updated matrix
  7765. */
  7766. Matrix.prototype.multiplyAtIndex = function (index, value) {
  7767. this._m[index] *= value;
  7768. this._markAsUpdated();
  7769. return this;
  7770. };
  7771. /**
  7772. * Inserts the translation vector (using 3 floats) in the current matrix
  7773. * @param x defines the 1st component of the translation
  7774. * @param y defines the 2nd component of the translation
  7775. * @param z defines the 3rd component of the translation
  7776. * @returns the current updated matrix
  7777. */
  7778. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7779. this._m[12] = x;
  7780. this._m[13] = y;
  7781. this._m[14] = z;
  7782. this._markAsUpdated();
  7783. return this;
  7784. };
  7785. /**
  7786. * Inserts the translation vector in the current matrix
  7787. * @param vector3 defines the translation to insert
  7788. * @returns the current updated matrix
  7789. */
  7790. Matrix.prototype.setTranslation = function (vector3) {
  7791. return this.setTranslationFromFloats(vector3.x, vector3.y, vector3.z);
  7792. };
  7793. /**
  7794. * Gets the translation value of the current matrix
  7795. * @returns a new Vector3 as the extracted translation from the matrix
  7796. */
  7797. Matrix.prototype.getTranslation = function () {
  7798. return new Vector3(this._m[12], this._m[13], this._m[14]);
  7799. };
  7800. /**
  7801. * Fill a Vector3 with the extracted translation from the matrix
  7802. * @param result defines the Vector3 where to store the translation
  7803. * @returns the current matrix
  7804. */
  7805. Matrix.prototype.getTranslationToRef = function (result) {
  7806. result.x = this._m[12];
  7807. result.y = this._m[13];
  7808. result.z = this._m[14];
  7809. return this;
  7810. };
  7811. /**
  7812. * Remove rotation and scaling part from the matrix
  7813. * @returns the updated matrix
  7814. */
  7815. Matrix.prototype.removeRotationAndScaling = function () {
  7816. var m = this.m;
  7817. 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);
  7818. this._updateIdentityStatus(m[12] === 0 && m[13] === 0 && m[14] === 0 && m[15] === 1);
  7819. return this;
  7820. };
  7821. /**
  7822. * Multiply two matrices
  7823. * @param other defines the second operand
  7824. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7825. */
  7826. Matrix.prototype.multiply = function (other) {
  7827. var result = new Matrix();
  7828. this.multiplyToRef(other, result);
  7829. return result;
  7830. };
  7831. /**
  7832. * Copy the current matrix from the given one
  7833. * @param other defines the source matrix
  7834. * @returns the current updated matrix
  7835. */
  7836. Matrix.prototype.copyFrom = function (other) {
  7837. other.copyToArray(this._m);
  7838. var o = other;
  7839. this._updateIdentityStatus(o._isIdentity, o._isIdentityDirty, o._isIdentity3x2, o._isIdentity3x2Dirty);
  7840. return this;
  7841. };
  7842. /**
  7843. * Populates the given array from the starting index with the current matrix values
  7844. * @param array defines the target array
  7845. * @param offset defines the offset in the target array where to start storing values
  7846. * @returns the current matrix
  7847. */
  7848. Matrix.prototype.copyToArray = function (array, offset) {
  7849. if (offset === void 0) { offset = 0; }
  7850. for (var index = 0; index < 16; index++) {
  7851. array[offset + index] = this._m[index];
  7852. }
  7853. return this;
  7854. };
  7855. /**
  7856. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  7857. * @param other defines the second operand
  7858. * @param result defines the matrix where to store the multiplication
  7859. * @returns the current matrix
  7860. */
  7861. Matrix.prototype.multiplyToRef = function (other, result) {
  7862. if (this._isIdentity) {
  7863. result.copyFrom(other);
  7864. return this;
  7865. }
  7866. if (other._isIdentity) {
  7867. result.copyFrom(this);
  7868. return this;
  7869. }
  7870. this.multiplyToArray(other, result._m, 0);
  7871. result._markAsUpdated();
  7872. return this;
  7873. };
  7874. /**
  7875. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  7876. * @param other defines the second operand
  7877. * @param result defines the array where to store the multiplication
  7878. * @param offset defines the offset in the target array where to start storing values
  7879. * @returns the current matrix
  7880. */
  7881. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  7882. var m = this._m;
  7883. var otherM = other.m;
  7884. var tm0 = m[0], tm1 = m[1], tm2 = m[2], tm3 = m[3];
  7885. var tm4 = m[4], tm5 = m[5], tm6 = m[6], tm7 = m[7];
  7886. var tm8 = m[8], tm9 = m[9], tm10 = m[10], tm11 = m[11];
  7887. var tm12 = m[12], tm13 = m[13], tm14 = m[14], tm15 = m[15];
  7888. var om0 = otherM[0], om1 = otherM[1], om2 = otherM[2], om3 = otherM[3];
  7889. var om4 = otherM[4], om5 = otherM[5], om6 = otherM[6], om7 = otherM[7];
  7890. var om8 = otherM[8], om9 = otherM[9], om10 = otherM[10], om11 = otherM[11];
  7891. var om12 = otherM[12], om13 = otherM[13], om14 = otherM[14], om15 = otherM[15];
  7892. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  7893. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  7894. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  7895. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  7896. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  7897. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  7898. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  7899. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  7900. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  7901. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  7902. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  7903. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  7904. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  7905. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  7906. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  7907. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  7908. return this;
  7909. };
  7910. /**
  7911. * Check equality between this matrix and a second one
  7912. * @param value defines the second matrix to compare
  7913. * @returns true is the current matrix and the given one values are strictly equal
  7914. */
  7915. Matrix.prototype.equals = function (value) {
  7916. var other = value;
  7917. if (!other) {
  7918. return false;
  7919. }
  7920. if (this._isIdentity || other._isIdentity) {
  7921. if (!this._isIdentityDirty && !other._isIdentityDirty) {
  7922. return this._isIdentity && other._isIdentity;
  7923. }
  7924. }
  7925. var m = this.m;
  7926. var om = other.m;
  7927. return (m[0] === om[0] && m[1] === om[1] && m[2] === om[2] && m[3] === om[3] &&
  7928. m[4] === om[4] && m[5] === om[5] && m[6] === om[6] && m[7] === om[7] &&
  7929. m[8] === om[8] && m[9] === om[9] && m[10] === om[10] && m[11] === om[11] &&
  7930. m[12] === om[12] && m[13] === om[13] && m[14] === om[14] && m[15] === om[15]);
  7931. };
  7932. /**
  7933. * Clone the current matrix
  7934. * @returns a new matrix from the current matrix
  7935. */
  7936. Matrix.prototype.clone = function () {
  7937. var matrix = new Matrix();
  7938. matrix.copyFrom(this);
  7939. return matrix;
  7940. };
  7941. /**
  7942. * Returns the name of the current matrix class
  7943. * @returns the string "Matrix"
  7944. */
  7945. Matrix.prototype.getClassName = function () {
  7946. return "Matrix";
  7947. };
  7948. /**
  7949. * Gets the hash code of the current matrix
  7950. * @returns the hash code
  7951. */
  7952. Matrix.prototype.getHashCode = function () {
  7953. var hash = this._m[0] || 0;
  7954. for (var i = 1; i < 16; i++) {
  7955. hash = (hash * 397) ^ (this._m[i] || 0);
  7956. }
  7957. return hash;
  7958. };
  7959. /**
  7960. * Decomposes the current Matrix into a translation, rotation and scaling components
  7961. * @param scale defines the scale vector3 given as a reference to update
  7962. * @param rotation defines the rotation quaternion given as a reference to update
  7963. * @param translation defines the translation vector3 given as a reference to update
  7964. * @returns true if operation was successful
  7965. */
  7966. Matrix.prototype.decompose = function (scale, rotation, translation) {
  7967. if (this._isIdentity) {
  7968. if (translation) {
  7969. translation.setAll(0);
  7970. }
  7971. if (scale) {
  7972. scale.setAll(1);
  7973. }
  7974. if (rotation) {
  7975. rotation.copyFromFloats(0, 0, 0, 1);
  7976. }
  7977. return true;
  7978. }
  7979. var m = this._m;
  7980. if (translation) {
  7981. translation.copyFromFloats(m[12], m[13], m[14]);
  7982. }
  7983. scale = scale || MathTmp.Vector3[0];
  7984. scale.x = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  7985. scale.y = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  7986. scale.z = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  7987. if (this.determinant() <= 0) {
  7988. scale.y *= -1;
  7989. }
  7990. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  7991. if (rotation) {
  7992. rotation.copyFromFloats(0.0, 0.0, 0.0, 1.0);
  7993. }
  7994. return false;
  7995. }
  7996. if (rotation) {
  7997. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  7998. 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]);
  7999. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  8000. }
  8001. return true;
  8002. };
  8003. /**
  8004. * Gets specific row of the matrix
  8005. * @param index defines the number of the row to get
  8006. * @returns the index-th row of the current matrix as a new Vector4
  8007. */
  8008. Matrix.prototype.getRow = function (index) {
  8009. if (index < 0 || index > 3) {
  8010. return null;
  8011. }
  8012. var i = index * 4;
  8013. return new Vector4(this._m[i + 0], this._m[i + 1], this._m[i + 2], this._m[i + 3]);
  8014. };
  8015. /**
  8016. * Sets the index-th row of the current matrix to the vector4 values
  8017. * @param index defines the number of the row to set
  8018. * @param row defines the target vector4
  8019. * @returns the updated current matrix
  8020. */
  8021. Matrix.prototype.setRow = function (index, row) {
  8022. return this.setRowFromFloats(index, row.x, row.y, row.z, row.w);
  8023. };
  8024. /**
  8025. * Compute the transpose of the matrix
  8026. * @returns the new transposed matrix
  8027. */
  8028. Matrix.prototype.transpose = function () {
  8029. return Matrix.Transpose(this);
  8030. };
  8031. /**
  8032. * Compute the transpose of the matrix and store it in a given matrix
  8033. * @param result defines the target matrix
  8034. * @returns the current matrix
  8035. */
  8036. Matrix.prototype.transposeToRef = function (result) {
  8037. Matrix.TransposeToRef(this, result);
  8038. return this;
  8039. };
  8040. /**
  8041. * Sets the index-th row of the current matrix with the given 4 x float values
  8042. * @param index defines the row index
  8043. * @param x defines the x component to set
  8044. * @param y defines the y component to set
  8045. * @param z defines the z component to set
  8046. * @param w defines the w component to set
  8047. * @returns the updated current matrix
  8048. */
  8049. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  8050. if (index < 0 || index > 3) {
  8051. return this;
  8052. }
  8053. var i = index * 4;
  8054. this._m[i + 0] = x;
  8055. this._m[i + 1] = y;
  8056. this._m[i + 2] = z;
  8057. this._m[i + 3] = w;
  8058. this._markAsUpdated();
  8059. return this;
  8060. };
  8061. /**
  8062. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  8063. * @param scale defines the scale factor
  8064. * @returns a new matrix
  8065. */
  8066. Matrix.prototype.scale = function (scale) {
  8067. var result = new Matrix();
  8068. this.scaleToRef(scale, result);
  8069. return result;
  8070. };
  8071. /**
  8072. * Scale the current matrix values by a factor to a given result matrix
  8073. * @param scale defines the scale factor
  8074. * @param result defines the matrix to store the result
  8075. * @returns the current matrix
  8076. */
  8077. Matrix.prototype.scaleToRef = function (scale, result) {
  8078. for (var index = 0; index < 16; index++) {
  8079. result._m[index] = this._m[index] * scale;
  8080. }
  8081. result._markAsUpdated();
  8082. return this;
  8083. };
  8084. /**
  8085. * Scale the current matrix values by a factor and add the result to a given matrix
  8086. * @param scale defines the scale factor
  8087. * @param result defines the Matrix to store the result
  8088. * @returns the current matrix
  8089. */
  8090. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  8091. for (var index = 0; index < 16; index++) {
  8092. result._m[index] += this._m[index] * scale;
  8093. }
  8094. result._markAsUpdated();
  8095. return this;
  8096. };
  8097. /**
  8098. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  8099. * @param ref matrix to store the result
  8100. */
  8101. Matrix.prototype.toNormalMatrix = function (ref) {
  8102. var tmp = MathTmp.Matrix[0];
  8103. this.invertToRef(tmp);
  8104. tmp.transposeToRef(ref);
  8105. var m = ref._m;
  8106. 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);
  8107. };
  8108. /**
  8109. * Gets only rotation part of the current matrix
  8110. * @returns a new matrix sets to the extracted rotation matrix from the current one
  8111. */
  8112. Matrix.prototype.getRotationMatrix = function () {
  8113. var result = new Matrix();
  8114. this.getRotationMatrixToRef(result);
  8115. return result;
  8116. };
  8117. /**
  8118. * Extracts the rotation matrix from the current one and sets it as the given "result"
  8119. * @param result defines the target matrix to store data to
  8120. * @returns the current matrix
  8121. */
  8122. Matrix.prototype.getRotationMatrixToRef = function (result) {
  8123. var scale = MathTmp.Vector3[0];
  8124. if (!this.decompose(scale)) {
  8125. Matrix.IdentityToRef(result);
  8126. return this;
  8127. }
  8128. var m = this._m;
  8129. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8130. 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);
  8131. return this;
  8132. };
  8133. /**
  8134. * Toggles model matrix from being right handed to left handed in place and vice versa
  8135. */
  8136. Matrix.prototype.toggleModelMatrixHandInPlace = function () {
  8137. var m = this._m;
  8138. m[2] *= -1;
  8139. m[6] *= -1;
  8140. m[8] *= -1;
  8141. m[9] *= -1;
  8142. m[14] *= -1;
  8143. this._markAsUpdated();
  8144. };
  8145. /**
  8146. * Toggles projection matrix from being right handed to left handed in place and vice versa
  8147. */
  8148. Matrix.prototype.toggleProjectionMatrixHandInPlace = function () {
  8149. var m = this._m;
  8150. m[8] *= -1;
  8151. m[9] *= -1;
  8152. m[10] *= -1;
  8153. m[11] *= -1;
  8154. this._markAsUpdated();
  8155. };
  8156. // Statics
  8157. /**
  8158. * Creates a matrix from an array
  8159. * @param array defines the source array
  8160. * @param offset defines an offset in the source array
  8161. * @returns a new Matrix set from the starting index of the given array
  8162. */
  8163. Matrix.FromArray = function (array, offset) {
  8164. if (offset === void 0) { offset = 0; }
  8165. var result = new Matrix();
  8166. Matrix.FromArrayToRef(array, offset, result);
  8167. return result;
  8168. };
  8169. /**
  8170. * Copy the content of an array into a given matrix
  8171. * @param array defines the source array
  8172. * @param offset defines an offset in the source array
  8173. * @param result defines the target matrix
  8174. */
  8175. Matrix.FromArrayToRef = function (array, offset, result) {
  8176. for (var index = 0; index < 16; index++) {
  8177. result._m[index] = array[index + offset];
  8178. }
  8179. result._markAsUpdated();
  8180. };
  8181. /**
  8182. * Stores an array into a matrix after having multiplied each component by a given factor
  8183. * @param array defines the source array
  8184. * @param offset defines the offset in the source array
  8185. * @param scale defines the scaling factor
  8186. * @param result defines the target matrix
  8187. */
  8188. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  8189. for (var index = 0; index < 16; index++) {
  8190. result._m[index] = array[index + offset] * scale;
  8191. }
  8192. result._markAsUpdated();
  8193. };
  8194. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8195. /**
  8196. * Gets an identity matrix that must not be updated
  8197. */
  8198. get: function () {
  8199. return Matrix._identityReadOnly;
  8200. },
  8201. enumerable: true,
  8202. configurable: true
  8203. });
  8204. /**
  8205. * Stores a list of values (16) inside a given matrix
  8206. * @param initialM11 defines 1st value of 1st row
  8207. * @param initialM12 defines 2nd value of 1st row
  8208. * @param initialM13 defines 3rd value of 1st row
  8209. * @param initialM14 defines 4th value of 1st row
  8210. * @param initialM21 defines 1st value of 2nd row
  8211. * @param initialM22 defines 2nd value of 2nd row
  8212. * @param initialM23 defines 3rd value of 2nd row
  8213. * @param initialM24 defines 4th value of 2nd row
  8214. * @param initialM31 defines 1st value of 3rd row
  8215. * @param initialM32 defines 2nd value of 3rd row
  8216. * @param initialM33 defines 3rd value of 3rd row
  8217. * @param initialM34 defines 4th value of 3rd row
  8218. * @param initialM41 defines 1st value of 4th row
  8219. * @param initialM42 defines 2nd value of 4th row
  8220. * @param initialM43 defines 3rd value of 4th row
  8221. * @param initialM44 defines 4th value of 4th row
  8222. * @param result defines the target matrix
  8223. */
  8224. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8225. var m = result._m;
  8226. m[0] = initialM11;
  8227. m[1] = initialM12;
  8228. m[2] = initialM13;
  8229. m[3] = initialM14;
  8230. m[4] = initialM21;
  8231. m[5] = initialM22;
  8232. m[6] = initialM23;
  8233. m[7] = initialM24;
  8234. m[8] = initialM31;
  8235. m[9] = initialM32;
  8236. m[10] = initialM33;
  8237. m[11] = initialM34;
  8238. m[12] = initialM41;
  8239. m[13] = initialM42;
  8240. m[14] = initialM43;
  8241. m[15] = initialM44;
  8242. result._markAsUpdated();
  8243. };
  8244. /**
  8245. * Creates new matrix from a list of values (16)
  8246. * @param initialM11 defines 1st value of 1st row
  8247. * @param initialM12 defines 2nd value of 1st row
  8248. * @param initialM13 defines 3rd value of 1st row
  8249. * @param initialM14 defines 4th value of 1st row
  8250. * @param initialM21 defines 1st value of 2nd row
  8251. * @param initialM22 defines 2nd value of 2nd row
  8252. * @param initialM23 defines 3rd value of 2nd row
  8253. * @param initialM24 defines 4th value of 2nd row
  8254. * @param initialM31 defines 1st value of 3rd row
  8255. * @param initialM32 defines 2nd value of 3rd row
  8256. * @param initialM33 defines 3rd value of 3rd row
  8257. * @param initialM34 defines 4th value of 3rd row
  8258. * @param initialM41 defines 1st value of 4th row
  8259. * @param initialM42 defines 2nd value of 4th row
  8260. * @param initialM43 defines 3rd value of 4th row
  8261. * @param initialM44 defines 4th value of 4th row
  8262. * @returns the new matrix
  8263. */
  8264. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8265. var result = new Matrix();
  8266. var m = result._m;
  8267. m[0] = initialM11;
  8268. m[1] = initialM12;
  8269. m[2] = initialM13;
  8270. m[3] = initialM14;
  8271. m[4] = initialM21;
  8272. m[5] = initialM22;
  8273. m[6] = initialM23;
  8274. m[7] = initialM24;
  8275. m[8] = initialM31;
  8276. m[9] = initialM32;
  8277. m[10] = initialM33;
  8278. m[11] = initialM34;
  8279. m[12] = initialM41;
  8280. m[13] = initialM42;
  8281. m[14] = initialM43;
  8282. m[15] = initialM44;
  8283. result._markAsUpdated();
  8284. return result;
  8285. };
  8286. /**
  8287. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8288. * @param scale defines the scale vector3
  8289. * @param rotation defines the rotation quaternion
  8290. * @param translation defines the translation vector3
  8291. * @returns a new matrix
  8292. */
  8293. Matrix.Compose = function (scale, rotation, translation) {
  8294. var result = new Matrix();
  8295. Matrix.ComposeToRef(scale, rotation, translation, result);
  8296. return result;
  8297. };
  8298. /**
  8299. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8300. * @param scale defines the scale vector3
  8301. * @param rotation defines the rotation quaternion
  8302. * @param translation defines the translation vector3
  8303. * @param result defines the target matrix
  8304. */
  8305. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8306. Matrix.ScalingToRef(scale.x, scale.y, scale.z, MathTmp.Matrix[1]);
  8307. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8308. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8309. result.setTranslation(translation);
  8310. };
  8311. /**
  8312. * Creates a new identity matrix
  8313. * @returns a new identity matrix
  8314. */
  8315. Matrix.Identity = function () {
  8316. 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);
  8317. identity._updateIdentityStatus(true);
  8318. return identity;
  8319. };
  8320. /**
  8321. * Creates a new identity matrix and stores the result in a given matrix
  8322. * @param result defines the target matrix
  8323. */
  8324. Matrix.IdentityToRef = function (result) {
  8325. 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);
  8326. result._updateIdentityStatus(true);
  8327. };
  8328. /**
  8329. * Creates a new zero matrix
  8330. * @returns a new zero matrix
  8331. */
  8332. Matrix.Zero = function () {
  8333. 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);
  8334. zero._updateIdentityStatus(false);
  8335. return zero;
  8336. };
  8337. /**
  8338. * Creates a new rotation matrix for "angle" radians around the X axis
  8339. * @param angle defines the angle (in radians) to use
  8340. * @return the new matrix
  8341. */
  8342. Matrix.RotationX = function (angle) {
  8343. var result = new Matrix();
  8344. Matrix.RotationXToRef(angle, result);
  8345. return result;
  8346. };
  8347. /**
  8348. * Creates a new matrix as the invert of a given matrix
  8349. * @param source defines the source matrix
  8350. * @returns the new matrix
  8351. */
  8352. Matrix.Invert = function (source) {
  8353. var result = new Matrix();
  8354. source.invertToRef(result);
  8355. return result;
  8356. };
  8357. /**
  8358. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8359. * @param angle defines the angle (in radians) to use
  8360. * @param result defines the target matrix
  8361. */
  8362. Matrix.RotationXToRef = function (angle, result) {
  8363. var s = Math.sin(angle);
  8364. var c = Math.cos(angle);
  8365. 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);
  8366. result._updateIdentityStatus(c === 1 && s === 0);
  8367. };
  8368. /**
  8369. * Creates a new rotation matrix for "angle" radians around the Y axis
  8370. * @param angle defines the angle (in radians) to use
  8371. * @return the new matrix
  8372. */
  8373. Matrix.RotationY = function (angle) {
  8374. var result = new Matrix();
  8375. Matrix.RotationYToRef(angle, result);
  8376. return result;
  8377. };
  8378. /**
  8379. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  8380. * @param angle defines the angle (in radians) to use
  8381. * @param result defines the target matrix
  8382. */
  8383. Matrix.RotationYToRef = function (angle, result) {
  8384. var s = Math.sin(angle);
  8385. var c = Math.cos(angle);
  8386. 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);
  8387. result._updateIdentityStatus(c === 1 && s === 0);
  8388. };
  8389. /**
  8390. * Creates a new rotation matrix for "angle" radians around the Z axis
  8391. * @param angle defines the angle (in radians) to use
  8392. * @return the new matrix
  8393. */
  8394. Matrix.RotationZ = function (angle) {
  8395. var result = new Matrix();
  8396. Matrix.RotationZToRef(angle, result);
  8397. return result;
  8398. };
  8399. /**
  8400. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  8401. * @param angle defines the angle (in radians) to use
  8402. * @param result defines the target matrix
  8403. */
  8404. Matrix.RotationZToRef = function (angle, result) {
  8405. var s = Math.sin(angle);
  8406. var c = Math.cos(angle);
  8407. 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);
  8408. result._updateIdentityStatus(c === 1 && s === 0);
  8409. };
  8410. /**
  8411. * Creates a new rotation matrix for "angle" radians around the given axis
  8412. * @param axis defines the axis to use
  8413. * @param angle defines the angle (in radians) to use
  8414. * @return the new matrix
  8415. */
  8416. Matrix.RotationAxis = function (axis, angle) {
  8417. var result = new Matrix();
  8418. Matrix.RotationAxisToRef(axis, angle, result);
  8419. return result;
  8420. };
  8421. /**
  8422. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8423. * @param axis defines the axis to use
  8424. * @param angle defines the angle (in radians) to use
  8425. * @param result defines the target matrix
  8426. */
  8427. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8428. var s = Math.sin(-angle);
  8429. var c = Math.cos(-angle);
  8430. var c1 = 1 - c;
  8431. axis.normalize();
  8432. var m = result._m;
  8433. m[0] = (axis.x * axis.x) * c1 + c;
  8434. m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8435. m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8436. m[3] = 0.0;
  8437. m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8438. m[5] = (axis.y * axis.y) * c1 + c;
  8439. m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8440. m[7] = 0.0;
  8441. m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8442. m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8443. m[10] = (axis.z * axis.z) * c1 + c;
  8444. m[11] = 0.0;
  8445. m[12] = 0.0;
  8446. m[13] = 0.0;
  8447. m[14] = 0.0;
  8448. m[15] = 1.0;
  8449. result._markAsUpdated();
  8450. };
  8451. /**
  8452. * Creates a rotation matrix
  8453. * @param yaw defines the yaw angle in radians (Y axis)
  8454. * @param pitch defines the pitch angle in radians (X axis)
  8455. * @param roll defines the roll angle in radians (X axis)
  8456. * @returns the new rotation matrix
  8457. */
  8458. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8459. var result = new Matrix();
  8460. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8461. return result;
  8462. };
  8463. /**
  8464. * Creates a rotation matrix and stores it in a given matrix
  8465. * @param yaw defines the yaw angle in radians (Y axis)
  8466. * @param pitch defines the pitch angle in radians (X axis)
  8467. * @param roll defines the roll angle in radians (X axis)
  8468. * @param result defines the target matrix
  8469. */
  8470. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8471. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, MathTmp.Quaternion[0]);
  8472. MathTmp.Quaternion[0].toRotationMatrix(result);
  8473. };
  8474. /**
  8475. * Creates a scaling matrix
  8476. * @param x defines the scale factor on X axis
  8477. * @param y defines the scale factor on Y axis
  8478. * @param z defines the scale factor on Z axis
  8479. * @returns the new matrix
  8480. */
  8481. Matrix.Scaling = function (x, y, z) {
  8482. var result = new Matrix();
  8483. Matrix.ScalingToRef(x, y, z, result);
  8484. return result;
  8485. };
  8486. /**
  8487. * Creates a scaling matrix and stores it in a given matrix
  8488. * @param x defines the scale factor on X axis
  8489. * @param y defines the scale factor on Y axis
  8490. * @param z defines the scale factor on Z axis
  8491. * @param result defines the target matrix
  8492. */
  8493. Matrix.ScalingToRef = function (x, y, z, result) {
  8494. 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);
  8495. result._updateIdentityStatus(x === 1 && y === 1 && z === 1);
  8496. };
  8497. /**
  8498. * Creates a translation matrix
  8499. * @param x defines the translation on X axis
  8500. * @param y defines the translation on Y axis
  8501. * @param z defines the translationon Z axis
  8502. * @returns the new matrix
  8503. */
  8504. Matrix.Translation = function (x, y, z) {
  8505. var result = new Matrix();
  8506. Matrix.TranslationToRef(x, y, z, result);
  8507. return result;
  8508. };
  8509. /**
  8510. * Creates a translation matrix and stores it in a given matrix
  8511. * @param x defines the translation on X axis
  8512. * @param y defines the translation on Y axis
  8513. * @param z defines the translationon Z axis
  8514. * @param result defines the target matrix
  8515. */
  8516. Matrix.TranslationToRef = function (x, y, z, result) {
  8517. 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);
  8518. result._updateIdentityStatus(x === 0 && y === 0 && z === 0);
  8519. };
  8520. /**
  8521. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8522. * @param startValue defines the start value
  8523. * @param endValue defines the end value
  8524. * @param gradient defines the gradient factor
  8525. * @returns the new matrix
  8526. */
  8527. Matrix.Lerp = function (startValue, endValue, gradient) {
  8528. var result = new Matrix();
  8529. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8530. return result;
  8531. };
  8532. /**
  8533. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8534. * @param startValue defines the start value
  8535. * @param endValue defines the end value
  8536. * @param gradient defines the gradient factor
  8537. * @param result defines the Matrix object where to store data
  8538. */
  8539. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8540. var resultM = result._m;
  8541. var startM = startValue.m;
  8542. var endM = endValue.m;
  8543. for (var index = 0; index < 16; index++) {
  8544. resultM[index] = startM[index] * (1.0 - gradient) + endM[index] * gradient;
  8545. }
  8546. result._markAsUpdated();
  8547. };
  8548. /**
  8549. * Builds a new matrix whose values are computed by:
  8550. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8551. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8552. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8553. * @param startValue defines the first matrix
  8554. * @param endValue defines the second matrix
  8555. * @param gradient defines the gradient between the two matrices
  8556. * @returns the new matrix
  8557. */
  8558. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8559. var result = new Matrix();
  8560. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8561. return result;
  8562. };
  8563. /**
  8564. * Update a matrix to values which are computed by:
  8565. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8566. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8567. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8568. * @param startValue defines the first matrix
  8569. * @param endValue defines the second matrix
  8570. * @param gradient defines the gradient between the two matrices
  8571. * @param result defines the target matrix
  8572. */
  8573. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8574. var startScale = MathTmp.Vector3[0];
  8575. var startRotation = MathTmp.Quaternion[0];
  8576. var startTranslation = MathTmp.Vector3[1];
  8577. startValue.decompose(startScale, startRotation, startTranslation);
  8578. var endScale = MathTmp.Vector3[2];
  8579. var endRotation = MathTmp.Quaternion[1];
  8580. var endTranslation = MathTmp.Vector3[3];
  8581. endValue.decompose(endScale, endRotation, endTranslation);
  8582. var resultScale = MathTmp.Vector3[4];
  8583. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8584. var resultRotation = MathTmp.Quaternion[2];
  8585. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8586. var resultTranslation = MathTmp.Vector3[5];
  8587. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8588. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8589. };
  8590. /**
  8591. * 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"
  8592. * This function works in left handed mode
  8593. * @param eye defines the final position of the entity
  8594. * @param target defines where the entity should look at
  8595. * @param up defines the up vector for the entity
  8596. * @returns the new matrix
  8597. */
  8598. Matrix.LookAtLH = function (eye, target, up) {
  8599. var result = new Matrix();
  8600. Matrix.LookAtLHToRef(eye, target, up, result);
  8601. return result;
  8602. };
  8603. /**
  8604. * 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".
  8605. * This function works in left handed mode
  8606. * @param eye defines the final position of the entity
  8607. * @param target defines where the entity should look at
  8608. * @param up defines the up vector for the entity
  8609. * @param result defines the target matrix
  8610. */
  8611. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8612. var xAxis = MathTmp.Vector3[0];
  8613. var yAxis = MathTmp.Vector3[1];
  8614. var zAxis = MathTmp.Vector3[2];
  8615. // Z axis
  8616. target.subtractToRef(eye, zAxis);
  8617. zAxis.normalize();
  8618. // X axis
  8619. Vector3.CrossToRef(up, zAxis, xAxis);
  8620. var xSquareLength = xAxis.lengthSquared();
  8621. if (xSquareLength === 0) {
  8622. xAxis.x = 1.0;
  8623. }
  8624. else {
  8625. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8626. }
  8627. // Y axis
  8628. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8629. yAxis.normalize();
  8630. // Eye angles
  8631. var ex = -Vector3.Dot(xAxis, eye);
  8632. var ey = -Vector3.Dot(yAxis, eye);
  8633. var ez = -Vector3.Dot(zAxis, eye);
  8634. 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);
  8635. };
  8636. /**
  8637. * 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"
  8638. * This function works in right handed mode
  8639. * @param eye defines the final position of the entity
  8640. * @param target defines where the entity should look at
  8641. * @param up defines the up vector for the entity
  8642. * @returns the new matrix
  8643. */
  8644. Matrix.LookAtRH = function (eye, target, up) {
  8645. var result = new Matrix();
  8646. Matrix.LookAtRHToRef(eye, target, up, result);
  8647. return result;
  8648. };
  8649. /**
  8650. * 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".
  8651. * This function works in right handed mode
  8652. * @param eye defines the final position of the entity
  8653. * @param target defines where the entity should look at
  8654. * @param up defines the up vector for the entity
  8655. * @param result defines the target matrix
  8656. */
  8657. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8658. var xAxis = MathTmp.Vector3[0];
  8659. var yAxis = MathTmp.Vector3[1];
  8660. var zAxis = MathTmp.Vector3[2];
  8661. // Z axis
  8662. eye.subtractToRef(target, zAxis);
  8663. zAxis.normalize();
  8664. // X axis
  8665. Vector3.CrossToRef(up, zAxis, xAxis);
  8666. var xSquareLength = xAxis.lengthSquared();
  8667. if (xSquareLength === 0) {
  8668. xAxis.x = 1.0;
  8669. }
  8670. else {
  8671. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8672. }
  8673. // Y axis
  8674. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8675. yAxis.normalize();
  8676. // Eye angles
  8677. var ex = -Vector3.Dot(xAxis, eye);
  8678. var ey = -Vector3.Dot(yAxis, eye);
  8679. var ez = -Vector3.Dot(zAxis, eye);
  8680. 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);
  8681. };
  8682. /**
  8683. * Create a left-handed orthographic projection matrix
  8684. * @param width defines the viewport width
  8685. * @param height defines the viewport height
  8686. * @param znear defines the near clip plane
  8687. * @param zfar defines the far clip plane
  8688. * @returns a new matrix as a left-handed orthographic projection matrix
  8689. */
  8690. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8691. var matrix = new Matrix();
  8692. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8693. return matrix;
  8694. };
  8695. /**
  8696. * Store a left-handed orthographic projection to a given matrix
  8697. * @param width defines the viewport width
  8698. * @param height defines the viewport height
  8699. * @param znear defines the near clip plane
  8700. * @param zfar defines the far clip plane
  8701. * @param result defines the target matrix
  8702. */
  8703. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8704. var n = znear;
  8705. var f = zfar;
  8706. var a = 2.0 / width;
  8707. var b = 2.0 / height;
  8708. var c = 2.0 / (f - n);
  8709. var d = -(f + n) / (f - n);
  8710. 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);
  8711. result._updateIdentityStatus(a === 1 && b === 1 && c === 1 && d === 0);
  8712. };
  8713. /**
  8714. * Create a left-handed orthographic projection matrix
  8715. * @param left defines the viewport left coordinate
  8716. * @param right defines the viewport right coordinate
  8717. * @param bottom defines the viewport bottom coordinate
  8718. * @param top defines the viewport top coordinate
  8719. * @param znear defines the near clip plane
  8720. * @param zfar defines the far clip plane
  8721. * @returns a new matrix as a left-handed orthographic projection matrix
  8722. */
  8723. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8724. var matrix = new Matrix();
  8725. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8726. return matrix;
  8727. };
  8728. /**
  8729. * Stores a left-handed orthographic projection into a given matrix
  8730. * @param left defines the viewport left coordinate
  8731. * @param right defines the viewport right coordinate
  8732. * @param bottom defines the viewport bottom coordinate
  8733. * @param top defines the viewport top coordinate
  8734. * @param znear defines the near clip plane
  8735. * @param zfar defines the far clip plane
  8736. * @param result defines the target matrix
  8737. */
  8738. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8739. var n = znear;
  8740. var f = zfar;
  8741. var a = 2.0 / (right - left);
  8742. var b = 2.0 / (top - bottom);
  8743. var c = 2.0 / (f - n);
  8744. var d = -(f + n) / (f - n);
  8745. var i0 = (left + right) / (left - right);
  8746. var i1 = (top + bottom) / (bottom - top);
  8747. 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);
  8748. result._markAsUpdated();
  8749. };
  8750. /**
  8751. * Creates a right-handed orthographic projection matrix
  8752. * @param left defines the viewport left coordinate
  8753. * @param right defines the viewport right coordinate
  8754. * @param bottom defines the viewport bottom coordinate
  8755. * @param top defines the viewport top coordinate
  8756. * @param znear defines the near clip plane
  8757. * @param zfar defines the far clip plane
  8758. * @returns a new matrix as a right-handed orthographic projection matrix
  8759. */
  8760. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8761. var matrix = new Matrix();
  8762. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8763. return matrix;
  8764. };
  8765. /**
  8766. * Stores a right-handed orthographic projection into a given matrix
  8767. * @param left defines the viewport left coordinate
  8768. * @param right defines the viewport right coordinate
  8769. * @param bottom defines the viewport bottom coordinate
  8770. * @param top defines the viewport top coordinate
  8771. * @param znear defines the near clip plane
  8772. * @param zfar defines the far clip plane
  8773. * @param result defines the target matrix
  8774. */
  8775. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8776. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8777. result._m[10] *= -1; // No need to call _markAsUpdated as previous function already called it and let _isIdentityDirty to true
  8778. };
  8779. /**
  8780. * Creates a left-handed perspective projection matrix
  8781. * @param width defines the viewport width
  8782. * @param height defines the viewport height
  8783. * @param znear defines the near clip plane
  8784. * @param zfar defines the far clip plane
  8785. * @returns a new matrix as a left-handed perspective projection matrix
  8786. */
  8787. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8788. var matrix = new Matrix();
  8789. var n = znear;
  8790. var f = zfar;
  8791. var a = 2.0 * n / width;
  8792. var b = 2.0 * n / height;
  8793. var c = (f + n) / (f - n);
  8794. var d = -2.0 * f * n / (f - n);
  8795. 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);
  8796. matrix._updateIdentityStatus(false);
  8797. return matrix;
  8798. };
  8799. /**
  8800. * Creates a left-handed perspective projection matrix
  8801. * @param fov defines the horizontal field of view
  8802. * @param aspect defines the aspect ratio
  8803. * @param znear defines the near clip plane
  8804. * @param zfar defines the far clip plane
  8805. * @returns a new matrix as a left-handed perspective projection matrix
  8806. */
  8807. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8808. var matrix = new Matrix();
  8809. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8810. return matrix;
  8811. };
  8812. /**
  8813. * Stores a left-handed perspective projection into a given matrix
  8814. * @param fov defines the horizontal field of view
  8815. * @param aspect defines the aspect ratio
  8816. * @param znear defines the near clip plane
  8817. * @param zfar defines the far clip plane
  8818. * @param result defines the target matrix
  8819. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8820. */
  8821. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8822. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8823. var n = znear;
  8824. var f = zfar;
  8825. var t = 1.0 / (Math.tan(fov * 0.5));
  8826. var a = isVerticalFovFixed ? (t / aspect) : t;
  8827. var b = isVerticalFovFixed ? t : (t * aspect);
  8828. var c = (f + n) / (f - n);
  8829. var d = -2.0 * f * n / (f - n);
  8830. Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, 1.0, 0.0, 0.0, d, 0.0, result);
  8831. result._updateIdentityStatus(false);
  8832. };
  8833. /**
  8834. * Creates a right-handed perspective projection matrix
  8835. * @param fov defines the horizontal field of view
  8836. * @param aspect defines the aspect ratio
  8837. * @param znear defines the near clip plane
  8838. * @param zfar defines the far clip plane
  8839. * @returns a new matrix as a right-handed perspective projection matrix
  8840. */
  8841. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  8842. var matrix = new Matrix();
  8843. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  8844. return matrix;
  8845. };
  8846. /**
  8847. * Stores a right-handed perspective projection into a given matrix
  8848. * @param fov defines the horizontal field of view
  8849. * @param aspect defines the aspect ratio
  8850. * @param znear defines the near clip plane
  8851. * @param zfar defines the far clip plane
  8852. * @param result defines the target matrix
  8853. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8854. */
  8855. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8856. //alternatively this could be expressed as:
  8857. // m = PerspectiveFovLHToRef
  8858. // m[10] *= -1.0;
  8859. // m[11] *= -1.0;
  8860. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8861. var n = znear;
  8862. var f = zfar;
  8863. var t = 1.0 / (Math.tan(fov * 0.5));
  8864. var a = isVerticalFovFixed ? (t / aspect) : t;
  8865. var b = isVerticalFovFixed ? t : (t * aspect);
  8866. var c = -(f + n) / (f - n);
  8867. var d = -2 * f * n / (f - n);
  8868. Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, -1.0, 0.0, 0.0, d, 0.0, result);
  8869. result._updateIdentityStatus(false);
  8870. };
  8871. /**
  8872. * Stores a perspective projection for WebVR info a given matrix
  8873. * @param fov defines the field of view
  8874. * @param znear defines the near clip plane
  8875. * @param zfar defines the far clip plane
  8876. * @param result defines the target matrix
  8877. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  8878. */
  8879. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  8880. if (rightHanded === void 0) { rightHanded = false; }
  8881. var rightHandedFactor = rightHanded ? -1 : 1;
  8882. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  8883. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  8884. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  8885. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  8886. var xScale = 2.0 / (leftTan + rightTan);
  8887. var yScale = 2.0 / (upTan + downTan);
  8888. var m = result._m;
  8889. m[0] = xScale;
  8890. m[1] = m[2] = m[3] = m[4] = 0.0;
  8891. m[5] = yScale;
  8892. m[6] = m[7] = 0.0;
  8893. m[8] = ((leftTan - rightTan) * xScale * 0.5);
  8894. m[9] = -((upTan - downTan) * yScale * 0.5);
  8895. m[10] = -zfar / (znear - zfar);
  8896. m[11] = 1.0 * rightHandedFactor;
  8897. m[12] = m[13] = m[15] = 0.0;
  8898. m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  8899. result._markAsUpdated();
  8900. };
  8901. /**
  8902. * Computes a complete transformation matrix
  8903. * @param viewport defines the viewport to use
  8904. * @param world defines the world matrix
  8905. * @param view defines the view matrix
  8906. * @param projection defines the projection matrix
  8907. * @param zmin defines the near clip plane
  8908. * @param zmax defines the far clip plane
  8909. * @returns the transformation matrix
  8910. */
  8911. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  8912. var cw = viewport.width;
  8913. var ch = viewport.height;
  8914. var cx = viewport.x;
  8915. var cy = viewport.y;
  8916. 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);
  8917. var matrix = MathTmp.Matrix[0];
  8918. world.multiplyToRef(view, matrix);
  8919. matrix.multiplyToRef(projection, matrix);
  8920. return matrix.multiply(viewportMatrix);
  8921. };
  8922. /**
  8923. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  8924. * @param matrix defines the matrix to use
  8925. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  8926. */
  8927. Matrix.GetAsMatrix2x2 = function (matrix) {
  8928. var m = matrix.m;
  8929. return new Float32Array([m[0], m[1], m[4], m[5]]);
  8930. };
  8931. /**
  8932. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  8933. * @param matrix defines the matrix to use
  8934. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  8935. */
  8936. Matrix.GetAsMatrix3x3 = function (matrix) {
  8937. var m = matrix.m;
  8938. return new Float32Array([
  8939. m[0], m[1], m[2],
  8940. m[4], m[5], m[6],
  8941. m[8], m[9], m[10]
  8942. ]);
  8943. };
  8944. /**
  8945. * Compute the transpose of a given matrix
  8946. * @param matrix defines the matrix to transpose
  8947. * @returns the new matrix
  8948. */
  8949. Matrix.Transpose = function (matrix) {
  8950. var result = new Matrix();
  8951. Matrix.TransposeToRef(matrix, result);
  8952. return result;
  8953. };
  8954. /**
  8955. * Compute the transpose of a matrix and store it in a target matrix
  8956. * @param matrix defines the matrix to transpose
  8957. * @param result defines the target matrix
  8958. */
  8959. Matrix.TransposeToRef = function (matrix, result) {
  8960. var rm = result._m;
  8961. var mm = matrix.m;
  8962. rm[0] = mm[0];
  8963. rm[1] = mm[4];
  8964. rm[2] = mm[8];
  8965. rm[3] = mm[12];
  8966. rm[4] = mm[1];
  8967. rm[5] = mm[5];
  8968. rm[6] = mm[9];
  8969. rm[7] = mm[13];
  8970. rm[8] = mm[2];
  8971. rm[9] = mm[6];
  8972. rm[10] = mm[10];
  8973. rm[11] = mm[14];
  8974. rm[12] = mm[3];
  8975. rm[13] = mm[7];
  8976. rm[14] = mm[11];
  8977. rm[15] = mm[15];
  8978. // identity-ness does not change when transposing
  8979. result._updateIdentityStatus(matrix._isIdentity, matrix._isIdentityDirty);
  8980. };
  8981. /**
  8982. * Computes a reflection matrix from a plane
  8983. * @param plane defines the reflection plane
  8984. * @returns a new matrix
  8985. */
  8986. Matrix.Reflection = function (plane) {
  8987. var matrix = new Matrix();
  8988. Matrix.ReflectionToRef(plane, matrix);
  8989. return matrix;
  8990. };
  8991. /**
  8992. * Computes a reflection matrix from a plane
  8993. * @param plane defines the reflection plane
  8994. * @param result defines the target matrix
  8995. */
  8996. Matrix.ReflectionToRef = function (plane, result) {
  8997. plane.normalize();
  8998. var x = plane.normal.x;
  8999. var y = plane.normal.y;
  9000. var z = plane.normal.z;
  9001. var temp = -2 * x;
  9002. var temp2 = -2 * y;
  9003. var temp3 = -2 * z;
  9004. 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);
  9005. };
  9006. /**
  9007. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  9008. * @param xaxis defines the value of the 1st axis
  9009. * @param yaxis defines the value of the 2nd axis
  9010. * @param zaxis defines the value of the 3rd axis
  9011. * @param result defines the target matrix
  9012. */
  9013. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  9014. 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);
  9015. };
  9016. /**
  9017. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  9018. * @param quat defines the quaternion to use
  9019. * @param result defines the target matrix
  9020. */
  9021. Matrix.FromQuaternionToRef = function (quat, result) {
  9022. var xx = quat.x * quat.x;
  9023. var yy = quat.y * quat.y;
  9024. var zz = quat.z * quat.z;
  9025. var xy = quat.x * quat.y;
  9026. var zw = quat.z * quat.w;
  9027. var zx = quat.z * quat.x;
  9028. var yw = quat.y * quat.w;
  9029. var yz = quat.y * quat.z;
  9030. var xw = quat.x * quat.w;
  9031. result._m[0] = 1.0 - (2.0 * (yy + zz));
  9032. result._m[1] = 2.0 * (xy + zw);
  9033. result._m[2] = 2.0 * (zx - yw);
  9034. result._m[3] = 0.0;
  9035. result._m[4] = 2.0 * (xy - zw);
  9036. result._m[5] = 1.0 - (2.0 * (zz + xx));
  9037. result._m[6] = 2.0 * (yz + xw);
  9038. result._m[7] = 0.0;
  9039. result._m[8] = 2.0 * (zx + yw);
  9040. result._m[9] = 2.0 * (yz - xw);
  9041. result._m[10] = 1.0 - (2.0 * (yy + xx));
  9042. result._m[11] = 0.0;
  9043. result._m[12] = 0.0;
  9044. result._m[13] = 0.0;
  9045. result._m[14] = 0.0;
  9046. result._m[15] = 1.0;
  9047. result._markAsUpdated();
  9048. };
  9049. Matrix._updateFlagSeed = 0;
  9050. Matrix._identityReadOnly = Matrix.Identity();
  9051. return Matrix;
  9052. }());
  9053. BABYLON.Matrix = Matrix;
  9054. /**
  9055. * Represens a plane by the equation ax + by + cz + d = 0
  9056. */
  9057. var Plane = /** @class */ (function () {
  9058. /**
  9059. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  9060. * @param a a component of the plane
  9061. * @param b b component of the plane
  9062. * @param c c component of the plane
  9063. * @param d d component of the plane
  9064. */
  9065. function Plane(a, b, c, d) {
  9066. this.normal = new Vector3(a, b, c);
  9067. this.d = d;
  9068. }
  9069. /**
  9070. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  9071. */
  9072. Plane.prototype.asArray = function () {
  9073. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  9074. };
  9075. // Methods
  9076. /**
  9077. * @returns a new plane copied from the current Plane.
  9078. */
  9079. Plane.prototype.clone = function () {
  9080. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  9081. };
  9082. /**
  9083. * @returns the string "Plane".
  9084. */
  9085. Plane.prototype.getClassName = function () {
  9086. return "Plane";
  9087. };
  9088. /**
  9089. * @returns the Plane hash code.
  9090. */
  9091. Plane.prototype.getHashCode = function () {
  9092. var hash = this.normal.getHashCode();
  9093. hash = (hash * 397) ^ (this.d || 0);
  9094. return hash;
  9095. };
  9096. /**
  9097. * Normalize the current Plane in place.
  9098. * @returns the updated Plane.
  9099. */
  9100. Plane.prototype.normalize = function () {
  9101. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  9102. var magnitude = 0.0;
  9103. if (norm !== 0) {
  9104. magnitude = 1.0 / norm;
  9105. }
  9106. this.normal.x *= magnitude;
  9107. this.normal.y *= magnitude;
  9108. this.normal.z *= magnitude;
  9109. this.d *= magnitude;
  9110. return this;
  9111. };
  9112. /**
  9113. * Applies a transformation the plane and returns the result
  9114. * @param transformation the transformation matrix to be applied to the plane
  9115. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  9116. */
  9117. Plane.prototype.transform = function (transformation) {
  9118. var transposedMatrix = MathTmp.Matrix[0];
  9119. Matrix.TransposeToRef(transformation, transposedMatrix);
  9120. var m = transposedMatrix.m;
  9121. var x = this.normal.x;
  9122. var y = this.normal.y;
  9123. var z = this.normal.z;
  9124. var d = this.d;
  9125. var normalX = x * m[0] + y * m[1] + z * m[2] + d * m[3];
  9126. var normalY = x * m[4] + y * m[5] + z * m[6] + d * m[7];
  9127. var normalZ = x * m[8] + y * m[9] + z * m[10] + d * m[11];
  9128. var finalD = x * m[12] + y * m[13] + z * m[14] + d * m[15];
  9129. return new Plane(normalX, normalY, normalZ, finalD);
  9130. };
  9131. /**
  9132. * Calcualtte the dot product between the point and the plane normal
  9133. * @param point point to calculate the dot product with
  9134. * @returns the dot product (float) of the point coordinates and the plane normal.
  9135. */
  9136. Plane.prototype.dotCoordinate = function (point) {
  9137. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  9138. };
  9139. /**
  9140. * Updates the current Plane from the plane defined by the three given points.
  9141. * @param point1 one of the points used to contruct the plane
  9142. * @param point2 one of the points used to contruct the plane
  9143. * @param point3 one of the points used to contruct the plane
  9144. * @returns the updated Plane.
  9145. */
  9146. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9147. var x1 = point2.x - point1.x;
  9148. var y1 = point2.y - point1.y;
  9149. var z1 = point2.z - point1.z;
  9150. var x2 = point3.x - point1.x;
  9151. var y2 = point3.y - point1.y;
  9152. var z2 = point3.z - point1.z;
  9153. var yz = (y1 * z2) - (z1 * y2);
  9154. var xz = (z1 * x2) - (x1 * z2);
  9155. var xy = (x1 * y2) - (y1 * x2);
  9156. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9157. var invPyth;
  9158. if (pyth !== 0) {
  9159. invPyth = 1.0 / pyth;
  9160. }
  9161. else {
  9162. invPyth = 0.0;
  9163. }
  9164. this.normal.x = yz * invPyth;
  9165. this.normal.y = xz * invPyth;
  9166. this.normal.z = xy * invPyth;
  9167. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9168. return this;
  9169. };
  9170. /**
  9171. * Checks if the plane is facing a given direction
  9172. * @param direction the direction to check if the plane is facing
  9173. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9174. * @returns True is the vector "direction" is the same side than the plane normal.
  9175. */
  9176. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9177. var dot = Vector3.Dot(this.normal, direction);
  9178. return (dot <= epsilon);
  9179. };
  9180. /**
  9181. * Calculates the distance to a point
  9182. * @param point point to calculate distance to
  9183. * @returns the signed distance (float) from the given point to the Plane.
  9184. */
  9185. Plane.prototype.signedDistanceTo = function (point) {
  9186. return Vector3.Dot(point, this.normal) + this.d;
  9187. };
  9188. // Statics
  9189. /**
  9190. * Creates a plane from an array
  9191. * @param array the array to create a plane from
  9192. * @returns a new Plane from the given array.
  9193. */
  9194. Plane.FromArray = function (array) {
  9195. return new Plane(array[0], array[1], array[2], array[3]);
  9196. };
  9197. /**
  9198. * Creates a plane from three points
  9199. * @param point1 point used to create the plane
  9200. * @param point2 point used to create the plane
  9201. * @param point3 point used to create the plane
  9202. * @returns a new Plane defined by the three given points.
  9203. */
  9204. Plane.FromPoints = function (point1, point2, point3) {
  9205. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9206. result.copyFromPoints(point1, point2, point3);
  9207. return result;
  9208. };
  9209. /**
  9210. * Creates a plane from an origin point and a normal
  9211. * @param origin origin of the plane to be constructed
  9212. * @param normal normal of the plane to be constructed
  9213. * @returns a new Plane the normal vector to this plane at the given origin point.
  9214. * Note : the vector "normal" is updated because normalized.
  9215. */
  9216. Plane.FromPositionAndNormal = function (origin, normal) {
  9217. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9218. normal.normalize();
  9219. result.normal = normal;
  9220. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9221. return result;
  9222. };
  9223. /**
  9224. * Calculates the distance from a plane and a point
  9225. * @param origin origin of the plane to be constructed
  9226. * @param normal normal of the plane to be constructed
  9227. * @param point point to calculate distance to
  9228. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9229. */
  9230. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9231. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9232. return Vector3.Dot(point, normal) + d;
  9233. };
  9234. return Plane;
  9235. }());
  9236. BABYLON.Plane = Plane;
  9237. /**
  9238. * Class used to represent a viewport on screen
  9239. */
  9240. var Viewport = /** @class */ (function () {
  9241. /**
  9242. * Creates a Viewport object located at (x, y) and sized (width, height)
  9243. * @param x defines viewport left coordinate
  9244. * @param y defines viewport top coordinate
  9245. * @param width defines the viewport width
  9246. * @param height defines the viewport height
  9247. */
  9248. function Viewport(
  9249. /** viewport left coordinate */
  9250. x,
  9251. /** viewport top coordinate */
  9252. y,
  9253. /**viewport width */
  9254. width,
  9255. /** viewport height */
  9256. height) {
  9257. this.x = x;
  9258. this.y = y;
  9259. this.width = width;
  9260. this.height = height;
  9261. }
  9262. /**
  9263. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9264. * @param renderWidthOrEngine defines either an engine or the rendering width
  9265. * @param renderHeight defines the rendering height
  9266. * @returns a new Viewport
  9267. */
  9268. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9269. if (renderWidthOrEngine.getRenderWidth) {
  9270. var engine = renderWidthOrEngine;
  9271. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9272. }
  9273. var renderWidth = renderWidthOrEngine;
  9274. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9275. };
  9276. /**
  9277. * Returns a new Viewport copied from the current one
  9278. * @returns a new Viewport
  9279. */
  9280. Viewport.prototype.clone = function () {
  9281. return new Viewport(this.x, this.y, this.width, this.height);
  9282. };
  9283. return Viewport;
  9284. }());
  9285. BABYLON.Viewport = Viewport;
  9286. /**
  9287. * Reprasents a camera frustum
  9288. */
  9289. var Frustum = /** @class */ (function () {
  9290. function Frustum() {
  9291. }
  9292. /**
  9293. * Gets the planes representing the frustum
  9294. * @param transform matrix to be applied to the returned planes
  9295. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9296. */
  9297. Frustum.GetPlanes = function (transform) {
  9298. var frustumPlanes = [];
  9299. for (var index = 0; index < 6; index++) {
  9300. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9301. }
  9302. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9303. return frustumPlanes;
  9304. };
  9305. /**
  9306. * Gets the near frustum plane transformed by the transform matrix
  9307. * @param transform transformation matrix to be applied to the resulting frustum plane
  9308. * @param frustumPlane the resuling frustum plane
  9309. */
  9310. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9311. var m = transform.m;
  9312. frustumPlane.normal.x = m[3] + m[2];
  9313. frustumPlane.normal.y = m[7] + m[6];
  9314. frustumPlane.normal.z = m[11] + m[10];
  9315. frustumPlane.d = m[15] + m[14];
  9316. frustumPlane.normalize();
  9317. };
  9318. /**
  9319. * Gets the far frustum plane transformed by the transform matrix
  9320. * @param transform transformation matrix to be applied to the resulting frustum plane
  9321. * @param frustumPlane the resuling frustum plane
  9322. */
  9323. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9324. var m = transform.m;
  9325. frustumPlane.normal.x = m[3] - m[2];
  9326. frustumPlane.normal.y = m[7] - m[6];
  9327. frustumPlane.normal.z = m[11] - m[10];
  9328. frustumPlane.d = m[15] - m[14];
  9329. frustumPlane.normalize();
  9330. };
  9331. /**
  9332. * Gets the left frustum plane transformed by the transform matrix
  9333. * @param transform transformation matrix to be applied to the resulting frustum plane
  9334. * @param frustumPlane the resuling frustum plane
  9335. */
  9336. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9337. var m = transform.m;
  9338. frustumPlane.normal.x = m[3] + m[0];
  9339. frustumPlane.normal.y = m[7] + m[4];
  9340. frustumPlane.normal.z = m[11] + m[8];
  9341. frustumPlane.d = m[15] + m[12];
  9342. frustumPlane.normalize();
  9343. };
  9344. /**
  9345. * Gets the right frustum plane transformed by the transform matrix
  9346. * @param transform transformation matrix to be applied to the resulting frustum plane
  9347. * @param frustumPlane the resuling frustum plane
  9348. */
  9349. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9350. var m = transform.m;
  9351. frustumPlane.normal.x = m[3] - m[0];
  9352. frustumPlane.normal.y = m[7] - m[4];
  9353. frustumPlane.normal.z = m[11] - m[8];
  9354. frustumPlane.d = m[15] - m[12];
  9355. frustumPlane.normalize();
  9356. };
  9357. /**
  9358. * Gets the top frustum plane transformed by the transform matrix
  9359. * @param transform transformation matrix to be applied to the resulting frustum plane
  9360. * @param frustumPlane the resuling frustum plane
  9361. */
  9362. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9363. var m = transform.m;
  9364. frustumPlane.normal.x = m[3] - m[1];
  9365. frustumPlane.normal.y = m[7] - m[5];
  9366. frustumPlane.normal.z = m[11] - m[9];
  9367. frustumPlane.d = m[15] - m[13];
  9368. frustumPlane.normalize();
  9369. };
  9370. /**
  9371. * Gets the bottom frustum plane transformed by the transform matrix
  9372. * @param transform transformation matrix to be applied to the resulting frustum plane
  9373. * @param frustumPlane the resuling frustum plane
  9374. */
  9375. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9376. var m = transform.m;
  9377. frustumPlane.normal.x = m[3] + m[1];
  9378. frustumPlane.normal.y = m[7] + m[5];
  9379. frustumPlane.normal.z = m[11] + m[9];
  9380. frustumPlane.d = m[15] + m[13];
  9381. frustumPlane.normalize();
  9382. };
  9383. /**
  9384. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9385. * @param transform transformation matrix to be applied to the resulting frustum planes
  9386. * @param frustumPlanes the resuling frustum planes
  9387. */
  9388. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9389. // Near
  9390. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9391. // Far
  9392. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9393. // Left
  9394. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9395. // Right
  9396. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9397. // Top
  9398. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9399. // Bottom
  9400. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9401. };
  9402. return Frustum;
  9403. }());
  9404. BABYLON.Frustum = Frustum;
  9405. /** Defines supported spaces */
  9406. var Space;
  9407. (function (Space) {
  9408. /** Local (object) space */
  9409. Space[Space["LOCAL"] = 0] = "LOCAL";
  9410. /** World space */
  9411. Space[Space["WORLD"] = 1] = "WORLD";
  9412. /** Bone space */
  9413. Space[Space["BONE"] = 2] = "BONE";
  9414. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9415. /** Defines the 3 main axes */
  9416. var Axis = /** @class */ (function () {
  9417. function Axis() {
  9418. }
  9419. /** X axis */
  9420. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9421. /** Y axis */
  9422. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9423. /** Z axis */
  9424. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9425. return Axis;
  9426. }());
  9427. BABYLON.Axis = Axis;
  9428. /** Class used to represent a Bezier curve */
  9429. var BezierCurve = /** @class */ (function () {
  9430. function BezierCurve() {
  9431. }
  9432. /**
  9433. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9434. * @param t defines the time
  9435. * @param x1 defines the left coordinate on X axis
  9436. * @param y1 defines the left coordinate on Y axis
  9437. * @param x2 defines the right coordinate on X axis
  9438. * @param y2 defines the right coordinate on Y axis
  9439. * @returns the interpolated value
  9440. */
  9441. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9442. // Extract X (which is equal to time here)
  9443. var f0 = 1 - 3 * x2 + 3 * x1;
  9444. var f1 = 3 * x2 - 6 * x1;
  9445. var f2 = 3 * x1;
  9446. var refinedT = t;
  9447. for (var i = 0; i < 5; i++) {
  9448. var refinedT2 = refinedT * refinedT;
  9449. var refinedT3 = refinedT2 * refinedT;
  9450. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9451. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9452. refinedT -= (x - t) * slope;
  9453. refinedT = Math.min(1, Math.max(0, refinedT));
  9454. }
  9455. // Resolve cubic bezier for the given x
  9456. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9457. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9458. Math.pow(refinedT, 3);
  9459. };
  9460. return BezierCurve;
  9461. }());
  9462. BABYLON.BezierCurve = BezierCurve;
  9463. /**
  9464. * Defines potential orientation for back face culling
  9465. */
  9466. var Orientation;
  9467. (function (Orientation) {
  9468. /**
  9469. * Clockwise
  9470. */
  9471. Orientation[Orientation["CW"] = 0] = "CW";
  9472. /** Counter clockwise */
  9473. Orientation[Orientation["CCW"] = 1] = "CCW";
  9474. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9475. /**
  9476. * Defines angle representation
  9477. */
  9478. var Angle = /** @class */ (function () {
  9479. /**
  9480. * Creates an Angle object of "radians" radians (float).
  9481. */
  9482. function Angle(radians) {
  9483. this._radians = radians;
  9484. if (this._radians < 0.0) {
  9485. this._radians += (2.0 * Math.PI);
  9486. }
  9487. }
  9488. /**
  9489. * Get value in degrees
  9490. * @returns the Angle value in degrees (float)
  9491. */
  9492. Angle.prototype.degrees = function () {
  9493. return this._radians * 180.0 / Math.PI;
  9494. };
  9495. /**
  9496. * Get value in radians
  9497. * @returns the Angle value in radians (float)
  9498. */
  9499. Angle.prototype.radians = function () {
  9500. return this._radians;
  9501. };
  9502. /**
  9503. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9504. * @param a defines first vector
  9505. * @param b defines second vector
  9506. * @returns a new Angle
  9507. */
  9508. Angle.BetweenTwoPoints = function (a, b) {
  9509. var delta = b.subtract(a);
  9510. var theta = Math.atan2(delta.y, delta.x);
  9511. return new Angle(theta);
  9512. };
  9513. /**
  9514. * Gets a new Angle object from the given float in radians
  9515. * @param radians defines the angle value in radians
  9516. * @returns a new Angle
  9517. */
  9518. Angle.FromRadians = function (radians) {
  9519. return new Angle(radians);
  9520. };
  9521. /**
  9522. * Gets a new Angle object from the given float in degrees
  9523. * @param degrees defines the angle value in degrees
  9524. * @returns a new Angle
  9525. */
  9526. Angle.FromDegrees = function (degrees) {
  9527. return new Angle(degrees * Math.PI / 180.0);
  9528. };
  9529. return Angle;
  9530. }());
  9531. BABYLON.Angle = Angle;
  9532. /**
  9533. * This represents an arc in a 2d space.
  9534. */
  9535. var Arc2 = /** @class */ (function () {
  9536. /**
  9537. * Creates an Arc object from the three given points : start, middle and end.
  9538. * @param startPoint Defines the start point of the arc
  9539. * @param midPoint Defines the midlle point of the arc
  9540. * @param endPoint Defines the end point of the arc
  9541. */
  9542. function Arc2(
  9543. /** Defines the start point of the arc */
  9544. startPoint,
  9545. /** Defines the mid point of the arc */
  9546. midPoint,
  9547. /** Defines the end point of the arc */
  9548. endPoint) {
  9549. this.startPoint = startPoint;
  9550. this.midPoint = midPoint;
  9551. this.endPoint = endPoint;
  9552. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9553. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9554. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9555. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9556. 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);
  9557. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9558. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9559. var a1 = this.startAngle.degrees();
  9560. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9561. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9562. // angles correction
  9563. if (a2 - a1 > +180.0) {
  9564. a2 -= 360.0;
  9565. }
  9566. if (a2 - a1 < -180.0) {
  9567. a2 += 360.0;
  9568. }
  9569. if (a3 - a2 > +180.0) {
  9570. a3 -= 360.0;
  9571. }
  9572. if (a3 - a2 < -180.0) {
  9573. a3 += 360.0;
  9574. }
  9575. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9576. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9577. }
  9578. return Arc2;
  9579. }());
  9580. BABYLON.Arc2 = Arc2;
  9581. /**
  9582. * Represents a 2D path made up of multiple 2D points
  9583. */
  9584. var Path2 = /** @class */ (function () {
  9585. /**
  9586. * Creates a Path2 object from the starting 2D coordinates x and y.
  9587. * @param x the starting points x value
  9588. * @param y the starting points y value
  9589. */
  9590. function Path2(x, y) {
  9591. this._points = new Array();
  9592. this._length = 0.0;
  9593. /**
  9594. * If the path start and end point are the same
  9595. */
  9596. this.closed = false;
  9597. this._points.push(new Vector2(x, y));
  9598. }
  9599. /**
  9600. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9601. * @param x the added points x value
  9602. * @param y the added points y value
  9603. * @returns the updated Path2.
  9604. */
  9605. Path2.prototype.addLineTo = function (x, y) {
  9606. if (this.closed) {
  9607. return this;
  9608. }
  9609. var newPoint = new Vector2(x, y);
  9610. var previousPoint = this._points[this._points.length - 1];
  9611. this._points.push(newPoint);
  9612. this._length += newPoint.subtract(previousPoint).length();
  9613. return this;
  9614. };
  9615. /**
  9616. * 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.
  9617. * @param midX middle point x value
  9618. * @param midY middle point y value
  9619. * @param endX end point x value
  9620. * @param endY end point y value
  9621. * @param numberOfSegments (default: 36)
  9622. * @returns the updated Path2.
  9623. */
  9624. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9625. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9626. if (this.closed) {
  9627. return this;
  9628. }
  9629. var startPoint = this._points[this._points.length - 1];
  9630. var midPoint = new Vector2(midX, midY);
  9631. var endPoint = new Vector2(endX, endY);
  9632. var arc = new Arc2(startPoint, midPoint, endPoint);
  9633. var increment = arc.angle.radians() / numberOfSegments;
  9634. if (arc.orientation === Orientation.CW) {
  9635. increment *= -1;
  9636. }
  9637. var currentAngle = arc.startAngle.radians() + increment;
  9638. for (var i = 0; i < numberOfSegments; i++) {
  9639. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9640. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9641. this.addLineTo(x, y);
  9642. currentAngle += increment;
  9643. }
  9644. return this;
  9645. };
  9646. /**
  9647. * Closes the Path2.
  9648. * @returns the Path2.
  9649. */
  9650. Path2.prototype.close = function () {
  9651. this.closed = true;
  9652. return this;
  9653. };
  9654. /**
  9655. * Gets the sum of the distance between each sequential point in the path
  9656. * @returns the Path2 total length (float).
  9657. */
  9658. Path2.prototype.length = function () {
  9659. var result = this._length;
  9660. if (!this.closed) {
  9661. var lastPoint = this._points[this._points.length - 1];
  9662. var firstPoint = this._points[0];
  9663. result += (firstPoint.subtract(lastPoint).length());
  9664. }
  9665. return result;
  9666. };
  9667. /**
  9668. * Gets the points which construct the path
  9669. * @returns the Path2 internal array of points.
  9670. */
  9671. Path2.prototype.getPoints = function () {
  9672. return this._points;
  9673. };
  9674. /**
  9675. * Retreives the point at the distance aways from the starting point
  9676. * @param normalizedLengthPosition the length along the path to retreive the point from
  9677. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9678. */
  9679. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9680. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9681. return Vector2.Zero();
  9682. }
  9683. var lengthPosition = normalizedLengthPosition * this.length();
  9684. var previousOffset = 0;
  9685. for (var i = 0; i < this._points.length; i++) {
  9686. var j = (i + 1) % this._points.length;
  9687. var a = this._points[i];
  9688. var b = this._points[j];
  9689. var bToA = b.subtract(a);
  9690. var nextOffset = (bToA.length() + previousOffset);
  9691. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9692. var dir = bToA.normalize();
  9693. var localOffset = lengthPosition - previousOffset;
  9694. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9695. }
  9696. previousOffset = nextOffset;
  9697. }
  9698. return Vector2.Zero();
  9699. };
  9700. /**
  9701. * Creates a new path starting from an x and y position
  9702. * @param x starting x value
  9703. * @param y starting y value
  9704. * @returns a new Path2 starting at the coordinates (x, y).
  9705. */
  9706. Path2.StartingAt = function (x, y) {
  9707. return new Path2(x, y);
  9708. };
  9709. return Path2;
  9710. }());
  9711. BABYLON.Path2 = Path2;
  9712. /**
  9713. * Represents a 3D path made up of multiple 3D points
  9714. */
  9715. var Path3D = /** @class */ (function () {
  9716. /**
  9717. * new Path3D(path, normal, raw)
  9718. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9719. * please read the description in the tutorial : http://doc.babylonjs.com/tutorials/How_to_use_Path3D
  9720. * @param path an array of Vector3, the curve axis of the Path3D
  9721. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9722. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9723. */
  9724. function Path3D(
  9725. /**
  9726. * an array of Vector3, the curve axis of the Path3D
  9727. */
  9728. path, firstNormal, raw) {
  9729. if (firstNormal === void 0) { firstNormal = null; }
  9730. this.path = path;
  9731. this._curve = new Array();
  9732. this._distances = new Array();
  9733. this._tangents = new Array();
  9734. this._normals = new Array();
  9735. this._binormals = new Array();
  9736. for (var p = 0; p < path.length; p++) {
  9737. this._curve[p] = path[p].clone(); // hard copy
  9738. }
  9739. this._raw = raw || false;
  9740. this._compute(firstNormal);
  9741. }
  9742. /**
  9743. * Returns the Path3D array of successive Vector3 designing its curve.
  9744. * @returns the Path3D array of successive Vector3 designing its curve.
  9745. */
  9746. Path3D.prototype.getCurve = function () {
  9747. return this._curve;
  9748. };
  9749. /**
  9750. * Returns an array populated with tangent vectors on each Path3D curve point.
  9751. * @returns an array populated with tangent vectors on each Path3D curve point.
  9752. */
  9753. Path3D.prototype.getTangents = function () {
  9754. return this._tangents;
  9755. };
  9756. /**
  9757. * Returns an array populated with normal vectors on each Path3D curve point.
  9758. * @returns an array populated with normal vectors on each Path3D curve point.
  9759. */
  9760. Path3D.prototype.getNormals = function () {
  9761. return this._normals;
  9762. };
  9763. /**
  9764. * Returns an array populated with binormal vectors on each Path3D curve point.
  9765. * @returns an array populated with binormal vectors on each Path3D curve point.
  9766. */
  9767. Path3D.prototype.getBinormals = function () {
  9768. return this._binormals;
  9769. };
  9770. /**
  9771. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9772. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9773. */
  9774. Path3D.prototype.getDistances = function () {
  9775. return this._distances;
  9776. };
  9777. /**
  9778. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9779. * @param path path which all values are copied into the curves points
  9780. * @param firstNormal which should be projected onto the curve
  9781. * @returns the same object updated.
  9782. */
  9783. Path3D.prototype.update = function (path, firstNormal) {
  9784. if (firstNormal === void 0) { firstNormal = null; }
  9785. for (var p = 0; p < path.length; p++) {
  9786. this._curve[p].x = path[p].x;
  9787. this._curve[p].y = path[p].y;
  9788. this._curve[p].z = path[p].z;
  9789. }
  9790. this._compute(firstNormal);
  9791. return this;
  9792. };
  9793. // private function compute() : computes tangents, normals and binormals
  9794. Path3D.prototype._compute = function (firstNormal) {
  9795. var l = this._curve.length;
  9796. // first and last tangents
  9797. this._tangents[0] = this._getFirstNonNullVector(0);
  9798. if (!this._raw) {
  9799. this._tangents[0].normalize();
  9800. }
  9801. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9802. if (!this._raw) {
  9803. this._tangents[l - 1].normalize();
  9804. }
  9805. // normals and binormals at first point : arbitrary vector with _normalVector()
  9806. var tg0 = this._tangents[0];
  9807. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9808. this._normals[0] = pp0;
  9809. if (!this._raw) {
  9810. this._normals[0].normalize();
  9811. }
  9812. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9813. if (!this._raw) {
  9814. this._binormals[0].normalize();
  9815. }
  9816. this._distances[0] = 0.0;
  9817. // normals and binormals : next points
  9818. var prev; // previous vector (segment)
  9819. var cur; // current vector (segment)
  9820. var curTang; // current tangent
  9821. // previous normal
  9822. var prevBinor; // previous binormal
  9823. for (var i = 1; i < l; i++) {
  9824. // tangents
  9825. prev = this._getLastNonNullVector(i);
  9826. if (i < l - 1) {
  9827. cur = this._getFirstNonNullVector(i);
  9828. this._tangents[i] = prev.add(cur);
  9829. this._tangents[i].normalize();
  9830. }
  9831. this._distances[i] = this._distances[i - 1] + prev.length();
  9832. // normals and binormals
  9833. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9834. curTang = this._tangents[i];
  9835. prevBinor = this._binormals[i - 1];
  9836. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9837. if (!this._raw) {
  9838. this._normals[i].normalize();
  9839. }
  9840. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9841. if (!this._raw) {
  9842. this._binormals[i].normalize();
  9843. }
  9844. }
  9845. };
  9846. // private function getFirstNonNullVector(index)
  9847. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  9848. Path3D.prototype._getFirstNonNullVector = function (index) {
  9849. var i = 1;
  9850. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  9851. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  9852. i++;
  9853. nNVector = this._curve[index + i].subtract(this._curve[index]);
  9854. }
  9855. return nNVector;
  9856. };
  9857. // private function getLastNonNullVector(index)
  9858. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  9859. Path3D.prototype._getLastNonNullVector = function (index) {
  9860. var i = 1;
  9861. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  9862. while (nLVector.length() === 0 && index > i + 1) {
  9863. i++;
  9864. nLVector = this._curve[index].subtract(this._curve[index - i]);
  9865. }
  9866. return nLVector;
  9867. };
  9868. // private function normalVector(v0, vt, va) :
  9869. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  9870. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  9871. Path3D.prototype._normalVector = function (v0, vt, va) {
  9872. var normal0;
  9873. var tgl = vt.length();
  9874. if (tgl === 0.0) {
  9875. tgl = 1.0;
  9876. }
  9877. if (va === undefined || va === null) {
  9878. var point;
  9879. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  9880. point = new Vector3(0.0, -1.0, 0.0);
  9881. }
  9882. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  9883. point = new Vector3(1.0, 0.0, 0.0);
  9884. }
  9885. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  9886. point = new Vector3(0.0, 0.0, 1.0);
  9887. }
  9888. else {
  9889. point = Vector3.Zero();
  9890. }
  9891. normal0 = Vector3.Cross(vt, point);
  9892. }
  9893. else {
  9894. normal0 = Vector3.Cross(vt, va);
  9895. Vector3.CrossToRef(normal0, vt, normal0);
  9896. }
  9897. normal0.normalize();
  9898. return normal0;
  9899. };
  9900. return Path3D;
  9901. }());
  9902. BABYLON.Path3D = Path3D;
  9903. /**
  9904. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  9905. * A Curve3 is designed from a series of successive Vector3.
  9906. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  9907. */
  9908. var Curve3 = /** @class */ (function () {
  9909. /**
  9910. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  9911. * A Curve3 is designed from a series of successive Vector3.
  9912. * Tuto : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#curve3-object
  9913. * @param points points which make up the curve
  9914. */
  9915. function Curve3(points) {
  9916. this._length = 0.0;
  9917. this._points = points;
  9918. this._length = this._computeLength(points);
  9919. }
  9920. /**
  9921. * Returns a Curve3 object along a Quadratic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#quadratic-bezier-curve
  9922. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  9923. * @param v1 (Vector3) the control point
  9924. * @param v2 (Vector3) the end point of the Quadratic Bezier
  9925. * @param nbPoints (integer) the wanted number of points in the curve
  9926. * @returns the created Curve3
  9927. */
  9928. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  9929. nbPoints = nbPoints > 2 ? nbPoints : 3;
  9930. var bez = new Array();
  9931. var equation = function (t, val0, val1, val2) {
  9932. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  9933. return res;
  9934. };
  9935. for (var i = 0; i <= nbPoints; i++) {
  9936. 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)));
  9937. }
  9938. return new Curve3(bez);
  9939. };
  9940. /**
  9941. * Returns a Curve3 object along a Cubic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#cubic-bezier-curve
  9942. * @param v0 (Vector3) the origin point of the Cubic Bezier
  9943. * @param v1 (Vector3) the first control point
  9944. * @param v2 (Vector3) the second control point
  9945. * @param v3 (Vector3) the end point of the Cubic Bezier
  9946. * @param nbPoints (integer) the wanted number of points in the curve
  9947. * @returns the created Curve3
  9948. */
  9949. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  9950. nbPoints = nbPoints > 3 ? nbPoints : 4;
  9951. var bez = new Array();
  9952. var equation = function (t, val0, val1, val2, val3) {
  9953. 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;
  9954. return res;
  9955. };
  9956. for (var i = 0; i <= nbPoints; i++) {
  9957. 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)));
  9958. }
  9959. return new Curve3(bez);
  9960. };
  9961. /**
  9962. * Returns a Curve3 object along a Hermite Spline curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#hermite-spline
  9963. * @param p1 (Vector3) the origin point of the Hermite Spline
  9964. * @param t1 (Vector3) the tangent vector at the origin point
  9965. * @param p2 (Vector3) the end point of the Hermite Spline
  9966. * @param t2 (Vector3) the tangent vector at the end point
  9967. * @param nbPoints (integer) the wanted number of points in the curve
  9968. * @returns the created Curve3
  9969. */
  9970. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  9971. var hermite = new Array();
  9972. var step = 1.0 / nbPoints;
  9973. for (var i = 0; i <= nbPoints; i++) {
  9974. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  9975. }
  9976. return new Curve3(hermite);
  9977. };
  9978. /**
  9979. * Returns a Curve3 object along a CatmullRom Spline curve :
  9980. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  9981. * @param nbPoints (integer) the wanted number of points between each curve control points
  9982. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  9983. * @returns the created Curve3
  9984. */
  9985. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  9986. var catmullRom = new Array();
  9987. var step = 1.0 / nbPoints;
  9988. var amount = 0.0;
  9989. if (closed) {
  9990. var pointsCount = points.length;
  9991. for (var i = 0; i < pointsCount; i++) {
  9992. amount = 0;
  9993. for (var c = 0; c < nbPoints; c++) {
  9994. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  9995. amount += step;
  9996. }
  9997. }
  9998. catmullRom.push(catmullRom[0]);
  9999. }
  10000. else {
  10001. var totalPoints = new Array();
  10002. totalPoints.push(points[0].clone());
  10003. Array.prototype.push.apply(totalPoints, points);
  10004. totalPoints.push(points[points.length - 1].clone());
  10005. for (var i = 0; i < totalPoints.length - 3; i++) {
  10006. amount = 0;
  10007. for (var c = 0; c < nbPoints; c++) {
  10008. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10009. amount += step;
  10010. }
  10011. }
  10012. i--;
  10013. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10014. }
  10015. return new Curve3(catmullRom);
  10016. };
  10017. /**
  10018. * @returns the Curve3 stored array of successive Vector3
  10019. */
  10020. Curve3.prototype.getPoints = function () {
  10021. return this._points;
  10022. };
  10023. /**
  10024. * @returns the computed length (float) of the curve.
  10025. */
  10026. Curve3.prototype.length = function () {
  10027. return this._length;
  10028. };
  10029. /**
  10030. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  10031. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  10032. * curveA and curveB keep unchanged.
  10033. * @param curve the curve to continue from this curve
  10034. * @returns the newly constructed curve
  10035. */
  10036. Curve3.prototype.continue = function (curve) {
  10037. var lastPoint = this._points[this._points.length - 1];
  10038. var continuedPoints = this._points.slice();
  10039. var curvePoints = curve.getPoints();
  10040. for (var i = 1; i < curvePoints.length; i++) {
  10041. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  10042. }
  10043. var continuedCurve = new Curve3(continuedPoints);
  10044. return continuedCurve;
  10045. };
  10046. Curve3.prototype._computeLength = function (path) {
  10047. var l = 0;
  10048. for (var i = 1; i < path.length; i++) {
  10049. l += (path[i].subtract(path[i - 1])).length();
  10050. }
  10051. return l;
  10052. };
  10053. return Curve3;
  10054. }());
  10055. BABYLON.Curve3 = Curve3;
  10056. // Vertex formats
  10057. /**
  10058. * Contains position and normal vectors for a vertex
  10059. */
  10060. var PositionNormalVertex = /** @class */ (function () {
  10061. /**
  10062. * Creates a PositionNormalVertex
  10063. * @param position the position of the vertex (defaut: 0,0,0)
  10064. * @param normal the normal of the vertex (defaut: 0,1,0)
  10065. */
  10066. function PositionNormalVertex(
  10067. /** the position of the vertex (defaut: 0,0,0) */
  10068. position,
  10069. /** the normal of the vertex (defaut: 0,1,0) */
  10070. normal) {
  10071. if (position === void 0) { position = Vector3.Zero(); }
  10072. if (normal === void 0) { normal = Vector3.Up(); }
  10073. this.position = position;
  10074. this.normal = normal;
  10075. }
  10076. /**
  10077. * Clones the PositionNormalVertex
  10078. * @returns the cloned PositionNormalVertex
  10079. */
  10080. PositionNormalVertex.prototype.clone = function () {
  10081. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  10082. };
  10083. return PositionNormalVertex;
  10084. }());
  10085. BABYLON.PositionNormalVertex = PositionNormalVertex;
  10086. /**
  10087. * Contains position, normal and uv vectors for a vertex
  10088. */
  10089. var PositionNormalTextureVertex = /** @class */ (function () {
  10090. /**
  10091. * Creates a PositionNormalTextureVertex
  10092. * @param position the position of the vertex (defaut: 0,0,0)
  10093. * @param normal the normal of the vertex (defaut: 0,1,0)
  10094. * @param uv the uv of the vertex (default: 0,0)
  10095. */
  10096. function PositionNormalTextureVertex(
  10097. /** the position of the vertex (defaut: 0,0,0) */
  10098. position,
  10099. /** the normal of the vertex (defaut: 0,1,0) */
  10100. normal,
  10101. /** the uv of the vertex (default: 0,0) */
  10102. uv) {
  10103. if (position === void 0) { position = Vector3.Zero(); }
  10104. if (normal === void 0) { normal = Vector3.Up(); }
  10105. if (uv === void 0) { uv = Vector2.Zero(); }
  10106. this.position = position;
  10107. this.normal = normal;
  10108. this.uv = uv;
  10109. }
  10110. /**
  10111. * Clones the PositionNormalTextureVertex
  10112. * @returns the cloned PositionNormalTextureVertex
  10113. */
  10114. PositionNormalTextureVertex.prototype.clone = function () {
  10115. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  10116. };
  10117. return PositionNormalTextureVertex;
  10118. }());
  10119. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  10120. // Temporary pre-allocated objects for engine internal use
  10121. // usage in any internal function :
  10122. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  10123. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  10124. /**
  10125. * @hidden
  10126. */
  10127. var Tmp = /** @class */ (function () {
  10128. function Tmp() {
  10129. }
  10130. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  10131. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  10132. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  10133. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  10134. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  10135. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  10136. Tmp.Matrix = BABYLON.Tools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough
  10137. return Tmp;
  10138. }());
  10139. BABYLON.Tmp = Tmp;
  10140. /**
  10141. * @hidden
  10142. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  10143. */
  10144. var MathTmp = /** @class */ (function () {
  10145. function MathTmp() {
  10146. }
  10147. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  10148. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10149. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10150. return MathTmp;
  10151. }());
  10152. })(BABYLON || (BABYLON = {}));
  10153. //# sourceMappingURL=babylon.math.js.map
  10154. var BABYLON;
  10155. (function (BABYLON) {
  10156. /**
  10157. * Scalar computation library
  10158. */
  10159. var Scalar = /** @class */ (function () {
  10160. function Scalar() {
  10161. }
  10162. /**
  10163. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10164. * @param a number
  10165. * @param b number
  10166. * @param epsilon (default = 1.401298E-45)
  10167. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10168. */
  10169. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10170. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10171. var num = a - b;
  10172. return -epsilon <= num && num <= epsilon;
  10173. };
  10174. /**
  10175. * Returns a string : the upper case translation of the number i to hexadecimal.
  10176. * @param i number
  10177. * @returns the upper case translation of the number i to hexadecimal.
  10178. */
  10179. Scalar.ToHex = function (i) {
  10180. var str = i.toString(16);
  10181. if (i <= 15) {
  10182. return ("0" + str).toUpperCase();
  10183. }
  10184. return str.toUpperCase();
  10185. };
  10186. /**
  10187. * Returns -1 if value is negative and +1 is value is positive.
  10188. * @param value the value
  10189. * @returns the value itself if it's equal to zero.
  10190. */
  10191. Scalar.Sign = function (value) {
  10192. value = +value; // convert to a number
  10193. if (value === 0 || isNaN(value)) {
  10194. return value;
  10195. }
  10196. return value > 0 ? 1 : -1;
  10197. };
  10198. /**
  10199. * Returns the value itself if it's between min and max.
  10200. * Returns min if the value is lower than min.
  10201. * Returns max if the value is greater than max.
  10202. * @param value the value to clmap
  10203. * @param min the min value to clamp to (default: 0)
  10204. * @param max the max value to clamp to (default: 1)
  10205. * @returns the clamped value
  10206. */
  10207. Scalar.Clamp = function (value, min, max) {
  10208. if (min === void 0) { min = 0; }
  10209. if (max === void 0) { max = 1; }
  10210. return Math.min(max, Math.max(min, value));
  10211. };
  10212. /**
  10213. * the log2 of value.
  10214. * @param value the value to compute log2 of
  10215. * @returns the log2 of value.
  10216. */
  10217. Scalar.Log2 = function (value) {
  10218. return Math.log(value) * Math.LOG2E;
  10219. };
  10220. /**
  10221. * Loops the value, so that it is never larger than length and never smaller than 0.
  10222. *
  10223. * This is similar to the modulo operator but it works with floating point numbers.
  10224. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10225. * With t = 5 and length = 2.5, the result would be 0.0.
  10226. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10227. * @param value the value
  10228. * @param length the length
  10229. * @returns the looped value
  10230. */
  10231. Scalar.Repeat = function (value, length) {
  10232. return value - Math.floor(value / length) * length;
  10233. };
  10234. /**
  10235. * Normalize the value between 0.0 and 1.0 using min and max values
  10236. * @param value value to normalize
  10237. * @param min max to normalize between
  10238. * @param max min to normalize between
  10239. * @returns the normalized value
  10240. */
  10241. Scalar.Normalize = function (value, min, max) {
  10242. return (value - min) / (max - min);
  10243. };
  10244. /**
  10245. * Denormalize the value from 0.0 and 1.0 using min and max values
  10246. * @param normalized value to denormalize
  10247. * @param min max to denormalize between
  10248. * @param max min to denormalize between
  10249. * @returns the denormalized value
  10250. */
  10251. Scalar.Denormalize = function (normalized, min, max) {
  10252. return (normalized * (max - min) + min);
  10253. };
  10254. /**
  10255. * Calculates the shortest difference between two given angles given in degrees.
  10256. * @param current current angle in degrees
  10257. * @param target target angle in degrees
  10258. * @returns the delta
  10259. */
  10260. Scalar.DeltaAngle = function (current, target) {
  10261. var num = Scalar.Repeat(target - current, 360.0);
  10262. if (num > 180.0) {
  10263. num -= 360.0;
  10264. }
  10265. return num;
  10266. };
  10267. /**
  10268. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10269. * @param tx value
  10270. * @param length length
  10271. * @returns The returned value will move back and forth between 0 and length
  10272. */
  10273. Scalar.PingPong = function (tx, length) {
  10274. var t = Scalar.Repeat(tx, length * 2.0);
  10275. return length - Math.abs(t - length);
  10276. };
  10277. /**
  10278. * Interpolates between min and max with smoothing at the limits.
  10279. *
  10280. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10281. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10282. * @param from from
  10283. * @param to to
  10284. * @param tx value
  10285. * @returns the smooth stepped value
  10286. */
  10287. Scalar.SmoothStep = function (from, to, tx) {
  10288. var t = Scalar.Clamp(tx);
  10289. t = -2.0 * t * t * t + 3.0 * t * t;
  10290. return to * t + from * (1.0 - t);
  10291. };
  10292. /**
  10293. * Moves a value current towards target.
  10294. *
  10295. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10296. * Negative values of maxDelta pushes the value away from target.
  10297. * @param current current value
  10298. * @param target target value
  10299. * @param maxDelta max distance to move
  10300. * @returns resulting value
  10301. */
  10302. Scalar.MoveTowards = function (current, target, maxDelta) {
  10303. var result = 0;
  10304. if (Math.abs(target - current) <= maxDelta) {
  10305. result = target;
  10306. }
  10307. else {
  10308. result = current + Scalar.Sign(target - current) * maxDelta;
  10309. }
  10310. return result;
  10311. };
  10312. /**
  10313. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10314. *
  10315. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10316. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10317. * @param current current value
  10318. * @param target target value
  10319. * @param maxDelta max distance to move
  10320. * @returns resulting angle
  10321. */
  10322. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10323. var num = Scalar.DeltaAngle(current, target);
  10324. var result = 0;
  10325. if (-maxDelta < num && num < maxDelta) {
  10326. result = target;
  10327. }
  10328. else {
  10329. target = current + num;
  10330. result = Scalar.MoveTowards(current, target, maxDelta);
  10331. }
  10332. return result;
  10333. };
  10334. /**
  10335. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10336. * @param start start value
  10337. * @param end target value
  10338. * @param amount amount to lerp between
  10339. * @returns the lerped value
  10340. */
  10341. Scalar.Lerp = function (start, end, amount) {
  10342. return start + ((end - start) * amount);
  10343. };
  10344. /**
  10345. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10346. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10347. * @param start start value
  10348. * @param end target value
  10349. * @param amount amount to lerp between
  10350. * @returns the lerped value
  10351. */
  10352. Scalar.LerpAngle = function (start, end, amount) {
  10353. var num = Scalar.Repeat(end - start, 360.0);
  10354. if (num > 180.0) {
  10355. num -= 360.0;
  10356. }
  10357. return start + num * Scalar.Clamp(amount);
  10358. };
  10359. /**
  10360. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10361. * @param a start value
  10362. * @param b target value
  10363. * @param value value between a and b
  10364. * @returns the inverseLerp value
  10365. */
  10366. Scalar.InverseLerp = function (a, b, value) {
  10367. var result = 0;
  10368. if (a != b) {
  10369. result = Scalar.Clamp((value - a) / (b - a));
  10370. }
  10371. else {
  10372. result = 0.0;
  10373. }
  10374. return result;
  10375. };
  10376. /**
  10377. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10378. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10379. * @param value1 spline value
  10380. * @param tangent1 spline value
  10381. * @param value2 spline value
  10382. * @param tangent2 spline value
  10383. * @param amount input value
  10384. * @returns hermite result
  10385. */
  10386. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10387. var squared = amount * amount;
  10388. var cubed = amount * squared;
  10389. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10390. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10391. var part3 = (cubed - (2.0 * squared)) + amount;
  10392. var part4 = cubed - squared;
  10393. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10394. };
  10395. /**
  10396. * Returns a random float number between and min and max values
  10397. * @param min min value of random
  10398. * @param max max value of random
  10399. * @returns random value
  10400. */
  10401. Scalar.RandomRange = function (min, max) {
  10402. if (min === max) {
  10403. return min;
  10404. }
  10405. return ((Math.random() * (max - min)) + min);
  10406. };
  10407. /**
  10408. * This function returns percentage of a number in a given range.
  10409. *
  10410. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10411. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10412. * @param number to convert to percentage
  10413. * @param min min range
  10414. * @param max max range
  10415. * @returns the percentage
  10416. */
  10417. Scalar.RangeToPercent = function (number, min, max) {
  10418. return ((number - min) / (max - min));
  10419. };
  10420. /**
  10421. * This function returns number that corresponds to the percentage in a given range.
  10422. *
  10423. * PercentToRange(0.34,0,100) will return 34.
  10424. * @param percent to convert to number
  10425. * @param min min range
  10426. * @param max max range
  10427. * @returns the number
  10428. */
  10429. Scalar.PercentToRange = function (percent, min, max) {
  10430. return ((max - min) * percent + min);
  10431. };
  10432. /**
  10433. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10434. * @param angle The angle to normalize in radian.
  10435. * @return The converted angle.
  10436. */
  10437. Scalar.NormalizeRadians = function (angle) {
  10438. // More precise but slower version kept for reference.
  10439. // angle = angle % Tools.TwoPi;
  10440. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10441. //if (angle > Math.PI) {
  10442. // angle -= Tools.TwoPi;
  10443. //}
  10444. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10445. return angle;
  10446. };
  10447. /**
  10448. * Two pi constants convenient for computation.
  10449. */
  10450. Scalar.TwoPi = Math.PI * 2;
  10451. return Scalar;
  10452. }());
  10453. BABYLON.Scalar = Scalar;
  10454. })(BABYLON || (BABYLON = {}));
  10455. //# sourceMappingURL=babylon.math.scalar.js.map
  10456. //# sourceMappingURL=babylon.mixins.js.map
  10457. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10458. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10459. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10460. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10461. //# sourceMappingURL=babylon.webgl2.js.map
  10462. var BABYLON;
  10463. (function (BABYLON) {
  10464. var __decoratorInitialStore = {};
  10465. var __mergedStore = {};
  10466. var _copySource = function (creationFunction, source, instanciate) {
  10467. var destination = creationFunction();
  10468. // Tags
  10469. if (BABYLON.Tags) {
  10470. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10471. }
  10472. var classStore = getMergedStore(destination);
  10473. // Properties
  10474. for (var property in classStore) {
  10475. var propertyDescriptor = classStore[property];
  10476. var sourceProperty = source[property];
  10477. var propertyType = propertyDescriptor.type;
  10478. if (sourceProperty !== undefined && sourceProperty !== null) {
  10479. switch (propertyType) {
  10480. case 0: // Value
  10481. case 6: // Mesh reference
  10482. case 11: // Camera reference
  10483. destination[property] = sourceProperty;
  10484. break;
  10485. case 1: // Texture
  10486. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10487. break;
  10488. case 2: // Color3
  10489. case 3: // FresnelParameters
  10490. case 4: // Vector2
  10491. case 5: // Vector3
  10492. case 7: // Color Curves
  10493. case 10: // Quaternion
  10494. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10495. break;
  10496. }
  10497. }
  10498. }
  10499. return destination;
  10500. };
  10501. function getDirectStore(target) {
  10502. var classKey = target.getClassName();
  10503. if (!__decoratorInitialStore[classKey]) {
  10504. __decoratorInitialStore[classKey] = {};
  10505. }
  10506. return __decoratorInitialStore[classKey];
  10507. }
  10508. /**
  10509. * Return the list of properties flagged as serializable
  10510. * @param target: host object
  10511. */
  10512. function getMergedStore(target) {
  10513. var classKey = target.getClassName();
  10514. if (__mergedStore[classKey]) {
  10515. return __mergedStore[classKey];
  10516. }
  10517. __mergedStore[classKey] = {};
  10518. var store = __mergedStore[classKey];
  10519. var currentTarget = target;
  10520. var currentKey = classKey;
  10521. while (currentKey) {
  10522. var initialStore = __decoratorInitialStore[currentKey];
  10523. for (var property in initialStore) {
  10524. store[property] = initialStore[property];
  10525. }
  10526. var parent_1 = void 0;
  10527. var done = false;
  10528. do {
  10529. parent_1 = Object.getPrototypeOf(currentTarget);
  10530. if (!parent_1.getClassName) {
  10531. done = true;
  10532. break;
  10533. }
  10534. if (parent_1.getClassName() !== currentKey) {
  10535. break;
  10536. }
  10537. currentTarget = parent_1;
  10538. } while (parent_1);
  10539. if (done) {
  10540. break;
  10541. }
  10542. currentKey = parent_1.getClassName();
  10543. currentTarget = parent_1;
  10544. }
  10545. return store;
  10546. }
  10547. function generateSerializableMember(type, sourceName) {
  10548. return function (target, propertyKey) {
  10549. var classStore = getDirectStore(target);
  10550. if (!classStore[propertyKey]) {
  10551. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10552. }
  10553. };
  10554. }
  10555. function generateExpandMember(setCallback, targetKey) {
  10556. if (targetKey === void 0) { targetKey = null; }
  10557. return function (target, propertyKey) {
  10558. var key = targetKey || ("_" + propertyKey);
  10559. Object.defineProperty(target, propertyKey, {
  10560. get: function () {
  10561. return this[key];
  10562. },
  10563. set: function (value) {
  10564. if (this[key] === value) {
  10565. return;
  10566. }
  10567. this[key] = value;
  10568. target[setCallback].apply(this);
  10569. },
  10570. enumerable: true,
  10571. configurable: true
  10572. });
  10573. };
  10574. }
  10575. function expandToProperty(callback, targetKey) {
  10576. if (targetKey === void 0) { targetKey = null; }
  10577. return generateExpandMember(callback, targetKey);
  10578. }
  10579. BABYLON.expandToProperty = expandToProperty;
  10580. function serialize(sourceName) {
  10581. return generateSerializableMember(0, sourceName); // value member
  10582. }
  10583. BABYLON.serialize = serialize;
  10584. function serializeAsTexture(sourceName) {
  10585. return generateSerializableMember(1, sourceName); // texture member
  10586. }
  10587. BABYLON.serializeAsTexture = serializeAsTexture;
  10588. function serializeAsColor3(sourceName) {
  10589. return generateSerializableMember(2, sourceName); // color3 member
  10590. }
  10591. BABYLON.serializeAsColor3 = serializeAsColor3;
  10592. function serializeAsFresnelParameters(sourceName) {
  10593. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10594. }
  10595. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10596. function serializeAsVector2(sourceName) {
  10597. return generateSerializableMember(4, sourceName); // vector2 member
  10598. }
  10599. BABYLON.serializeAsVector2 = serializeAsVector2;
  10600. function serializeAsVector3(sourceName) {
  10601. return generateSerializableMember(5, sourceName); // vector3 member
  10602. }
  10603. BABYLON.serializeAsVector3 = serializeAsVector3;
  10604. function serializeAsMeshReference(sourceName) {
  10605. return generateSerializableMember(6, sourceName); // mesh reference member
  10606. }
  10607. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10608. function serializeAsColorCurves(sourceName) {
  10609. return generateSerializableMember(7, sourceName); // color curves
  10610. }
  10611. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10612. function serializeAsColor4(sourceName) {
  10613. return generateSerializableMember(8, sourceName); // color 4
  10614. }
  10615. BABYLON.serializeAsColor4 = serializeAsColor4;
  10616. function serializeAsImageProcessingConfiguration(sourceName) {
  10617. return generateSerializableMember(9, sourceName); // image processing
  10618. }
  10619. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10620. function serializeAsQuaternion(sourceName) {
  10621. return generateSerializableMember(10, sourceName); // quaternion member
  10622. }
  10623. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10624. /**
  10625. * Decorator used to define property that can be serialized as reference to a camera
  10626. * @param sourceName defines the name of the property to decorate
  10627. */
  10628. function serializeAsCameraReference(sourceName) {
  10629. return generateSerializableMember(11, sourceName); // camera reference member
  10630. }
  10631. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10632. /**
  10633. * Class used to help serialization objects
  10634. */
  10635. var SerializationHelper = /** @class */ (function () {
  10636. function SerializationHelper() {
  10637. }
  10638. /**
  10639. * Static function used to serialized a specific entity
  10640. * @param entity defines the entity to serialize
  10641. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10642. * @returns a JSON compatible object representing the serialization of the entity
  10643. */
  10644. SerializationHelper.Serialize = function (entity, serializationObject) {
  10645. if (!serializationObject) {
  10646. serializationObject = {};
  10647. }
  10648. // Tags
  10649. if (BABYLON.Tags) {
  10650. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10651. }
  10652. var serializedProperties = getMergedStore(entity);
  10653. // Properties
  10654. for (var property in serializedProperties) {
  10655. var propertyDescriptor = serializedProperties[property];
  10656. var targetPropertyName = propertyDescriptor.sourceName || property;
  10657. var propertyType = propertyDescriptor.type;
  10658. var sourceProperty = entity[property];
  10659. if (sourceProperty !== undefined && sourceProperty !== null) {
  10660. switch (propertyType) {
  10661. case 0: // Value
  10662. serializationObject[targetPropertyName] = sourceProperty;
  10663. break;
  10664. case 1: // Texture
  10665. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10666. break;
  10667. case 2: // Color3
  10668. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10669. break;
  10670. case 3: // FresnelParameters
  10671. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10672. break;
  10673. case 4: // Vector2
  10674. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10675. break;
  10676. case 5: // Vector3
  10677. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10678. break;
  10679. case 6: // Mesh reference
  10680. serializationObject[targetPropertyName] = sourceProperty.id;
  10681. break;
  10682. case 7: // Color Curves
  10683. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10684. break;
  10685. case 8: // Color 4
  10686. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10687. break;
  10688. case 9: // Image Processing
  10689. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10690. break;
  10691. case 10: // Quaternion
  10692. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10693. break;
  10694. case 11: // Camera reference
  10695. serializationObject[targetPropertyName] = sourceProperty.id;
  10696. break;
  10697. }
  10698. }
  10699. }
  10700. return serializationObject;
  10701. };
  10702. /**
  10703. * Creates a new entity from a serialization data object
  10704. * @param creationFunction defines a function used to instanciated the new entity
  10705. * @param source defines the source serialization data
  10706. * @param scene defines the hosting scene
  10707. * @param rootUrl defines the root url for resources
  10708. * @returns a new entity
  10709. */
  10710. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10711. if (rootUrl === void 0) { rootUrl = null; }
  10712. var destination = creationFunction();
  10713. if (!rootUrl) {
  10714. rootUrl = "";
  10715. }
  10716. // Tags
  10717. if (BABYLON.Tags) {
  10718. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10719. }
  10720. var classStore = getMergedStore(destination);
  10721. // Properties
  10722. for (var property in classStore) {
  10723. var propertyDescriptor = classStore[property];
  10724. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10725. var propertyType = propertyDescriptor.type;
  10726. if (sourceProperty !== undefined && sourceProperty !== null) {
  10727. var dest = destination;
  10728. switch (propertyType) {
  10729. case 0: // Value
  10730. dest[property] = sourceProperty;
  10731. break;
  10732. case 1: // Texture
  10733. if (scene) {
  10734. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10735. }
  10736. break;
  10737. case 2: // Color3
  10738. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10739. break;
  10740. case 3: // FresnelParameters
  10741. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10742. break;
  10743. case 4: // Vector2
  10744. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10745. break;
  10746. case 5: // Vector3
  10747. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10748. break;
  10749. case 6: // Mesh reference
  10750. if (scene) {
  10751. dest[property] = scene.getLastMeshByID(sourceProperty);
  10752. }
  10753. break;
  10754. case 7: // Color Curves
  10755. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10756. break;
  10757. case 8: // Color 4
  10758. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10759. break;
  10760. case 9: // Image Processing
  10761. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10762. break;
  10763. case 10: // Quaternion
  10764. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10765. break;
  10766. case 11: // Camera reference
  10767. if (scene) {
  10768. dest[property] = scene.getCameraByID(sourceProperty);
  10769. }
  10770. break;
  10771. }
  10772. }
  10773. }
  10774. return destination;
  10775. };
  10776. /**
  10777. * Clones an object
  10778. * @param creationFunction defines the function used to instanciate the new object
  10779. * @param source defines the source object
  10780. * @returns the cloned object
  10781. */
  10782. SerializationHelper.Clone = function (creationFunction, source) {
  10783. return _copySource(creationFunction, source, false);
  10784. };
  10785. /**
  10786. * Instanciates a new object based on a source one (some data will be shared between both object)
  10787. * @param creationFunction defines the function used to instanciate the new object
  10788. * @param source defines the source object
  10789. * @returns the new object
  10790. */
  10791. SerializationHelper.Instanciate = function (creationFunction, source) {
  10792. return _copySource(creationFunction, source, true);
  10793. };
  10794. return SerializationHelper;
  10795. }());
  10796. BABYLON.SerializationHelper = SerializationHelper;
  10797. })(BABYLON || (BABYLON = {}));
  10798. //# sourceMappingURL=babylon.decorators.js.map
  10799. var BABYLON;
  10800. (function (BABYLON) {
  10801. /**
  10802. * Wrapper class for promise with external resolve and reject.
  10803. */
  10804. var Deferred = /** @class */ (function () {
  10805. /**
  10806. * Constructor for this deferred object.
  10807. */
  10808. function Deferred() {
  10809. var _this = this;
  10810. this.promise = new Promise(function (resolve, reject) {
  10811. _this._resolve = resolve;
  10812. _this._reject = reject;
  10813. });
  10814. }
  10815. Object.defineProperty(Deferred.prototype, "resolve", {
  10816. /**
  10817. * The resolve method of the promise associated with this deferred object.
  10818. */
  10819. get: function () {
  10820. return this._resolve;
  10821. },
  10822. enumerable: true,
  10823. configurable: true
  10824. });
  10825. Object.defineProperty(Deferred.prototype, "reject", {
  10826. /**
  10827. * The reject method of the promise associated with this deferred object.
  10828. */
  10829. get: function () {
  10830. return this._reject;
  10831. },
  10832. enumerable: true,
  10833. configurable: true
  10834. });
  10835. return Deferred;
  10836. }());
  10837. BABYLON.Deferred = Deferred;
  10838. })(BABYLON || (BABYLON = {}));
  10839. //# sourceMappingURL=babylon.deferred.js.map
  10840. var BABYLON;
  10841. (function (BABYLON) {
  10842. /**
  10843. * A class serves as a medium between the observable and its observers
  10844. */
  10845. var EventState = /** @class */ (function () {
  10846. /**
  10847. * Create a new EventState
  10848. * @param mask defines the mask associated with this state
  10849. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10850. * @param target defines the original target of the state
  10851. * @param currentTarget defines the current target of the state
  10852. */
  10853. function EventState(mask, skipNextObservers, target, currentTarget) {
  10854. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10855. this.initalize(mask, skipNextObservers, target, currentTarget);
  10856. }
  10857. /**
  10858. * Initialize the current event state
  10859. * @param mask defines the mask associated with this state
  10860. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10861. * @param target defines the original target of the state
  10862. * @param currentTarget defines the current target of the state
  10863. * @returns the current event state
  10864. */
  10865. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  10866. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10867. this.mask = mask;
  10868. this.skipNextObservers = skipNextObservers;
  10869. this.target = target;
  10870. this.currentTarget = currentTarget;
  10871. return this;
  10872. };
  10873. return EventState;
  10874. }());
  10875. BABYLON.EventState = EventState;
  10876. /**
  10877. * Represent an Observer registered to a given Observable object.
  10878. */
  10879. var Observer = /** @class */ (function () {
  10880. /**
  10881. * Creates a new observer
  10882. * @param callback defines the callback to call when the observer is notified
  10883. * @param mask defines the mask of the observer (used to filter notifications)
  10884. * @param scope defines the current scope used to restore the JS context
  10885. */
  10886. function Observer(
  10887. /**
  10888. * Defines the callback to call when the observer is notified
  10889. */
  10890. callback,
  10891. /**
  10892. * Defines the mask of the observer (used to filter notifications)
  10893. */
  10894. mask,
  10895. /**
  10896. * Defines the current scope used to restore the JS context
  10897. */
  10898. scope) {
  10899. if (scope === void 0) { scope = null; }
  10900. this.callback = callback;
  10901. this.mask = mask;
  10902. this.scope = scope;
  10903. /** @hidden */
  10904. this._willBeUnregistered = false;
  10905. /**
  10906. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  10907. */
  10908. this.unregisterOnNextCall = false;
  10909. }
  10910. return Observer;
  10911. }());
  10912. BABYLON.Observer = Observer;
  10913. /**
  10914. * Represent a list of observers registered to multiple Observables object.
  10915. */
  10916. var MultiObserver = /** @class */ (function () {
  10917. function MultiObserver() {
  10918. }
  10919. /**
  10920. * Release associated resources
  10921. */
  10922. MultiObserver.prototype.dispose = function () {
  10923. if (this._observers && this._observables) {
  10924. for (var index = 0; index < this._observers.length; index++) {
  10925. this._observables[index].remove(this._observers[index]);
  10926. }
  10927. }
  10928. this._observers = null;
  10929. this._observables = null;
  10930. };
  10931. /**
  10932. * Raise a callback when one of the observable will notify
  10933. * @param observables defines a list of observables to watch
  10934. * @param callback defines the callback to call on notification
  10935. * @param mask defines the mask used to filter notifications
  10936. * @param scope defines the current scope used to restore the JS context
  10937. * @returns the new MultiObserver
  10938. */
  10939. MultiObserver.Watch = function (observables, callback, mask, scope) {
  10940. if (mask === void 0) { mask = -1; }
  10941. if (scope === void 0) { scope = null; }
  10942. var result = new MultiObserver();
  10943. result._observers = new Array();
  10944. result._observables = observables;
  10945. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  10946. var observable = observables_1[_i];
  10947. var observer = observable.add(callback, mask, false, scope);
  10948. if (observer) {
  10949. result._observers.push(observer);
  10950. }
  10951. }
  10952. return result;
  10953. };
  10954. return MultiObserver;
  10955. }());
  10956. BABYLON.MultiObserver = MultiObserver;
  10957. /**
  10958. * The Observable class is a simple implementation of the Observable pattern.
  10959. *
  10960. * 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.
  10961. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  10962. * 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).
  10963. * 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.
  10964. */
  10965. var Observable = /** @class */ (function () {
  10966. /**
  10967. * Creates a new observable
  10968. * @param onObserverAdded defines a callback to call when a new observer is added
  10969. */
  10970. function Observable(onObserverAdded) {
  10971. this._observers = new Array();
  10972. this._eventState = new EventState(0);
  10973. if (onObserverAdded) {
  10974. this._onObserverAdded = onObserverAdded;
  10975. }
  10976. }
  10977. /**
  10978. * Create a new Observer with the specified callback
  10979. * @param callback the callback that will be executed for that Observer
  10980. * @param mask the mask used to filter observers
  10981. * @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.
  10982. * @param scope optional scope for the callback to be called from
  10983. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  10984. * @returns the new observer created for the callback
  10985. */
  10986. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  10987. if (mask === void 0) { mask = -1; }
  10988. if (insertFirst === void 0) { insertFirst = false; }
  10989. if (scope === void 0) { scope = null; }
  10990. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  10991. if (!callback) {
  10992. return null;
  10993. }
  10994. var observer = new Observer(callback, mask, scope);
  10995. observer.unregisterOnNextCall = unregisterOnFirstCall;
  10996. if (insertFirst) {
  10997. this._observers.unshift(observer);
  10998. }
  10999. else {
  11000. this._observers.push(observer);
  11001. }
  11002. if (this._onObserverAdded) {
  11003. this._onObserverAdded(observer);
  11004. }
  11005. return observer;
  11006. };
  11007. /**
  11008. * Create a new Observer with the specified callback and unregisters after the next notification
  11009. * @param callback the callback that will be executed for that Observer
  11010. * @returns the new observer created for the callback
  11011. */
  11012. Observable.prototype.addOnce = function (callback) {
  11013. return this.add(callback, undefined, undefined, undefined, true);
  11014. };
  11015. /**
  11016. * Remove an Observer from the Observable object
  11017. * @param observer the instance of the Observer to remove
  11018. * @returns false if it doesn't belong to this Observable
  11019. */
  11020. Observable.prototype.remove = function (observer) {
  11021. if (!observer) {
  11022. return false;
  11023. }
  11024. var index = this._observers.indexOf(observer);
  11025. if (index !== -1) {
  11026. this._deferUnregister(observer);
  11027. return true;
  11028. }
  11029. return false;
  11030. };
  11031. /**
  11032. * Remove a callback from the Observable object
  11033. * @param callback the callback to remove
  11034. * @param scope optional scope. If used only the callbacks with this scope will be removed
  11035. * @returns false if it doesn't belong to this Observable
  11036. */
  11037. Observable.prototype.removeCallback = function (callback, scope) {
  11038. for (var index = 0; index < this._observers.length; index++) {
  11039. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  11040. this._deferUnregister(this._observers[index]);
  11041. return true;
  11042. }
  11043. }
  11044. return false;
  11045. };
  11046. Observable.prototype._deferUnregister = function (observer) {
  11047. var _this = this;
  11048. observer.unregisterOnNextCall = false;
  11049. observer._willBeUnregistered = true;
  11050. BABYLON.Tools.SetImmediate(function () {
  11051. _this._remove(observer);
  11052. });
  11053. };
  11054. // This should only be called when not iterating over _observers to avoid callback skipping.
  11055. // Removes an observer from the _observer Array.
  11056. Observable.prototype._remove = function (observer) {
  11057. if (!observer) {
  11058. return false;
  11059. }
  11060. var index = this._observers.indexOf(observer);
  11061. if (index !== -1) {
  11062. this._observers.splice(index, 1);
  11063. return true;
  11064. }
  11065. return false;
  11066. };
  11067. /**
  11068. * Notify all Observers by calling their respective callback with the given data
  11069. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  11070. * @param eventData defines the data to send to all observers
  11071. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  11072. * @param target defines the original target of the state
  11073. * @param currentTarget defines the current target of the state
  11074. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  11075. */
  11076. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  11077. if (mask === void 0) { mask = -1; }
  11078. if (!this._observers.length) {
  11079. return true;
  11080. }
  11081. var state = this._eventState;
  11082. state.mask = mask;
  11083. state.target = target;
  11084. state.currentTarget = currentTarget;
  11085. state.skipNextObservers = false;
  11086. state.lastReturnValue = eventData;
  11087. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11088. var obs = _a[_i];
  11089. if (obs._willBeUnregistered) {
  11090. continue;
  11091. }
  11092. if (obs.mask & mask) {
  11093. if (obs.scope) {
  11094. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  11095. }
  11096. else {
  11097. state.lastReturnValue = obs.callback(eventData, state);
  11098. }
  11099. if (obs.unregisterOnNextCall) {
  11100. this._deferUnregister(obs);
  11101. }
  11102. }
  11103. if (state.skipNextObservers) {
  11104. return false;
  11105. }
  11106. }
  11107. return true;
  11108. };
  11109. /**
  11110. * Calling this will execute each callback, expecting it to be a promise or return a value.
  11111. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  11112. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  11113. * and it is crucial that all callbacks will be executed.
  11114. * The order of the callbacks is kept, callbacks are not executed parallel.
  11115. *
  11116. * @param eventData The data to be sent to each callback
  11117. * @param mask is used to filter observers defaults to -1
  11118. * @param target defines the callback target (see EventState)
  11119. * @param currentTarget defines he current object in the bubbling phase
  11120. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  11121. */
  11122. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  11123. var _this = this;
  11124. if (mask === void 0) { mask = -1; }
  11125. // create an empty promise
  11126. var p = Promise.resolve(eventData);
  11127. // no observers? return this promise.
  11128. if (!this._observers.length) {
  11129. return p;
  11130. }
  11131. var state = this._eventState;
  11132. state.mask = mask;
  11133. state.target = target;
  11134. state.currentTarget = currentTarget;
  11135. state.skipNextObservers = false;
  11136. // execute one callback after another (not using Promise.all, the order is important)
  11137. this._observers.forEach(function (obs) {
  11138. if (state.skipNextObservers) {
  11139. return;
  11140. }
  11141. if (obs._willBeUnregistered) {
  11142. return;
  11143. }
  11144. if (obs.mask & mask) {
  11145. if (obs.scope) {
  11146. p = p.then(function (lastReturnedValue) {
  11147. state.lastReturnValue = lastReturnedValue;
  11148. return obs.callback.apply(obs.scope, [eventData, state]);
  11149. });
  11150. }
  11151. else {
  11152. p = p.then(function (lastReturnedValue) {
  11153. state.lastReturnValue = lastReturnedValue;
  11154. return obs.callback(eventData, state);
  11155. });
  11156. }
  11157. if (obs.unregisterOnNextCall) {
  11158. _this._deferUnregister(obs);
  11159. }
  11160. }
  11161. });
  11162. // return the eventData
  11163. return p.then(function () { return eventData; });
  11164. };
  11165. /**
  11166. * Notify a specific observer
  11167. * @param observer defines the observer to notify
  11168. * @param eventData defines the data to be sent to each callback
  11169. * @param mask is used to filter observers defaults to -1
  11170. */
  11171. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11172. if (mask === void 0) { mask = -1; }
  11173. var state = this._eventState;
  11174. state.mask = mask;
  11175. state.skipNextObservers = false;
  11176. observer.callback(eventData, state);
  11177. };
  11178. /**
  11179. * Gets a boolean indicating if the observable has at least one observer
  11180. * @returns true is the Observable has at least one Observer registered
  11181. */
  11182. Observable.prototype.hasObservers = function () {
  11183. return this._observers.length > 0;
  11184. };
  11185. /**
  11186. * Clear the list of observers
  11187. */
  11188. Observable.prototype.clear = function () {
  11189. this._observers = new Array();
  11190. this._onObserverAdded = null;
  11191. };
  11192. /**
  11193. * Clone the current observable
  11194. * @returns a new observable
  11195. */
  11196. Observable.prototype.clone = function () {
  11197. var result = new Observable();
  11198. result._observers = this._observers.slice(0);
  11199. return result;
  11200. };
  11201. /**
  11202. * Does this observable handles observer registered with a given mask
  11203. * @param mask defines the mask to be tested
  11204. * @return whether or not one observer registered with the given mask is handeled
  11205. **/
  11206. Observable.prototype.hasSpecificMask = function (mask) {
  11207. if (mask === void 0) { mask = -1; }
  11208. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11209. var obs = _a[_i];
  11210. if (obs.mask & mask || obs.mask === mask) {
  11211. return true;
  11212. }
  11213. }
  11214. return false;
  11215. };
  11216. return Observable;
  11217. }());
  11218. BABYLON.Observable = Observable;
  11219. })(BABYLON || (BABYLON = {}));
  11220. //# sourceMappingURL=babylon.observable.js.map
  11221. var BABYLON;
  11222. (function (BABYLON) {
  11223. /**
  11224. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11225. */
  11226. var SmartArray = /** @class */ (function () {
  11227. /**
  11228. * Instantiates a Smart Array.
  11229. * @param capacity defines the default capacity of the array.
  11230. */
  11231. function SmartArray(capacity) {
  11232. /**
  11233. * The active length of the array.
  11234. */
  11235. this.length = 0;
  11236. this.data = new Array(capacity);
  11237. this._id = SmartArray._GlobalId++;
  11238. }
  11239. /**
  11240. * Pushes a value at the end of the active data.
  11241. * @param value defines the object to push in the array.
  11242. */
  11243. SmartArray.prototype.push = function (value) {
  11244. this.data[this.length++] = value;
  11245. if (this.length > this.data.length) {
  11246. this.data.length *= 2;
  11247. }
  11248. };
  11249. /**
  11250. * Iterates over the active data and apply the lambda to them.
  11251. * @param func defines the action to apply on each value.
  11252. */
  11253. SmartArray.prototype.forEach = function (func) {
  11254. for (var index = 0; index < this.length; index++) {
  11255. func(this.data[index]);
  11256. }
  11257. };
  11258. /**
  11259. * Sorts the full sets of data.
  11260. * @param compareFn defines the comparison function to apply.
  11261. */
  11262. SmartArray.prototype.sort = function (compareFn) {
  11263. this.data.sort(compareFn);
  11264. };
  11265. /**
  11266. * Resets the active data to an empty array.
  11267. */
  11268. SmartArray.prototype.reset = function () {
  11269. this.length = 0;
  11270. };
  11271. /**
  11272. * Releases all the data from the array as well as the array.
  11273. */
  11274. SmartArray.prototype.dispose = function () {
  11275. this.reset();
  11276. if (this.data) {
  11277. this.data.length = 0;
  11278. this.data = [];
  11279. }
  11280. };
  11281. /**
  11282. * Concats the active data with a given array.
  11283. * @param array defines the data to concatenate with.
  11284. */
  11285. SmartArray.prototype.concat = function (array) {
  11286. if (array.length === 0) {
  11287. return;
  11288. }
  11289. if (this.length + array.length > this.data.length) {
  11290. this.data.length = (this.length + array.length) * 2;
  11291. }
  11292. for (var index = 0; index < array.length; index++) {
  11293. this.data[this.length++] = (array.data || array)[index];
  11294. }
  11295. };
  11296. /**
  11297. * Returns the position of a value in the active data.
  11298. * @param value defines the value to find the index for
  11299. * @returns the index if found in the active data otherwise -1
  11300. */
  11301. SmartArray.prototype.indexOf = function (value) {
  11302. var position = this.data.indexOf(value);
  11303. if (position >= this.length) {
  11304. return -1;
  11305. }
  11306. return position;
  11307. };
  11308. /**
  11309. * Returns whether an element is part of the active data.
  11310. * @param value defines the value to look for
  11311. * @returns true if found in the active data otherwise false
  11312. */
  11313. SmartArray.prototype.contains = function (value) {
  11314. return this.indexOf(value) !== -1;
  11315. };
  11316. // Statics
  11317. SmartArray._GlobalId = 0;
  11318. return SmartArray;
  11319. }());
  11320. BABYLON.SmartArray = SmartArray;
  11321. /**
  11322. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11323. * The data in this array can only be present once
  11324. */
  11325. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11326. __extends(SmartArrayNoDuplicate, _super);
  11327. function SmartArrayNoDuplicate() {
  11328. var _this = _super !== null && _super.apply(this, arguments) || this;
  11329. _this._duplicateId = 0;
  11330. return _this;
  11331. }
  11332. /**
  11333. * Pushes a value at the end of the active data.
  11334. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11335. * @param value defines the object to push in the array.
  11336. */
  11337. SmartArrayNoDuplicate.prototype.push = function (value) {
  11338. _super.prototype.push.call(this, value);
  11339. if (!value.__smartArrayFlags) {
  11340. value.__smartArrayFlags = {};
  11341. }
  11342. value.__smartArrayFlags[this._id] = this._duplicateId;
  11343. };
  11344. /**
  11345. * Pushes a value at the end of the active data.
  11346. * If the data is already present, it won t be added again
  11347. * @param value defines the object to push in the array.
  11348. * @returns true if added false if it was already present
  11349. */
  11350. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11351. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11352. return false;
  11353. }
  11354. this.push(value);
  11355. return true;
  11356. };
  11357. /**
  11358. * Resets the active data to an empty array.
  11359. */
  11360. SmartArrayNoDuplicate.prototype.reset = function () {
  11361. _super.prototype.reset.call(this);
  11362. this._duplicateId++;
  11363. };
  11364. /**
  11365. * Concats the active data with a given array.
  11366. * This ensures no dupplicate will be present in the result.
  11367. * @param array defines the data to concatenate with.
  11368. */
  11369. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11370. if (array.length === 0) {
  11371. return;
  11372. }
  11373. if (this.length + array.length > this.data.length) {
  11374. this.data.length = (this.length + array.length) * 2;
  11375. }
  11376. for (var index = 0; index < array.length; index++) {
  11377. var item = (array.data || array)[index];
  11378. this.pushNoDuplicate(item);
  11379. }
  11380. };
  11381. return SmartArrayNoDuplicate;
  11382. }(SmartArray));
  11383. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11384. })(BABYLON || (BABYLON = {}));
  11385. //# sourceMappingURL=babylon.smartArray.js.map
  11386. var BABYLON;
  11387. (function (BABYLON) {
  11388. var PromiseStates;
  11389. (function (PromiseStates) {
  11390. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11391. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11392. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11393. })(PromiseStates || (PromiseStates = {}));
  11394. var FulFillmentAgregator = /** @class */ (function () {
  11395. function FulFillmentAgregator() {
  11396. this.count = 0;
  11397. this.target = 0;
  11398. this.results = [];
  11399. }
  11400. return FulFillmentAgregator;
  11401. }());
  11402. var InternalPromise = /** @class */ (function () {
  11403. function InternalPromise(resolver) {
  11404. var _this = this;
  11405. this._state = PromiseStates.Pending;
  11406. this._children = new Array();
  11407. this._rejectWasConsumed = false;
  11408. if (!resolver) {
  11409. return;
  11410. }
  11411. try {
  11412. resolver(function (value) {
  11413. _this._resolve(value);
  11414. }, function (reason) {
  11415. _this._reject(reason);
  11416. });
  11417. }
  11418. catch (e) {
  11419. this._reject(e);
  11420. }
  11421. }
  11422. Object.defineProperty(InternalPromise.prototype, "_result", {
  11423. get: function () {
  11424. return this._resultValue;
  11425. },
  11426. set: function (value) {
  11427. this._resultValue = value;
  11428. if (this._parent && this._parent._result === undefined) {
  11429. this._parent._result = value;
  11430. }
  11431. },
  11432. enumerable: true,
  11433. configurable: true
  11434. });
  11435. InternalPromise.prototype.catch = function (onRejected) {
  11436. return this.then(undefined, onRejected);
  11437. };
  11438. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11439. var _this = this;
  11440. var newPromise = new InternalPromise();
  11441. newPromise._onFulfilled = onFulfilled;
  11442. newPromise._onRejected = onRejected;
  11443. // Composition
  11444. this._children.push(newPromise);
  11445. newPromise._parent = this;
  11446. if (this._state !== PromiseStates.Pending) {
  11447. BABYLON.Tools.SetImmediate(function () {
  11448. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11449. var returnedValue = newPromise._resolve(_this._result);
  11450. if (returnedValue !== undefined && returnedValue !== null) {
  11451. if (returnedValue._state !== undefined) {
  11452. var returnedPromise = returnedValue;
  11453. newPromise._children.push(returnedPromise);
  11454. returnedPromise._parent = newPromise;
  11455. newPromise = returnedPromise;
  11456. }
  11457. else {
  11458. newPromise._result = returnedValue;
  11459. }
  11460. }
  11461. }
  11462. else {
  11463. newPromise._reject(_this._reason);
  11464. }
  11465. });
  11466. }
  11467. return newPromise;
  11468. };
  11469. InternalPromise.prototype._moveChildren = function (children) {
  11470. var _this = this;
  11471. var _a;
  11472. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11473. this._children.forEach(function (child) {
  11474. child._parent = _this;
  11475. });
  11476. if (this._state === PromiseStates.Fulfilled) {
  11477. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11478. var child = _b[_i];
  11479. child._resolve(this._result);
  11480. }
  11481. }
  11482. else if (this._state === PromiseStates.Rejected) {
  11483. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11484. var child = _d[_c];
  11485. child._reject(this._reason);
  11486. }
  11487. }
  11488. };
  11489. InternalPromise.prototype._resolve = function (value) {
  11490. try {
  11491. this._state = PromiseStates.Fulfilled;
  11492. var returnedValue = null;
  11493. if (this._onFulfilled) {
  11494. returnedValue = this._onFulfilled(value);
  11495. }
  11496. if (returnedValue !== undefined && returnedValue !== null) {
  11497. if (returnedValue._state !== undefined) {
  11498. // Transmit children
  11499. var returnedPromise = returnedValue;
  11500. returnedPromise._parent = this;
  11501. returnedPromise._moveChildren(this._children);
  11502. value = returnedPromise._result;
  11503. }
  11504. else {
  11505. value = returnedValue;
  11506. }
  11507. }
  11508. this._result = value;
  11509. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11510. var child = _a[_i];
  11511. child._resolve(value);
  11512. }
  11513. this._children.length = 0;
  11514. delete this._onFulfilled;
  11515. delete this._onRejected;
  11516. }
  11517. catch (e) {
  11518. this._reject(e, true);
  11519. }
  11520. };
  11521. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11522. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11523. this._state = PromiseStates.Rejected;
  11524. this._reason = reason;
  11525. if (this._onRejected && !onLocalThrow) {
  11526. try {
  11527. this._onRejected(reason);
  11528. this._rejectWasConsumed = true;
  11529. }
  11530. catch (e) {
  11531. reason = e;
  11532. }
  11533. }
  11534. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11535. var child = _a[_i];
  11536. if (this._rejectWasConsumed) {
  11537. child._resolve(null);
  11538. }
  11539. else {
  11540. child._reject(reason);
  11541. }
  11542. }
  11543. this._children.length = 0;
  11544. delete this._onFulfilled;
  11545. delete this._onRejected;
  11546. };
  11547. InternalPromise.resolve = function (value) {
  11548. var newPromise = new InternalPromise();
  11549. newPromise._resolve(value);
  11550. return newPromise;
  11551. };
  11552. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11553. promise.then(function (value) {
  11554. agregator.results[index] = value;
  11555. agregator.count++;
  11556. if (agregator.count === agregator.target) {
  11557. agregator.rootPromise._resolve(agregator.results);
  11558. }
  11559. return null;
  11560. }, function (reason) {
  11561. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11562. agregator.rootPromise._reject(reason);
  11563. }
  11564. });
  11565. };
  11566. InternalPromise.all = function (promises) {
  11567. var newPromise = new InternalPromise();
  11568. var agregator = new FulFillmentAgregator();
  11569. agregator.target = promises.length;
  11570. agregator.rootPromise = newPromise;
  11571. if (promises.length) {
  11572. for (var index = 0; index < promises.length; index++) {
  11573. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11574. }
  11575. }
  11576. else {
  11577. newPromise._resolve([]);
  11578. }
  11579. return newPromise;
  11580. };
  11581. InternalPromise.race = function (promises) {
  11582. var newPromise = new InternalPromise();
  11583. if (promises.length) {
  11584. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11585. var promise = promises_1[_i];
  11586. promise.then(function (value) {
  11587. if (newPromise) {
  11588. newPromise._resolve(value);
  11589. newPromise = null;
  11590. }
  11591. return null;
  11592. }, function (reason) {
  11593. if (newPromise) {
  11594. newPromise._reject(reason);
  11595. newPromise = null;
  11596. }
  11597. });
  11598. }
  11599. }
  11600. return newPromise;
  11601. };
  11602. return InternalPromise;
  11603. }());
  11604. /**
  11605. * Helper class that provides a small promise polyfill
  11606. */
  11607. var PromisePolyfill = /** @class */ (function () {
  11608. function PromisePolyfill() {
  11609. }
  11610. /**
  11611. * Static function used to check if the polyfill is required
  11612. * If this is the case then the function will inject the polyfill to window.Promise
  11613. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11614. */
  11615. PromisePolyfill.Apply = function (force) {
  11616. if (force === void 0) { force = false; }
  11617. if (force || typeof Promise === 'undefined') {
  11618. var root = window;
  11619. root.Promise = InternalPromise;
  11620. }
  11621. };
  11622. return PromisePolyfill;
  11623. }());
  11624. BABYLON.PromisePolyfill = PromisePolyfill;
  11625. })(BABYLON || (BABYLON = {}));
  11626. //# sourceMappingURL=babylon.promise.js.map
  11627. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11628. var BABYLON;
  11629. (function (BABYLON) {
  11630. /**
  11631. * Helper class to push actions to a pool of workers.
  11632. */
  11633. var WorkerPool = /** @class */ (function () {
  11634. /**
  11635. * Constructor
  11636. * @param workers Array of workers to use for actions
  11637. */
  11638. function WorkerPool(workers) {
  11639. this._pendingActions = new Array();
  11640. this._workerInfos = workers.map(function (worker) { return ({
  11641. worker: worker,
  11642. active: false
  11643. }); });
  11644. }
  11645. /**
  11646. * Terminates all workers and clears any pending actions.
  11647. */
  11648. WorkerPool.prototype.dispose = function () {
  11649. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11650. var workerInfo = _a[_i];
  11651. workerInfo.worker.terminate();
  11652. }
  11653. delete this._workerInfos;
  11654. delete this._pendingActions;
  11655. };
  11656. /**
  11657. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11658. * pended until a worker has completed its action.
  11659. * @param action The action to perform. Call onComplete when the action is complete.
  11660. */
  11661. WorkerPool.prototype.push = function (action) {
  11662. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11663. var workerInfo = _a[_i];
  11664. if (!workerInfo.active) {
  11665. this._execute(workerInfo, action);
  11666. return;
  11667. }
  11668. }
  11669. this._pendingActions.push(action);
  11670. };
  11671. WorkerPool.prototype._execute = function (workerInfo, action) {
  11672. var _this = this;
  11673. workerInfo.active = true;
  11674. action(workerInfo.worker, function () {
  11675. workerInfo.active = false;
  11676. var nextAction = _this._pendingActions.shift();
  11677. if (nextAction) {
  11678. _this._execute(workerInfo, nextAction);
  11679. }
  11680. });
  11681. };
  11682. return WorkerPool;
  11683. }());
  11684. BABYLON.WorkerPool = WorkerPool;
  11685. })(BABYLON || (BABYLON = {}));
  11686. //# sourceMappingURL=babylon.workerPool.js.map
  11687. var BABYLON;
  11688. (function (BABYLON) {
  11689. /**
  11690. * @hidden
  11691. **/
  11692. var _AlphaState = /** @class */ (function () {
  11693. /**
  11694. * Initializes the state.
  11695. */
  11696. function _AlphaState() {
  11697. this._isAlphaBlendDirty = false;
  11698. this._isBlendFunctionParametersDirty = false;
  11699. this._isBlendEquationParametersDirty = false;
  11700. this._isBlendConstantsDirty = false;
  11701. this._alphaBlend = false;
  11702. this._blendFunctionParameters = new Array(4);
  11703. this._blendEquationParameters = new Array(2);
  11704. this._blendConstants = new Array(4);
  11705. this.reset();
  11706. }
  11707. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11708. get: function () {
  11709. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11710. },
  11711. enumerable: true,
  11712. configurable: true
  11713. });
  11714. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11715. get: function () {
  11716. return this._alphaBlend;
  11717. },
  11718. set: function (value) {
  11719. if (this._alphaBlend === value) {
  11720. return;
  11721. }
  11722. this._alphaBlend = value;
  11723. this._isAlphaBlendDirty = true;
  11724. },
  11725. enumerable: true,
  11726. configurable: true
  11727. });
  11728. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11729. if (this._blendConstants[0] === r &&
  11730. this._blendConstants[1] === g &&
  11731. this._blendConstants[2] === b &&
  11732. this._blendConstants[3] === a) {
  11733. return;
  11734. }
  11735. this._blendConstants[0] = r;
  11736. this._blendConstants[1] = g;
  11737. this._blendConstants[2] = b;
  11738. this._blendConstants[3] = a;
  11739. this._isBlendConstantsDirty = true;
  11740. };
  11741. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11742. if (this._blendFunctionParameters[0] === value0 &&
  11743. this._blendFunctionParameters[1] === value1 &&
  11744. this._blendFunctionParameters[2] === value2 &&
  11745. this._blendFunctionParameters[3] === value3) {
  11746. return;
  11747. }
  11748. this._blendFunctionParameters[0] = value0;
  11749. this._blendFunctionParameters[1] = value1;
  11750. this._blendFunctionParameters[2] = value2;
  11751. this._blendFunctionParameters[3] = value3;
  11752. this._isBlendFunctionParametersDirty = true;
  11753. };
  11754. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11755. if (this._blendEquationParameters[0] === rgb &&
  11756. this._blendEquationParameters[1] === alpha) {
  11757. return;
  11758. }
  11759. this._blendEquationParameters[0] = rgb;
  11760. this._blendEquationParameters[1] = alpha;
  11761. this._isBlendEquationParametersDirty = true;
  11762. };
  11763. _AlphaState.prototype.reset = function () {
  11764. this._alphaBlend = false;
  11765. this._blendFunctionParameters[0] = null;
  11766. this._blendFunctionParameters[1] = null;
  11767. this._blendFunctionParameters[2] = null;
  11768. this._blendFunctionParameters[3] = null;
  11769. this._blendEquationParameters[0] = null;
  11770. this._blendEquationParameters[1] = null;
  11771. this._blendConstants[0] = null;
  11772. this._blendConstants[1] = null;
  11773. this._blendConstants[2] = null;
  11774. this._blendConstants[3] = null;
  11775. this._isAlphaBlendDirty = true;
  11776. this._isBlendFunctionParametersDirty = false;
  11777. this._isBlendEquationParametersDirty = false;
  11778. this._isBlendConstantsDirty = false;
  11779. };
  11780. _AlphaState.prototype.apply = function (gl) {
  11781. if (!this.isDirty) {
  11782. return;
  11783. }
  11784. // Alpha blend
  11785. if (this._isAlphaBlendDirty) {
  11786. if (this._alphaBlend) {
  11787. gl.enable(gl.BLEND);
  11788. }
  11789. else {
  11790. gl.disable(gl.BLEND);
  11791. }
  11792. this._isAlphaBlendDirty = false;
  11793. }
  11794. // Alpha function
  11795. if (this._isBlendFunctionParametersDirty) {
  11796. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11797. this._isBlendFunctionParametersDirty = false;
  11798. }
  11799. // Alpha equation
  11800. if (this._isBlendEquationParametersDirty) {
  11801. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11802. this._isBlendEquationParametersDirty = false;
  11803. }
  11804. // Constants
  11805. if (this._isBlendConstantsDirty) {
  11806. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11807. this._isBlendConstantsDirty = false;
  11808. }
  11809. };
  11810. return _AlphaState;
  11811. }());
  11812. BABYLON._AlphaState = _AlphaState;
  11813. })(BABYLON || (BABYLON = {}));
  11814. //# sourceMappingURL=babylon.alphaCullingState.js.map
  11815. var BABYLON;
  11816. (function (BABYLON) {
  11817. /**
  11818. * @hidden
  11819. **/
  11820. var _DepthCullingState = /** @class */ (function () {
  11821. /**
  11822. * Initializes the state.
  11823. */
  11824. function _DepthCullingState() {
  11825. this._isDepthTestDirty = false;
  11826. this._isDepthMaskDirty = false;
  11827. this._isDepthFuncDirty = false;
  11828. this._isCullFaceDirty = false;
  11829. this._isCullDirty = false;
  11830. this._isZOffsetDirty = false;
  11831. this._isFrontFaceDirty = false;
  11832. this.reset();
  11833. }
  11834. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11835. get: function () {
  11836. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11837. },
  11838. enumerable: true,
  11839. configurable: true
  11840. });
  11841. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11842. get: function () {
  11843. return this._zOffset;
  11844. },
  11845. set: function (value) {
  11846. if (this._zOffset === value) {
  11847. return;
  11848. }
  11849. this._zOffset = value;
  11850. this._isZOffsetDirty = true;
  11851. },
  11852. enumerable: true,
  11853. configurable: true
  11854. });
  11855. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  11856. get: function () {
  11857. return this._cullFace;
  11858. },
  11859. set: function (value) {
  11860. if (this._cullFace === value) {
  11861. return;
  11862. }
  11863. this._cullFace = value;
  11864. this._isCullFaceDirty = true;
  11865. },
  11866. enumerable: true,
  11867. configurable: true
  11868. });
  11869. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  11870. get: function () {
  11871. return this._cull;
  11872. },
  11873. set: function (value) {
  11874. if (this._cull === value) {
  11875. return;
  11876. }
  11877. this._cull = value;
  11878. this._isCullDirty = true;
  11879. },
  11880. enumerable: true,
  11881. configurable: true
  11882. });
  11883. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  11884. get: function () {
  11885. return this._depthFunc;
  11886. },
  11887. set: function (value) {
  11888. if (this._depthFunc === value) {
  11889. return;
  11890. }
  11891. this._depthFunc = value;
  11892. this._isDepthFuncDirty = true;
  11893. },
  11894. enumerable: true,
  11895. configurable: true
  11896. });
  11897. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  11898. get: function () {
  11899. return this._depthMask;
  11900. },
  11901. set: function (value) {
  11902. if (this._depthMask === value) {
  11903. return;
  11904. }
  11905. this._depthMask = value;
  11906. this._isDepthMaskDirty = true;
  11907. },
  11908. enumerable: true,
  11909. configurable: true
  11910. });
  11911. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  11912. get: function () {
  11913. return this._depthTest;
  11914. },
  11915. set: function (value) {
  11916. if (this._depthTest === value) {
  11917. return;
  11918. }
  11919. this._depthTest = value;
  11920. this._isDepthTestDirty = true;
  11921. },
  11922. enumerable: true,
  11923. configurable: true
  11924. });
  11925. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  11926. get: function () {
  11927. return this._frontFace;
  11928. },
  11929. set: function (value) {
  11930. if (this._frontFace === value) {
  11931. return;
  11932. }
  11933. this._frontFace = value;
  11934. this._isFrontFaceDirty = true;
  11935. },
  11936. enumerable: true,
  11937. configurable: true
  11938. });
  11939. _DepthCullingState.prototype.reset = function () {
  11940. this._depthMask = true;
  11941. this._depthTest = true;
  11942. this._depthFunc = null;
  11943. this._cullFace = null;
  11944. this._cull = null;
  11945. this._zOffset = 0;
  11946. this._frontFace = null;
  11947. this._isDepthTestDirty = true;
  11948. this._isDepthMaskDirty = true;
  11949. this._isDepthFuncDirty = false;
  11950. this._isCullFaceDirty = false;
  11951. this._isCullDirty = false;
  11952. this._isZOffsetDirty = false;
  11953. this._isFrontFaceDirty = false;
  11954. };
  11955. _DepthCullingState.prototype.apply = function (gl) {
  11956. if (!this.isDirty) {
  11957. return;
  11958. }
  11959. // Cull
  11960. if (this._isCullDirty) {
  11961. if (this.cull) {
  11962. gl.enable(gl.CULL_FACE);
  11963. }
  11964. else {
  11965. gl.disable(gl.CULL_FACE);
  11966. }
  11967. this._isCullDirty = false;
  11968. }
  11969. // Cull face
  11970. if (this._isCullFaceDirty) {
  11971. gl.cullFace(this.cullFace);
  11972. this._isCullFaceDirty = false;
  11973. }
  11974. // Depth mask
  11975. if (this._isDepthMaskDirty) {
  11976. gl.depthMask(this.depthMask);
  11977. this._isDepthMaskDirty = false;
  11978. }
  11979. // Depth test
  11980. if (this._isDepthTestDirty) {
  11981. if (this.depthTest) {
  11982. gl.enable(gl.DEPTH_TEST);
  11983. }
  11984. else {
  11985. gl.disable(gl.DEPTH_TEST);
  11986. }
  11987. this._isDepthTestDirty = false;
  11988. }
  11989. // Depth func
  11990. if (this._isDepthFuncDirty) {
  11991. gl.depthFunc(this.depthFunc);
  11992. this._isDepthFuncDirty = false;
  11993. }
  11994. // zOffset
  11995. if (this._isZOffsetDirty) {
  11996. if (this.zOffset) {
  11997. gl.enable(gl.POLYGON_OFFSET_FILL);
  11998. gl.polygonOffset(this.zOffset, 0);
  11999. }
  12000. else {
  12001. gl.disable(gl.POLYGON_OFFSET_FILL);
  12002. }
  12003. this._isZOffsetDirty = false;
  12004. }
  12005. // Front face
  12006. if (this._isFrontFaceDirty) {
  12007. gl.frontFace(this.frontFace);
  12008. this._isFrontFaceDirty = false;
  12009. }
  12010. };
  12011. return _DepthCullingState;
  12012. }());
  12013. BABYLON._DepthCullingState = _DepthCullingState;
  12014. })(BABYLON || (BABYLON = {}));
  12015. //# sourceMappingURL=babylon.depthCullingState.js.map
  12016. var BABYLON;
  12017. (function (BABYLON) {
  12018. /**
  12019. * @hidden
  12020. **/
  12021. var _StencilState = /** @class */ (function () {
  12022. function _StencilState() {
  12023. this._isStencilTestDirty = false;
  12024. this._isStencilMaskDirty = false;
  12025. this._isStencilFuncDirty = false;
  12026. this._isStencilOpDirty = false;
  12027. this.reset();
  12028. }
  12029. Object.defineProperty(_StencilState.prototype, "isDirty", {
  12030. get: function () {
  12031. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  12032. },
  12033. enumerable: true,
  12034. configurable: true
  12035. });
  12036. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  12037. get: function () {
  12038. return this._stencilFunc;
  12039. },
  12040. set: function (value) {
  12041. if (this._stencilFunc === value) {
  12042. return;
  12043. }
  12044. this._stencilFunc = value;
  12045. this._isStencilFuncDirty = true;
  12046. },
  12047. enumerable: true,
  12048. configurable: true
  12049. });
  12050. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  12051. get: function () {
  12052. return this._stencilFuncRef;
  12053. },
  12054. set: function (value) {
  12055. if (this._stencilFuncRef === value) {
  12056. return;
  12057. }
  12058. this._stencilFuncRef = value;
  12059. this._isStencilFuncDirty = true;
  12060. },
  12061. enumerable: true,
  12062. configurable: true
  12063. });
  12064. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  12065. get: function () {
  12066. return this._stencilFuncMask;
  12067. },
  12068. set: function (value) {
  12069. if (this._stencilFuncMask === value) {
  12070. return;
  12071. }
  12072. this._stencilFuncMask = value;
  12073. this._isStencilFuncDirty = true;
  12074. },
  12075. enumerable: true,
  12076. configurable: true
  12077. });
  12078. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  12079. get: function () {
  12080. return this._stencilOpStencilFail;
  12081. },
  12082. set: function (value) {
  12083. if (this._stencilOpStencilFail === value) {
  12084. return;
  12085. }
  12086. this._stencilOpStencilFail = value;
  12087. this._isStencilOpDirty = true;
  12088. },
  12089. enumerable: true,
  12090. configurable: true
  12091. });
  12092. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  12093. get: function () {
  12094. return this._stencilOpDepthFail;
  12095. },
  12096. set: function (value) {
  12097. if (this._stencilOpDepthFail === value) {
  12098. return;
  12099. }
  12100. this._stencilOpDepthFail = value;
  12101. this._isStencilOpDirty = true;
  12102. },
  12103. enumerable: true,
  12104. configurable: true
  12105. });
  12106. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  12107. get: function () {
  12108. return this._stencilOpStencilDepthPass;
  12109. },
  12110. set: function (value) {
  12111. if (this._stencilOpStencilDepthPass === value) {
  12112. return;
  12113. }
  12114. this._stencilOpStencilDepthPass = value;
  12115. this._isStencilOpDirty = true;
  12116. },
  12117. enumerable: true,
  12118. configurable: true
  12119. });
  12120. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  12121. get: function () {
  12122. return this._stencilMask;
  12123. },
  12124. set: function (value) {
  12125. if (this._stencilMask === value) {
  12126. return;
  12127. }
  12128. this._stencilMask = value;
  12129. this._isStencilMaskDirty = true;
  12130. },
  12131. enumerable: true,
  12132. configurable: true
  12133. });
  12134. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  12135. get: function () {
  12136. return this._stencilTest;
  12137. },
  12138. set: function (value) {
  12139. if (this._stencilTest === value) {
  12140. return;
  12141. }
  12142. this._stencilTest = value;
  12143. this._isStencilTestDirty = true;
  12144. },
  12145. enumerable: true,
  12146. configurable: true
  12147. });
  12148. _StencilState.prototype.reset = function () {
  12149. this._stencilTest = false;
  12150. this._stencilMask = 0xFF;
  12151. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12152. this._stencilFuncRef = 1;
  12153. this._stencilFuncMask = 0xFF;
  12154. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12155. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12156. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12157. this._isStencilTestDirty = true;
  12158. this._isStencilMaskDirty = true;
  12159. this._isStencilFuncDirty = true;
  12160. this._isStencilOpDirty = true;
  12161. };
  12162. _StencilState.prototype.apply = function (gl) {
  12163. if (!this.isDirty) {
  12164. return;
  12165. }
  12166. // Stencil test
  12167. if (this._isStencilTestDirty) {
  12168. if (this.stencilTest) {
  12169. gl.enable(gl.STENCIL_TEST);
  12170. }
  12171. else {
  12172. gl.disable(gl.STENCIL_TEST);
  12173. }
  12174. this._isStencilTestDirty = false;
  12175. }
  12176. // Stencil mask
  12177. if (this._isStencilMaskDirty) {
  12178. gl.stencilMask(this.stencilMask);
  12179. this._isStencilMaskDirty = false;
  12180. }
  12181. // Stencil func
  12182. if (this._isStencilFuncDirty) {
  12183. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12184. this._isStencilFuncDirty = false;
  12185. }
  12186. // Stencil op
  12187. if (this._isStencilOpDirty) {
  12188. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12189. this._isStencilOpDirty = false;
  12190. }
  12191. };
  12192. return _StencilState;
  12193. }());
  12194. BABYLON._StencilState = _StencilState;
  12195. })(BABYLON || (BABYLON = {}));
  12196. //# sourceMappingURL=babylon.stencilState.js.map
  12197. var __assign = (this && this.__assign) || function () {
  12198. __assign = Object.assign || function(t) {
  12199. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12200. s = arguments[i];
  12201. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12202. t[p] = s[p];
  12203. }
  12204. return t;
  12205. };
  12206. return __assign.apply(this, arguments);
  12207. };
  12208. var BABYLON;
  12209. (function (BABYLON) {
  12210. /**
  12211. * Keeps track of all the buffer info used in engine.
  12212. */
  12213. var BufferPointer = /** @class */ (function () {
  12214. function BufferPointer() {
  12215. }
  12216. return BufferPointer;
  12217. }());
  12218. /**
  12219. * Interface for attribute information associated with buffer instanciation
  12220. */
  12221. var InstancingAttributeInfo = /** @class */ (function () {
  12222. function InstancingAttributeInfo() {
  12223. }
  12224. return InstancingAttributeInfo;
  12225. }());
  12226. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12227. /**
  12228. * Define options used to create a render target texture
  12229. */
  12230. var RenderTargetCreationOptions = /** @class */ (function () {
  12231. function RenderTargetCreationOptions() {
  12232. }
  12233. return RenderTargetCreationOptions;
  12234. }());
  12235. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12236. /**
  12237. * Define options used to create a depth texture
  12238. */
  12239. var DepthTextureCreationOptions = /** @class */ (function () {
  12240. function DepthTextureCreationOptions() {
  12241. }
  12242. return DepthTextureCreationOptions;
  12243. }());
  12244. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12245. /**
  12246. * Class used to describe the capabilities of the engine relatively to the current browser
  12247. */
  12248. var EngineCapabilities = /** @class */ (function () {
  12249. function EngineCapabilities() {
  12250. }
  12251. return EngineCapabilities;
  12252. }());
  12253. BABYLON.EngineCapabilities = EngineCapabilities;
  12254. /**
  12255. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12256. */
  12257. var Engine = /** @class */ (function () {
  12258. /**
  12259. * Creates a new engine
  12260. * @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
  12261. * @param antialias defines enable antialiasing (default: false)
  12262. * @param options defines further options to be sent to the getContext() function
  12263. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12264. */
  12265. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12266. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12267. var _this = this;
  12268. // Public members
  12269. /**
  12270. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12271. */
  12272. this.forcePOTTextures = false;
  12273. /**
  12274. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12275. */
  12276. this.isFullscreen = false;
  12277. /**
  12278. * Gets a boolean indicating if the pointer is currently locked
  12279. */
  12280. this.isPointerLock = false;
  12281. /**
  12282. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12283. */
  12284. this.cullBackFaces = true;
  12285. /**
  12286. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12287. */
  12288. this.renderEvenInBackground = true;
  12289. /**
  12290. * Gets or sets a boolean indicating that cache can be kept between frames
  12291. */
  12292. this.preventCacheWipeBetweenFrames = false;
  12293. /**
  12294. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12295. **/
  12296. this.enableOfflineSupport = false;
  12297. /**
  12298. * 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)
  12299. **/
  12300. this.disableManifestCheck = false;
  12301. /**
  12302. * Gets the list of created scenes
  12303. */
  12304. this.scenes = new Array();
  12305. /**
  12306. * Gets the list of created postprocesses
  12307. */
  12308. this.postProcesses = new Array();
  12309. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12310. this.validateShaderPrograms = false;
  12311. // Observables
  12312. /**
  12313. * Observable event triggered each time the rendering canvas is resized
  12314. */
  12315. this.onResizeObservable = new BABYLON.Observable();
  12316. /**
  12317. * Observable event triggered each time the canvas loses focus
  12318. */
  12319. this.onCanvasBlurObservable = new BABYLON.Observable();
  12320. /**
  12321. * Observable event triggered each time the canvas gains focus
  12322. */
  12323. this.onCanvasFocusObservable = new BABYLON.Observable();
  12324. /**
  12325. * Observable event triggered each time the canvas receives pointerout event
  12326. */
  12327. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12328. /**
  12329. * Observable event triggered before each texture is initialized
  12330. */
  12331. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12332. //WebVR
  12333. this._vrDisplay = undefined;
  12334. this._vrSupported = false;
  12335. this._vrExclusivePointerMode = false;
  12336. // Uniform buffers list
  12337. /**
  12338. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12339. */
  12340. this.disableUniformBuffers = false;
  12341. /** @hidden */
  12342. this._uniformBuffers = new Array();
  12343. // Observables
  12344. /**
  12345. * Observable raised when the engine begins a new frame
  12346. */
  12347. this.onBeginFrameObservable = new BABYLON.Observable();
  12348. /**
  12349. * If set, will be used to request the next animation frame for the render loop
  12350. */
  12351. this.customAnimationFrameRequester = null;
  12352. /**
  12353. * Observable raised when the engine ends the current frame
  12354. */
  12355. this.onEndFrameObservable = new BABYLON.Observable();
  12356. /**
  12357. * Observable raised when the engine is about to compile a shader
  12358. */
  12359. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12360. /**
  12361. * Observable raised when the engine has jsut compiled a shader
  12362. */
  12363. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12364. this._windowIsBackground = false;
  12365. this._webGLVersion = 1.0;
  12366. /** @hidden */
  12367. this._badOS = false;
  12368. /** @hidden */
  12369. this._badDesktopOS = false;
  12370. /**
  12371. * Gets or sets a value indicating if we want to disable texture binding optimization.
  12372. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12373. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12374. */
  12375. this.disableTextureBindingOptimization = false;
  12376. /**
  12377. * Observable signaled when VR display mode changes
  12378. */
  12379. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12380. /**
  12381. * Observable signaled when VR request present is complete
  12382. */
  12383. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12384. /**
  12385. * Observable signaled when VR request present starts
  12386. */
  12387. this.onVRRequestPresentStart = new BABYLON.Observable();
  12388. this._colorWrite = true;
  12389. /** @hidden */
  12390. this._drawCalls = new BABYLON.PerfCounter();
  12391. /** @hidden */
  12392. this._textureCollisions = new BABYLON.PerfCounter();
  12393. this._renderingQueueLaunched = false;
  12394. this._activeRenderLoops = new Array();
  12395. // Deterministic lockstepMaxSteps
  12396. this._deterministicLockstep = false;
  12397. this._lockstepMaxSteps = 4;
  12398. // Lost context
  12399. /**
  12400. * Observable signaled when a context lost event is raised
  12401. */
  12402. this.onContextLostObservable = new BABYLON.Observable();
  12403. /**
  12404. * Observable signaled when a context restored event is raised
  12405. */
  12406. this.onContextRestoredObservable = new BABYLON.Observable();
  12407. this._contextWasLost = false;
  12408. this._doNotHandleContextLost = false;
  12409. // FPS
  12410. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12411. this._fps = 60;
  12412. this._deltaTime = 0;
  12413. /**
  12414. * Turn this value on if you want to pause FPS computation when in background
  12415. */
  12416. this.disablePerformanceMonitorInBackground = false;
  12417. // States
  12418. /** @hidden */
  12419. this._depthCullingState = new BABYLON._DepthCullingState();
  12420. /** @hidden */
  12421. this._stencilState = new BABYLON._StencilState();
  12422. /** @hidden */
  12423. this._alphaState = new BABYLON._AlphaState();
  12424. /** @hidden */
  12425. this._alphaMode = Engine.ALPHA_DISABLE;
  12426. // Cache
  12427. this._internalTexturesCache = new Array();
  12428. /** @hidden */
  12429. this._activeChannel = 0;
  12430. this._currentTextureChannel = -1;
  12431. /** @hidden */
  12432. this._boundTexturesCache = {};
  12433. this._compiledEffects = {};
  12434. this._vertexAttribArraysEnabled = [];
  12435. this._uintIndicesCurrentlySet = false;
  12436. this._currentBoundBuffer = new Array();
  12437. /** @hidden */
  12438. this._currentFramebuffer = null;
  12439. this._currentBufferPointers = new Array();
  12440. this._currentInstanceLocations = new Array();
  12441. this._currentInstanceBuffers = new Array();
  12442. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12443. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12444. this._vaoRecordInProgress = false;
  12445. this._mustWipeVertexAttributes = false;
  12446. this._nextFreeTextureSlots = new Array();
  12447. this._maxSimultaneousTextures = 0;
  12448. this._activeRequests = new Array();
  12449. // Hardware supported Compressed Textures
  12450. this._texturesSupported = new Array();
  12451. /**
  12452. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12453. */
  12454. this.premultipliedAlpha = true;
  12455. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12456. this._onVRFullScreenTriggered = function () {
  12457. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12458. //get the old size before we change
  12459. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12460. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12461. //get the width and height, change the render size
  12462. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12463. _this.setHardwareScalingLevel(1);
  12464. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12465. }
  12466. else {
  12467. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12468. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12469. }
  12470. };
  12471. this._unpackFlipYCached = null;
  12472. /**
  12473. * In case you are sharing the context with other applications, it might
  12474. * be interested to not cache the unpack flip y state to ensure a consistent
  12475. * value would be set.
  12476. */
  12477. this.enableUnpackFlipYCached = true;
  12478. this._boundUniforms = {};
  12479. // Register promises
  12480. BABYLON.PromisePolyfill.Apply();
  12481. var canvas = null;
  12482. Engine.Instances.push(this);
  12483. if (!canvasOrContext) {
  12484. return;
  12485. }
  12486. options = options || {};
  12487. if (canvasOrContext.getContext) {
  12488. canvas = canvasOrContext;
  12489. this._renderingCanvas = canvas;
  12490. if (antialias != null) {
  12491. options.antialias = antialias;
  12492. }
  12493. if (options.deterministicLockstep === undefined) {
  12494. options.deterministicLockstep = false;
  12495. }
  12496. if (options.lockstepMaxSteps === undefined) {
  12497. options.lockstepMaxSteps = 4;
  12498. }
  12499. if (options.preserveDrawingBuffer === undefined) {
  12500. options.preserveDrawingBuffer = false;
  12501. }
  12502. if (options.audioEngine === undefined) {
  12503. options.audioEngine = true;
  12504. }
  12505. if (options.stencil === undefined) {
  12506. options.stencil = true;
  12507. }
  12508. if (options.premultipliedAlpha === false) {
  12509. this.premultipliedAlpha = false;
  12510. }
  12511. this._deterministicLockstep = options.deterministicLockstep;
  12512. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12513. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12514. // Exceptions
  12515. if (navigator && navigator.userAgent) {
  12516. var ua = navigator.userAgent;
  12517. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12518. var exception = _a[_i];
  12519. var key = exception.key;
  12520. var targets = exception.targets;
  12521. if (ua.indexOf(key) > -1) {
  12522. if (exception.capture && exception.captureConstraint) {
  12523. var capture = exception.capture;
  12524. var constraint = exception.captureConstraint;
  12525. var regex = new RegExp(capture);
  12526. var matches = regex.exec(ua);
  12527. if (matches && matches.length > 0) {
  12528. var capturedValue = parseInt(matches[matches.length - 1]);
  12529. if (capturedValue >= constraint) {
  12530. continue;
  12531. }
  12532. }
  12533. }
  12534. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12535. var target = targets_1[_b];
  12536. switch (target) {
  12537. case "uniformBuffer":
  12538. this.disableUniformBuffers = true;
  12539. break;
  12540. case "textureBindingOptimization":
  12541. this.disableTextureBindingOptimization = true;
  12542. break;
  12543. }
  12544. }
  12545. }
  12546. }
  12547. }
  12548. // GL
  12549. if (!options.disableWebGL2Support) {
  12550. try {
  12551. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12552. if (this._gl) {
  12553. this._webGLVersion = 2.0;
  12554. // Prevent weird browsers to lie :-)
  12555. if (!this._gl.deleteQuery) {
  12556. this._webGLVersion = 1.0;
  12557. }
  12558. }
  12559. }
  12560. catch (e) {
  12561. // Do nothing
  12562. }
  12563. }
  12564. if (!this._gl) {
  12565. if (!canvas) {
  12566. throw new Error("The provided canvas is null or undefined.");
  12567. }
  12568. try {
  12569. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12570. }
  12571. catch (e) {
  12572. throw new Error("WebGL not supported");
  12573. }
  12574. }
  12575. if (!this._gl) {
  12576. throw new Error("WebGL not supported");
  12577. }
  12578. this._onCanvasFocus = function () {
  12579. _this.onCanvasFocusObservable.notifyObservers(_this);
  12580. };
  12581. this._onCanvasBlur = function () {
  12582. _this.onCanvasBlurObservable.notifyObservers(_this);
  12583. };
  12584. canvas.addEventListener("focus", this._onCanvasFocus);
  12585. canvas.addEventListener("blur", this._onCanvasBlur);
  12586. this._onBlur = function () {
  12587. if (_this.disablePerformanceMonitorInBackground) {
  12588. _this._performanceMonitor.disable();
  12589. }
  12590. _this._windowIsBackground = true;
  12591. };
  12592. this._onFocus = function () {
  12593. if (_this.disablePerformanceMonitorInBackground) {
  12594. _this._performanceMonitor.enable();
  12595. }
  12596. _this._windowIsBackground = false;
  12597. };
  12598. this._onCanvasPointerOut = function (ev) {
  12599. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12600. };
  12601. if (BABYLON.Tools.IsWindowObjectExist()) {
  12602. window.addEventListener("blur", this._onBlur);
  12603. window.addEventListener("focus", this._onFocus);
  12604. }
  12605. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12606. // Context lost
  12607. if (!this._doNotHandleContextLost) {
  12608. this._onContextLost = function (evt) {
  12609. evt.preventDefault();
  12610. _this._contextWasLost = true;
  12611. BABYLON.Tools.Warn("WebGL context lost.");
  12612. _this.onContextLostObservable.notifyObservers(_this);
  12613. };
  12614. this._onContextRestored = function (evt) {
  12615. // Adding a timeout to avoid race condition at browser level
  12616. setTimeout(function () {
  12617. // Rebuild gl context
  12618. _this._initGLContext();
  12619. // Rebuild effects
  12620. _this._rebuildEffects();
  12621. // Rebuild textures
  12622. _this._rebuildInternalTextures();
  12623. // Rebuild buffers
  12624. _this._rebuildBuffers();
  12625. // Cache
  12626. _this.wipeCaches(true);
  12627. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12628. _this.onContextRestoredObservable.notifyObservers(_this);
  12629. _this._contextWasLost = false;
  12630. }, 0);
  12631. };
  12632. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12633. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12634. }
  12635. }
  12636. else {
  12637. this._gl = canvasOrContext;
  12638. this._renderingCanvas = this._gl.canvas;
  12639. if (this._gl.renderbufferStorageMultisample) {
  12640. this._webGLVersion = 2.0;
  12641. }
  12642. var attributes = this._gl.getContextAttributes();
  12643. if (attributes) {
  12644. options.stencil = attributes.stencil;
  12645. }
  12646. }
  12647. // Viewport
  12648. var devicePixelRatio = BABYLON.Tools.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
  12649. var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;
  12650. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
  12651. this.resize();
  12652. this._isStencilEnable = options.stencil ? true : false;
  12653. this._initGLContext();
  12654. if (canvas) {
  12655. // Fullscreen
  12656. this._onFullscreenChange = function () {
  12657. if (document.fullscreen !== undefined) {
  12658. _this.isFullscreen = document.fullscreen;
  12659. }
  12660. else if (document.mozFullScreen !== undefined) {
  12661. _this.isFullscreen = document.mozFullScreen;
  12662. }
  12663. else if (document.webkitIsFullScreen !== undefined) {
  12664. _this.isFullscreen = document.webkitIsFullScreen;
  12665. }
  12666. else if (document.msIsFullScreen !== undefined) {
  12667. _this.isFullscreen = document.msIsFullScreen;
  12668. }
  12669. // Pointer lock
  12670. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12671. canvas.requestPointerLock = canvas.requestPointerLock ||
  12672. canvas.msRequestPointerLock ||
  12673. canvas.mozRequestPointerLock ||
  12674. canvas.webkitRequestPointerLock;
  12675. if (canvas.requestPointerLock) {
  12676. canvas.requestPointerLock();
  12677. }
  12678. }
  12679. };
  12680. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12681. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12682. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12683. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12684. // Pointer lock
  12685. this._onPointerLockChange = function () {
  12686. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12687. document.webkitPointerLockElement === canvas ||
  12688. document.msPointerLockElement === canvas ||
  12689. document.pointerLockElement === canvas);
  12690. };
  12691. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12692. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12693. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12694. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12695. this._onVRDisplayPointerRestricted = function () {
  12696. if (canvas) {
  12697. canvas.requestPointerLock();
  12698. }
  12699. };
  12700. this._onVRDisplayPointerUnrestricted = function () {
  12701. document.exitPointerLock();
  12702. };
  12703. if (BABYLON.Tools.IsWindowObjectExist()) {
  12704. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12705. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12706. }
  12707. }
  12708. // Create Audio Engine if needed.
  12709. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12710. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12711. }
  12712. // Prepare buffer pointers
  12713. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12714. this._currentBufferPointers[i] = new BufferPointer();
  12715. }
  12716. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12717. // Load WebVR Devices
  12718. if (options.autoEnableWebVR) {
  12719. this.initWebVR();
  12720. }
  12721. // Detect if we are running on a faulty buggy OS.
  12722. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12723. // Detect if we are running on a faulty buggy desktop OS.
  12724. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12725. console.log("Babylon.js v" + Engine.Version + " - " + this.description);
  12726. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  12727. }
  12728. Object.defineProperty(Engine, "LastCreatedEngine", {
  12729. /**
  12730. * Gets the latest created engine
  12731. */
  12732. get: function () {
  12733. if (Engine.Instances.length === 0) {
  12734. return null;
  12735. }
  12736. return Engine.Instances[Engine.Instances.length - 1];
  12737. },
  12738. enumerable: true,
  12739. configurable: true
  12740. });
  12741. Object.defineProperty(Engine, "LastCreatedScene", {
  12742. /**
  12743. * Gets the latest created scene
  12744. */
  12745. get: function () {
  12746. var lastCreatedEngine = Engine.LastCreatedEngine;
  12747. if (!lastCreatedEngine) {
  12748. return null;
  12749. }
  12750. if (lastCreatedEngine.scenes.length === 0) {
  12751. return null;
  12752. }
  12753. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12754. },
  12755. enumerable: true,
  12756. configurable: true
  12757. });
  12758. /**
  12759. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12760. * @param flag defines which part of the materials must be marked as dirty
  12761. * @param predicate defines a predicate used to filter which materials should be affected
  12762. */
  12763. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12764. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12765. var engine = Engine.Instances[engineIndex];
  12766. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12767. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12768. }
  12769. }
  12770. };
  12771. Object.defineProperty(Engine, "Version", {
  12772. /**
  12773. * Returns the current version of the framework
  12774. */
  12775. get: function () {
  12776. return "4.0.0-alpha.6";
  12777. },
  12778. enumerable: true,
  12779. configurable: true
  12780. });
  12781. Object.defineProperty(Engine.prototype, "description", {
  12782. /**
  12783. * Returns a string describing the current engine
  12784. */
  12785. get: function () {
  12786. var description = "WebGL" + this.webGLVersion;
  12787. if (this._caps.parallelShaderCompile) {
  12788. description += " - Parallel shader compilation";
  12789. }
  12790. return description;
  12791. },
  12792. enumerable: true,
  12793. configurable: true
  12794. });
  12795. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12796. /**
  12797. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12798. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12799. */
  12800. get: function () {
  12801. return this._vrExclusivePointerMode;
  12802. },
  12803. enumerable: true,
  12804. configurable: true
  12805. });
  12806. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12807. /**
  12808. * Gets a boolean indicating that the engine supports uniform buffers
  12809. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12810. */
  12811. get: function () {
  12812. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12813. },
  12814. enumerable: true,
  12815. configurable: true
  12816. });
  12817. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12818. /**
  12819. * Gets a boolean indicating that only power of 2 textures are supported
  12820. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12821. */
  12822. get: function () {
  12823. return this._webGLVersion < 2 || this.forcePOTTextures;
  12824. },
  12825. enumerable: true,
  12826. configurable: true
  12827. });
  12828. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12829. /**
  12830. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12831. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12832. */
  12833. get: function () {
  12834. return this._doNotHandleContextLost;
  12835. },
  12836. set: function (value) {
  12837. this._doNotHandleContextLost = value;
  12838. },
  12839. enumerable: true,
  12840. configurable: true
  12841. });
  12842. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12843. /**
  12844. * Gets the performance monitor attached to this engine
  12845. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12846. */
  12847. get: function () {
  12848. return this._performanceMonitor;
  12849. },
  12850. enumerable: true,
  12851. configurable: true
  12852. });
  12853. Object.defineProperty(Engine.prototype, "texturesSupported", {
  12854. /**
  12855. * Gets the list of texture formats supported
  12856. */
  12857. get: function () {
  12858. return this._texturesSupported;
  12859. },
  12860. enumerable: true,
  12861. configurable: true
  12862. });
  12863. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  12864. /**
  12865. * Gets the list of texture formats in use
  12866. */
  12867. get: function () {
  12868. return this._textureFormatInUse;
  12869. },
  12870. enumerable: true,
  12871. configurable: true
  12872. });
  12873. Object.defineProperty(Engine.prototype, "currentViewport", {
  12874. /**
  12875. * Gets the current viewport
  12876. */
  12877. get: function () {
  12878. return this._cachedViewport;
  12879. },
  12880. enumerable: true,
  12881. configurable: true
  12882. });
  12883. Object.defineProperty(Engine.prototype, "emptyTexture", {
  12884. /**
  12885. * Gets the default empty texture
  12886. */
  12887. get: function () {
  12888. if (!this._emptyTexture) {
  12889. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12890. }
  12891. return this._emptyTexture;
  12892. },
  12893. enumerable: true,
  12894. configurable: true
  12895. });
  12896. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  12897. /**
  12898. * Gets the default empty 3D texture
  12899. */
  12900. get: function () {
  12901. if (!this._emptyTexture3D) {
  12902. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12903. }
  12904. return this._emptyTexture3D;
  12905. },
  12906. enumerable: true,
  12907. configurable: true
  12908. });
  12909. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  12910. /**
  12911. * Gets the default empty cube texture
  12912. */
  12913. get: function () {
  12914. if (!this._emptyCubeTexture) {
  12915. var faceData = new Uint8Array(4);
  12916. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  12917. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12918. }
  12919. return this._emptyCubeTexture;
  12920. },
  12921. enumerable: true,
  12922. configurable: true
  12923. });
  12924. Engine.prototype._rebuildInternalTextures = function () {
  12925. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  12926. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  12927. var internalTexture = currentState_1[_i];
  12928. internalTexture._rebuild();
  12929. }
  12930. };
  12931. Engine.prototype._rebuildEffects = function () {
  12932. for (var key in this._compiledEffects) {
  12933. var effect = this._compiledEffects[key];
  12934. effect._prepareEffect();
  12935. }
  12936. BABYLON.Effect.ResetCache();
  12937. };
  12938. /**
  12939. * Gets a boolean indicating if all created effects are ready
  12940. * @returns true if all effects are ready
  12941. */
  12942. Engine.prototype.areAllEffectsReady = function () {
  12943. for (var key in this._compiledEffects) {
  12944. var effect = this._compiledEffects[key];
  12945. if (!effect.isReady()) {
  12946. return false;
  12947. }
  12948. }
  12949. return true;
  12950. };
  12951. Engine.prototype._rebuildBuffers = function () {
  12952. // Index / Vertex
  12953. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  12954. var scene = _a[_i];
  12955. scene.resetCachedMaterial();
  12956. scene._rebuildGeometries();
  12957. scene._rebuildTextures();
  12958. }
  12959. // Uniforms
  12960. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  12961. var uniformBuffer = _c[_b];
  12962. uniformBuffer._rebuild();
  12963. }
  12964. };
  12965. Engine.prototype._initGLContext = function () {
  12966. // Caps
  12967. this._caps = new EngineCapabilities();
  12968. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  12969. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  12970. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  12971. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  12972. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  12973. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  12974. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  12975. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  12976. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  12977. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  12978. // Infos
  12979. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  12980. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  12981. if (rendererInfo != null) {
  12982. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  12983. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  12984. }
  12985. if (!this._glVendor) {
  12986. this._glVendor = "Unknown vendor";
  12987. }
  12988. if (!this._glRenderer) {
  12989. this._glRenderer = "Unknown renderer";
  12990. }
  12991. // Constants
  12992. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  12993. if (this._gl.RGBA16F !== 0x881A) {
  12994. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  12995. }
  12996. if (this._gl.RGBA32F !== 0x8814) {
  12997. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  12998. }
  12999. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  13000. this._gl.DEPTH24_STENCIL8 = 35056;
  13001. }
  13002. // Extensions
  13003. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  13004. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  13005. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  13006. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  13007. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  13008. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  13009. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  13010. 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');
  13011. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  13012. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  13013. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  13014. this._caps.highPrecisionShaderSupported = false;
  13015. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  13016. if (this._caps.timerQuery) {
  13017. if (this._webGLVersion === 1) {
  13018. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  13019. }
  13020. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  13021. }
  13022. // Checks if some of the format renders first to allow the use of webgl inspector.
  13023. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  13024. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  13025. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  13026. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  13027. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  13028. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  13029. if (this._webGLVersion > 1) {
  13030. this._gl.HALF_FLOAT_OES = 0x140B;
  13031. }
  13032. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  13033. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  13034. // Draw buffers
  13035. if (this._webGLVersion > 1) {
  13036. this._caps.drawBuffersExtension = true;
  13037. }
  13038. else {
  13039. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  13040. if (drawBuffersExtension !== null) {
  13041. this._caps.drawBuffersExtension = true;
  13042. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  13043. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  13044. for (var i = 0; i < 16; i++) {
  13045. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  13046. }
  13047. }
  13048. else {
  13049. this._caps.drawBuffersExtension = false;
  13050. }
  13051. }
  13052. // Shader compiler threads
  13053. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  13054. if (this._caps.parallelShaderCompile) {
  13055. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  13056. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  13057. }
  13058. // Depth Texture
  13059. if (this._webGLVersion > 1) {
  13060. this._caps.depthTextureExtension = true;
  13061. }
  13062. else {
  13063. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  13064. if (depthTextureExtension != null) {
  13065. this._caps.depthTextureExtension = true;
  13066. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  13067. }
  13068. }
  13069. // Vertex array object
  13070. if (this._webGLVersion > 1) {
  13071. this._caps.vertexArrayObject = true;
  13072. }
  13073. else {
  13074. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  13075. if (vertexArrayObjectExtension != null) {
  13076. this._caps.vertexArrayObject = true;
  13077. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  13078. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  13079. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  13080. }
  13081. else {
  13082. this._caps.vertexArrayObject = false;
  13083. }
  13084. }
  13085. // Instances count
  13086. if (this._webGLVersion > 1) {
  13087. this._caps.instancedArrays = true;
  13088. }
  13089. else {
  13090. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  13091. if (instanceExtension != null) {
  13092. this._caps.instancedArrays = true;
  13093. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  13094. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  13095. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  13096. }
  13097. else {
  13098. this._caps.instancedArrays = false;
  13099. }
  13100. }
  13101. // Intelligently add supported compressed formats in order to check for.
  13102. // Check for ASTC support first as it is most powerful and to be very cross platform.
  13103. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  13104. // Likely no hardware which supports both PVR & DXT, so order matters little.
  13105. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  13106. if (this._caps.astc) {
  13107. this.texturesSupported.push('-astc.ktx');
  13108. }
  13109. if (this._caps.s3tc) {
  13110. this.texturesSupported.push('-dxt.ktx');
  13111. }
  13112. if (this._caps.pvrtc) {
  13113. this.texturesSupported.push('-pvrtc.ktx');
  13114. }
  13115. if (this._caps.etc2) {
  13116. this.texturesSupported.push('-etc2.ktx');
  13117. }
  13118. if (this._caps.etc1) {
  13119. this.texturesSupported.push('-etc1.ktx');
  13120. }
  13121. if (this._gl.getShaderPrecisionFormat) {
  13122. var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);
  13123. var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  13124. if (vertex_highp && fragment_highp) {
  13125. this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;
  13126. }
  13127. }
  13128. // Depth buffer
  13129. this.setDepthBuffer(true);
  13130. this.setDepthFunctionToLessOrEqual();
  13131. this.setDepthWrite(true);
  13132. // Texture maps
  13133. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  13134. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13135. this._nextFreeTextureSlots.push(slot);
  13136. }
  13137. };
  13138. Object.defineProperty(Engine.prototype, "webGLVersion", {
  13139. /**
  13140. * Gets version of the current webGL context
  13141. */
  13142. get: function () {
  13143. return this._webGLVersion;
  13144. },
  13145. enumerable: true,
  13146. configurable: true
  13147. });
  13148. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  13149. /**
  13150. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  13151. */
  13152. get: function () {
  13153. return this._isStencilEnable;
  13154. },
  13155. enumerable: true,
  13156. configurable: true
  13157. });
  13158. Engine.prototype._prepareWorkingCanvas = function () {
  13159. if (this._workingCanvas) {
  13160. return;
  13161. }
  13162. this._workingCanvas = document.createElement("canvas");
  13163. var context = this._workingCanvas.getContext("2d");
  13164. if (context) {
  13165. this._workingContext = context;
  13166. }
  13167. };
  13168. /**
  13169. * Reset the texture cache to empty state
  13170. */
  13171. Engine.prototype.resetTextureCache = function () {
  13172. for (var key in this._boundTexturesCache) {
  13173. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13174. continue;
  13175. }
  13176. var boundTexture = this._boundTexturesCache[key];
  13177. if (boundTexture) {
  13178. this._removeDesignatedSlot(boundTexture);
  13179. }
  13180. this._boundTexturesCache[key] = null;
  13181. }
  13182. if (!this.disableTextureBindingOptimization) {
  13183. this._nextFreeTextureSlots = [];
  13184. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13185. this._nextFreeTextureSlots.push(slot);
  13186. }
  13187. }
  13188. this._currentTextureChannel = -1;
  13189. };
  13190. /**
  13191. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13192. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13193. * @returns true if engine is in deterministic lock step mode
  13194. */
  13195. Engine.prototype.isDeterministicLockStep = function () {
  13196. return this._deterministicLockstep;
  13197. };
  13198. /**
  13199. * Gets the max steps when engine is running in deterministic lock step
  13200. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13201. * @returns the max steps
  13202. */
  13203. Engine.prototype.getLockstepMaxSteps = function () {
  13204. return this._lockstepMaxSteps;
  13205. };
  13206. /**
  13207. * Gets an object containing information about the current webGL context
  13208. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13209. */
  13210. Engine.prototype.getGlInfo = function () {
  13211. return {
  13212. vendor: this._glVendor,
  13213. renderer: this._glRenderer,
  13214. version: this._glVersion
  13215. };
  13216. };
  13217. /**
  13218. * Gets current aspect ratio
  13219. * @param camera defines the camera to use to get the aspect ratio
  13220. * @param useScreen defines if screen size must be used (or the current render target if any)
  13221. * @returns a number defining the aspect ratio
  13222. */
  13223. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13224. if (useScreen === void 0) { useScreen = false; }
  13225. var viewport = camera.viewport;
  13226. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13227. };
  13228. /**
  13229. * Gets current screen aspect ratio
  13230. * @returns a number defining the aspect ratio
  13231. */
  13232. Engine.prototype.getScreenAspectRatio = function () {
  13233. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13234. };
  13235. /**
  13236. * Gets the current render width
  13237. * @param useScreen defines if screen size must be used (or the current render target if any)
  13238. * @returns a number defining the current render width
  13239. */
  13240. Engine.prototype.getRenderWidth = function (useScreen) {
  13241. if (useScreen === void 0) { useScreen = false; }
  13242. if (!useScreen && this._currentRenderTarget) {
  13243. return this._currentRenderTarget.width;
  13244. }
  13245. return this._gl.drawingBufferWidth;
  13246. };
  13247. /**
  13248. * Gets the current render height
  13249. * @param useScreen defines if screen size must be used (or the current render target if any)
  13250. * @returns a number defining the current render height
  13251. */
  13252. Engine.prototype.getRenderHeight = function (useScreen) {
  13253. if (useScreen === void 0) { useScreen = false; }
  13254. if (!useScreen && this._currentRenderTarget) {
  13255. return this._currentRenderTarget.height;
  13256. }
  13257. return this._gl.drawingBufferHeight;
  13258. };
  13259. /**
  13260. * Gets the HTML canvas attached with the current webGL context
  13261. * @returns a HTML canvas
  13262. */
  13263. Engine.prototype.getRenderingCanvas = function () {
  13264. return this._renderingCanvas;
  13265. };
  13266. /**
  13267. * Gets the client rect of the HTML canvas attached with the current webGL context
  13268. * @returns a client rectanglee
  13269. */
  13270. Engine.prototype.getRenderingCanvasClientRect = function () {
  13271. if (!this._renderingCanvas) {
  13272. return null;
  13273. }
  13274. return this._renderingCanvas.getBoundingClientRect();
  13275. };
  13276. /**
  13277. * Defines the hardware scaling level.
  13278. * By default the hardware scaling level is computed from the window device ratio.
  13279. * 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.
  13280. * @param level defines the level to use
  13281. */
  13282. Engine.prototype.setHardwareScalingLevel = function (level) {
  13283. this._hardwareScalingLevel = level;
  13284. this.resize();
  13285. };
  13286. /**
  13287. * Gets the current hardware scaling level.
  13288. * By default the hardware scaling level is computed from the window device ratio.
  13289. * 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.
  13290. * @returns a number indicating the current hardware scaling level
  13291. */
  13292. Engine.prototype.getHardwareScalingLevel = function () {
  13293. return this._hardwareScalingLevel;
  13294. };
  13295. /**
  13296. * Gets the list of loaded textures
  13297. * @returns an array containing all loaded textures
  13298. */
  13299. Engine.prototype.getLoadedTexturesCache = function () {
  13300. return this._internalTexturesCache;
  13301. };
  13302. /**
  13303. * Gets the object containing all engine capabilities
  13304. * @returns the EngineCapabilities object
  13305. */
  13306. Engine.prototype.getCaps = function () {
  13307. return this._caps;
  13308. };
  13309. /**
  13310. * Gets the current depth function
  13311. * @returns a number defining the depth function
  13312. */
  13313. Engine.prototype.getDepthFunction = function () {
  13314. return this._depthCullingState.depthFunc;
  13315. };
  13316. /**
  13317. * Sets the current depth function
  13318. * @param depthFunc defines the function to use
  13319. */
  13320. Engine.prototype.setDepthFunction = function (depthFunc) {
  13321. this._depthCullingState.depthFunc = depthFunc;
  13322. };
  13323. /**
  13324. * Sets the current depth function to GREATER
  13325. */
  13326. Engine.prototype.setDepthFunctionToGreater = function () {
  13327. this._depthCullingState.depthFunc = this._gl.GREATER;
  13328. };
  13329. /**
  13330. * Sets the current depth function to GEQUAL
  13331. */
  13332. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13333. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13334. };
  13335. /**
  13336. * Sets the current depth function to LESS
  13337. */
  13338. Engine.prototype.setDepthFunctionToLess = function () {
  13339. this._depthCullingState.depthFunc = this._gl.LESS;
  13340. };
  13341. /**
  13342. * Sets the current depth function to LEQUAL
  13343. */
  13344. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13345. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13346. };
  13347. /**
  13348. * Gets a boolean indicating if stencil buffer is enabled
  13349. * @returns the current stencil buffer state
  13350. */
  13351. Engine.prototype.getStencilBuffer = function () {
  13352. return this._stencilState.stencilTest;
  13353. };
  13354. /**
  13355. * Enable or disable the stencil buffer
  13356. * @param enable defines if the stencil buffer must be enabled or disabled
  13357. */
  13358. Engine.prototype.setStencilBuffer = function (enable) {
  13359. this._stencilState.stencilTest = enable;
  13360. };
  13361. /**
  13362. * Gets the current stencil mask
  13363. * @returns a number defining the new stencil mask to use
  13364. */
  13365. Engine.prototype.getStencilMask = function () {
  13366. return this._stencilState.stencilMask;
  13367. };
  13368. /**
  13369. * Sets the current stencil mask
  13370. * @param mask defines the new stencil mask to use
  13371. */
  13372. Engine.prototype.setStencilMask = function (mask) {
  13373. this._stencilState.stencilMask = mask;
  13374. };
  13375. /**
  13376. * Gets the current stencil function
  13377. * @returns a number defining the stencil function to use
  13378. */
  13379. Engine.prototype.getStencilFunction = function () {
  13380. return this._stencilState.stencilFunc;
  13381. };
  13382. /**
  13383. * Gets the current stencil reference value
  13384. * @returns a number defining the stencil reference value to use
  13385. */
  13386. Engine.prototype.getStencilFunctionReference = function () {
  13387. return this._stencilState.stencilFuncRef;
  13388. };
  13389. /**
  13390. * Gets the current stencil mask
  13391. * @returns a number defining the stencil mask to use
  13392. */
  13393. Engine.prototype.getStencilFunctionMask = function () {
  13394. return this._stencilState.stencilFuncMask;
  13395. };
  13396. /**
  13397. * Sets the current stencil function
  13398. * @param stencilFunc defines the new stencil function to use
  13399. */
  13400. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13401. this._stencilState.stencilFunc = stencilFunc;
  13402. };
  13403. /**
  13404. * Sets the current stencil reference
  13405. * @param reference defines the new stencil reference to use
  13406. */
  13407. Engine.prototype.setStencilFunctionReference = function (reference) {
  13408. this._stencilState.stencilFuncRef = reference;
  13409. };
  13410. /**
  13411. * Sets the current stencil mask
  13412. * @param mask defines the new stencil mask to use
  13413. */
  13414. Engine.prototype.setStencilFunctionMask = function (mask) {
  13415. this._stencilState.stencilFuncMask = mask;
  13416. };
  13417. /**
  13418. * Gets the current stencil operation when stencil fails
  13419. * @returns a number defining stencil operation to use when stencil fails
  13420. */
  13421. Engine.prototype.getStencilOperationFail = function () {
  13422. return this._stencilState.stencilOpStencilFail;
  13423. };
  13424. /**
  13425. * Gets the current stencil operation when depth fails
  13426. * @returns a number defining stencil operation to use when depth fails
  13427. */
  13428. Engine.prototype.getStencilOperationDepthFail = function () {
  13429. return this._stencilState.stencilOpDepthFail;
  13430. };
  13431. /**
  13432. * Gets the current stencil operation when stencil passes
  13433. * @returns a number defining stencil operation to use when stencil passes
  13434. */
  13435. Engine.prototype.getStencilOperationPass = function () {
  13436. return this._stencilState.stencilOpStencilDepthPass;
  13437. };
  13438. /**
  13439. * Sets the stencil operation to use when stencil fails
  13440. * @param operation defines the stencil operation to use when stencil fails
  13441. */
  13442. Engine.prototype.setStencilOperationFail = function (operation) {
  13443. this._stencilState.stencilOpStencilFail = operation;
  13444. };
  13445. /**
  13446. * Sets the stencil operation to use when depth fails
  13447. * @param operation defines the stencil operation to use when depth fails
  13448. */
  13449. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13450. this._stencilState.stencilOpDepthFail = operation;
  13451. };
  13452. /**
  13453. * Sets the stencil operation to use when stencil passes
  13454. * @param operation defines the stencil operation to use when stencil passes
  13455. */
  13456. Engine.prototype.setStencilOperationPass = function (operation) {
  13457. this._stencilState.stencilOpStencilDepthPass = operation;
  13458. };
  13459. /**
  13460. * Sets a boolean indicating if the dithering state is enabled or disabled
  13461. * @param value defines the dithering state
  13462. */
  13463. Engine.prototype.setDitheringState = function (value) {
  13464. if (value) {
  13465. this._gl.enable(this._gl.DITHER);
  13466. }
  13467. else {
  13468. this._gl.disable(this._gl.DITHER);
  13469. }
  13470. };
  13471. /**
  13472. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13473. * @param value defines the rasterizer state
  13474. */
  13475. Engine.prototype.setRasterizerState = function (value) {
  13476. if (value) {
  13477. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13478. }
  13479. else {
  13480. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13481. }
  13482. };
  13483. /**
  13484. * stop executing a render loop function and remove it from the execution array
  13485. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13486. */
  13487. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13488. if (!renderFunction) {
  13489. this._activeRenderLoops = [];
  13490. return;
  13491. }
  13492. var index = this._activeRenderLoops.indexOf(renderFunction);
  13493. if (index >= 0) {
  13494. this._activeRenderLoops.splice(index, 1);
  13495. }
  13496. };
  13497. /** @hidden */
  13498. Engine.prototype._renderLoop = function () {
  13499. if (!this._contextWasLost) {
  13500. var shouldRender = true;
  13501. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13502. shouldRender = false;
  13503. }
  13504. if (shouldRender) {
  13505. // Start new frame
  13506. this.beginFrame();
  13507. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13508. var renderFunction = this._activeRenderLoops[index];
  13509. renderFunction();
  13510. }
  13511. // Present
  13512. this.endFrame();
  13513. }
  13514. }
  13515. if (this._activeRenderLoops.length > 0) {
  13516. // Register new frame
  13517. if (this.customAnimationFrameRequester) {
  13518. this.customAnimationFrameRequester.requestID = BABYLON.Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  13519. this._frameHandler = this.customAnimationFrameRequester.requestID;
  13520. }
  13521. else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13522. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  13523. }
  13524. else {
  13525. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13526. }
  13527. }
  13528. else {
  13529. this._renderingQueueLaunched = false;
  13530. }
  13531. };
  13532. /**
  13533. * Register and execute a render loop. The engine can have more than one render function
  13534. * @param renderFunction defines the function to continuously execute
  13535. */
  13536. Engine.prototype.runRenderLoop = function (renderFunction) {
  13537. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13538. return;
  13539. }
  13540. this._activeRenderLoops.push(renderFunction);
  13541. if (!this._renderingQueueLaunched) {
  13542. this._renderingQueueLaunched = true;
  13543. this._bindedRenderFunction = this._renderLoop.bind(this);
  13544. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13545. }
  13546. };
  13547. /**
  13548. * Toggle full screen mode
  13549. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13550. */
  13551. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13552. if (this.isFullscreen) {
  13553. BABYLON.Tools.ExitFullscreen();
  13554. }
  13555. else {
  13556. this._pointerLockRequested = requestPointerLock;
  13557. if (this._renderingCanvas) {
  13558. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13559. }
  13560. }
  13561. };
  13562. /**
  13563. * Clear the current render buffer or the current render target (if any is set up)
  13564. * @param color defines the color to use
  13565. * @param backBuffer defines if the back buffer must be cleared
  13566. * @param depth defines if the depth buffer must be cleared
  13567. * @param stencil defines if the stencil buffer must be cleared
  13568. */
  13569. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13570. if (stencil === void 0) { stencil = false; }
  13571. this.applyStates();
  13572. var mode = 0;
  13573. if (backBuffer && color) {
  13574. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13575. mode |= this._gl.COLOR_BUFFER_BIT;
  13576. }
  13577. if (depth) {
  13578. this._gl.clearDepth(1.0);
  13579. mode |= this._gl.DEPTH_BUFFER_BIT;
  13580. }
  13581. if (stencil) {
  13582. this._gl.clearStencil(0);
  13583. mode |= this._gl.STENCIL_BUFFER_BIT;
  13584. }
  13585. this._gl.clear(mode);
  13586. };
  13587. /**
  13588. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13589. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13590. * @param y defines the y-coordinate of the corner of the clear rectangle
  13591. * @param width defines the width of the clear rectangle
  13592. * @param height defines the height of the clear rectangle
  13593. * @param clearColor defines the clear color
  13594. */
  13595. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13596. var gl = this._gl;
  13597. // Save state
  13598. var curScissor = gl.getParameter(gl.SCISSOR_TEST);
  13599. var curScissorBox = gl.getParameter(gl.SCISSOR_BOX);
  13600. // Change state
  13601. gl.enable(gl.SCISSOR_TEST);
  13602. gl.scissor(x, y, width, height);
  13603. // Clear
  13604. this.clear(clearColor, true, true, true);
  13605. // Restore state
  13606. gl.scissor(curScissorBox[0], curScissorBox[1], curScissorBox[2], curScissorBox[3]);
  13607. if (curScissor === true) {
  13608. gl.enable(gl.SCISSOR_TEST);
  13609. }
  13610. else {
  13611. gl.disable(gl.SCISSOR_TEST);
  13612. }
  13613. };
  13614. /** @hidden */
  13615. Engine.prototype._viewport = function (x, y, width, height) {
  13616. if (x !== this._viewportCached.x ||
  13617. y !== this._viewportCached.y ||
  13618. width !== this._viewportCached.z ||
  13619. height !== this._viewportCached.w) {
  13620. this._viewportCached.x = x;
  13621. this._viewportCached.y = y;
  13622. this._viewportCached.z = width;
  13623. this._viewportCached.w = height;
  13624. this._gl.viewport(x, y, width, height);
  13625. }
  13626. };
  13627. /**
  13628. * Set the WebGL's viewport
  13629. * @param viewport defines the viewport element to be used
  13630. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13631. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13632. */
  13633. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13634. var width = requiredWidth || this.getRenderWidth();
  13635. var height = requiredHeight || this.getRenderHeight();
  13636. var x = viewport.x || 0;
  13637. var y = viewport.y || 0;
  13638. this._cachedViewport = viewport;
  13639. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13640. };
  13641. /**
  13642. * Directly set the WebGL Viewport
  13643. * @param x defines the x coordinate of the viewport (in screen space)
  13644. * @param y defines the y coordinate of the viewport (in screen space)
  13645. * @param width defines the width of the viewport (in screen space)
  13646. * @param height defines the height of the viewport (in screen space)
  13647. * @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
  13648. */
  13649. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13650. var currentViewport = this._cachedViewport;
  13651. this._cachedViewport = null;
  13652. this._viewport(x, y, width, height);
  13653. return currentViewport;
  13654. };
  13655. /**
  13656. * Begin a new frame
  13657. */
  13658. Engine.prototype.beginFrame = function () {
  13659. this.onBeginFrameObservable.notifyObservers(this);
  13660. this._measureFps();
  13661. };
  13662. /**
  13663. * Enf the current frame
  13664. */
  13665. Engine.prototype.endFrame = function () {
  13666. // Force a flush in case we are using a bad OS.
  13667. if (this._badOS) {
  13668. this.flushFramebuffer();
  13669. }
  13670. // Submit frame to the vr device, if enabled
  13671. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13672. // TODO: We should only submit the frame if we read frameData successfully.
  13673. this._vrDisplay.submitFrame();
  13674. }
  13675. this.onEndFrameObservable.notifyObservers(this);
  13676. };
  13677. /**
  13678. * Resize the view according to the canvas' size
  13679. */
  13680. Engine.prototype.resize = function () {
  13681. // We're not resizing the size of the canvas while in VR mode & presenting
  13682. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13683. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13684. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13685. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13686. }
  13687. };
  13688. /**
  13689. * Force a specific size of the canvas
  13690. * @param width defines the new canvas' width
  13691. * @param height defines the new canvas' height
  13692. */
  13693. Engine.prototype.setSize = function (width, height) {
  13694. if (!this._renderingCanvas) {
  13695. return;
  13696. }
  13697. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13698. return;
  13699. }
  13700. this._renderingCanvas.width = width;
  13701. this._renderingCanvas.height = height;
  13702. for (var index = 0; index < this.scenes.length; index++) {
  13703. var scene = this.scenes[index];
  13704. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13705. var cam = scene.cameras[camIndex];
  13706. cam._currentRenderId = 0;
  13707. }
  13708. }
  13709. if (this.onResizeObservable.hasObservers) {
  13710. this.onResizeObservable.notifyObservers(this);
  13711. }
  13712. };
  13713. // WebVR functions
  13714. /**
  13715. * Gets a boolean indicating if a webVR device was detected
  13716. * @returns true if a webVR device was detected
  13717. */
  13718. Engine.prototype.isVRDevicePresent = function () {
  13719. return !!this._vrDisplay;
  13720. };
  13721. /**
  13722. * Gets the current webVR device
  13723. * @returns the current webVR device (or null)
  13724. */
  13725. Engine.prototype.getVRDevice = function () {
  13726. return this._vrDisplay;
  13727. };
  13728. /**
  13729. * Initializes a webVR display and starts listening to display change events
  13730. * The onVRDisplayChangedObservable will be notified upon these changes
  13731. * @returns The onVRDisplayChangedObservable
  13732. */
  13733. Engine.prototype.initWebVR = function () {
  13734. this.initWebVRAsync();
  13735. return this.onVRDisplayChangedObservable;
  13736. };
  13737. /**
  13738. * Initializes a webVR display and starts listening to display change events
  13739. * The onVRDisplayChangedObservable will be notified upon these changes
  13740. * @returns A promise containing a VRDisplay and if vr is supported
  13741. */
  13742. Engine.prototype.initWebVRAsync = function () {
  13743. var _this = this;
  13744. var notifyObservers = function () {
  13745. var eventArgs = {
  13746. vrDisplay: _this._vrDisplay,
  13747. vrSupported: _this._vrSupported
  13748. };
  13749. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13750. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13751. };
  13752. if (!this._onVrDisplayConnect) {
  13753. this._onVrDisplayConnect = function (event) {
  13754. _this._vrDisplay = event.display;
  13755. notifyObservers();
  13756. };
  13757. this._onVrDisplayDisconnect = function () {
  13758. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13759. _this._vrDisplay = undefined;
  13760. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13761. notifyObservers();
  13762. };
  13763. this._onVrDisplayPresentChange = function () {
  13764. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13765. };
  13766. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13767. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13768. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13769. }
  13770. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13771. this._webVRInitPromise.then(notifyObservers);
  13772. return this._webVRInitPromise;
  13773. };
  13774. /**
  13775. * Call this function to switch to webVR mode
  13776. * Will do nothing if webVR is not supported or if there is no webVR device
  13777. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13778. */
  13779. Engine.prototype.enableVR = function () {
  13780. var _this = this;
  13781. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13782. var onResolved = function () {
  13783. _this.onVRRequestPresentComplete.notifyObservers(true);
  13784. _this._onVRFullScreenTriggered();
  13785. };
  13786. var onRejected = function () {
  13787. _this.onVRRequestPresentComplete.notifyObservers(false);
  13788. };
  13789. this.onVRRequestPresentStart.notifyObservers(this);
  13790. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13791. }
  13792. };
  13793. /**
  13794. * Call this function to leave webVR mode
  13795. * Will do nothing if webVR is not supported or if there is no webVR device
  13796. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13797. */
  13798. Engine.prototype.disableVR = function () {
  13799. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13800. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13801. }
  13802. };
  13803. Engine.prototype._getVRDisplaysAsync = function () {
  13804. var _this = this;
  13805. return new Promise(function (res, rej) {
  13806. if (navigator.getVRDisplays) {
  13807. navigator.getVRDisplays().then(function (devices) {
  13808. _this._vrSupported = true;
  13809. // note that devices may actually be an empty array. This is fine;
  13810. // we expect this._vrDisplay to be undefined in this case.
  13811. _this._vrDisplay = devices[0];
  13812. res({
  13813. vrDisplay: _this._vrDisplay,
  13814. vrSupported: _this._vrSupported
  13815. });
  13816. });
  13817. }
  13818. else {
  13819. _this._vrDisplay = undefined;
  13820. _this._vrSupported = false;
  13821. res({
  13822. vrDisplay: _this._vrDisplay,
  13823. vrSupported: _this._vrSupported
  13824. });
  13825. }
  13826. });
  13827. };
  13828. /**
  13829. * Binds the frame buffer to the specified texture.
  13830. * @param texture The texture to render to or null for the default canvas
  13831. * @param faceIndex The face of the texture to render to in case of cube texture
  13832. * @param requiredWidth The width of the target to render to
  13833. * @param requiredHeight The height of the target to render to
  13834. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13835. * @param depthStencilTexture The depth stencil texture to use to render
  13836. * @param lodLevel defines le lod level to bind to the frame buffer
  13837. */
  13838. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  13839. if (lodLevel === void 0) { lodLevel = 0; }
  13840. if (this._currentRenderTarget) {
  13841. this.unBindFramebuffer(this._currentRenderTarget);
  13842. }
  13843. this._currentRenderTarget = texture;
  13844. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  13845. var gl = this._gl;
  13846. if (texture.isCube) {
  13847. if (faceIndex === undefined) {
  13848. faceIndex = 0;
  13849. }
  13850. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  13851. if (depthStencilTexture) {
  13852. if (depthStencilTexture._generateStencilBuffer) {
  13853. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13854. }
  13855. else {
  13856. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13857. }
  13858. }
  13859. }
  13860. if (this._cachedViewport && !forceFullscreenViewport) {
  13861. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  13862. }
  13863. else {
  13864. if (!requiredWidth) {
  13865. requiredWidth = texture.width;
  13866. if (lodLevel) {
  13867. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  13868. }
  13869. }
  13870. if (!requiredHeight) {
  13871. requiredHeight = texture.height;
  13872. if (lodLevel) {
  13873. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  13874. }
  13875. }
  13876. this._viewport(0, 0, requiredWidth, requiredHeight);
  13877. }
  13878. this.wipeCaches();
  13879. };
  13880. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  13881. if (this._currentFramebuffer !== framebuffer) {
  13882. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  13883. this._currentFramebuffer = framebuffer;
  13884. }
  13885. };
  13886. /**
  13887. * Unbind the current render target texture from the webGL context
  13888. * @param texture defines the render target texture to unbind
  13889. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13890. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13891. */
  13892. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  13893. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13894. this._currentRenderTarget = null;
  13895. // If MSAA, we need to bitblt back to main texture
  13896. var gl = this._gl;
  13897. if (texture._MSAAFramebuffer) {
  13898. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  13899. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  13900. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13901. }
  13902. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13903. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  13904. gl.generateMipmap(gl.TEXTURE_2D);
  13905. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13906. }
  13907. if (onBeforeUnbind) {
  13908. if (texture._MSAAFramebuffer) {
  13909. // Bind the correct framebuffer
  13910. this.bindUnboundFramebuffer(texture._framebuffer);
  13911. }
  13912. onBeforeUnbind();
  13913. }
  13914. this.bindUnboundFramebuffer(null);
  13915. };
  13916. /**
  13917. * Unbind a list of render target textures from the webGL context
  13918. * This is used only when drawBuffer extension or webGL2 are active
  13919. * @param textures defines the render target textures to unbind
  13920. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13921. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13922. */
  13923. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  13924. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13925. this._currentRenderTarget = null;
  13926. // If MSAA, we need to bitblt back to main texture
  13927. var gl = this._gl;
  13928. if (textures[0]._MSAAFramebuffer) {
  13929. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  13930. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  13931. var attachments = textures[0]._attachments;
  13932. if (!attachments) {
  13933. attachments = new Array(textures.length);
  13934. textures[0]._attachments = attachments;
  13935. }
  13936. for (var i = 0; i < textures.length; i++) {
  13937. var texture = textures[i];
  13938. for (var j = 0; j < attachments.length; j++) {
  13939. attachments[j] = gl.NONE;
  13940. }
  13941. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  13942. gl.readBuffer(attachments[i]);
  13943. gl.drawBuffers(attachments);
  13944. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13945. }
  13946. for (var i = 0; i < attachments.length; i++) {
  13947. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  13948. }
  13949. gl.drawBuffers(attachments);
  13950. }
  13951. for (var i = 0; i < textures.length; i++) {
  13952. var texture = textures[i];
  13953. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13954. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  13955. gl.generateMipmap(gl.TEXTURE_2D);
  13956. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13957. }
  13958. }
  13959. if (onBeforeUnbind) {
  13960. if (textures[0]._MSAAFramebuffer) {
  13961. // Bind the correct framebuffer
  13962. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  13963. }
  13964. onBeforeUnbind();
  13965. }
  13966. this.bindUnboundFramebuffer(null);
  13967. };
  13968. /**
  13969. * Force the mipmap generation for the given render target texture
  13970. * @param texture defines the render target texture to use
  13971. */
  13972. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  13973. if (texture.generateMipMaps) {
  13974. var gl = this._gl;
  13975. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  13976. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  13977. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  13978. }
  13979. };
  13980. /**
  13981. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  13982. */
  13983. Engine.prototype.flushFramebuffer = function () {
  13984. this._gl.flush();
  13985. };
  13986. /**
  13987. * Unbind the current render target and bind the default framebuffer
  13988. */
  13989. Engine.prototype.restoreDefaultFramebuffer = function () {
  13990. if (this._currentRenderTarget) {
  13991. this.unBindFramebuffer(this._currentRenderTarget);
  13992. }
  13993. else {
  13994. this.bindUnboundFramebuffer(null);
  13995. }
  13996. if (this._cachedViewport) {
  13997. this.setViewport(this._cachedViewport);
  13998. }
  13999. this.wipeCaches();
  14000. };
  14001. // UBOs
  14002. /**
  14003. * Create an uniform buffer
  14004. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14005. * @param elements defines the content of the uniform buffer
  14006. * @returns the webGL uniform buffer
  14007. */
  14008. Engine.prototype.createUniformBuffer = function (elements) {
  14009. var ubo = this._gl.createBuffer();
  14010. if (!ubo) {
  14011. throw new Error("Unable to create uniform buffer");
  14012. }
  14013. this.bindUniformBuffer(ubo);
  14014. if (elements instanceof Float32Array) {
  14015. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  14016. }
  14017. else {
  14018. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  14019. }
  14020. this.bindUniformBuffer(null);
  14021. ubo.references = 1;
  14022. return ubo;
  14023. };
  14024. /**
  14025. * Create a dynamic uniform buffer
  14026. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14027. * @param elements defines the content of the uniform buffer
  14028. * @returns the webGL uniform buffer
  14029. */
  14030. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  14031. var ubo = this._gl.createBuffer();
  14032. if (!ubo) {
  14033. throw new Error("Unable to create dynamic uniform buffer");
  14034. }
  14035. this.bindUniformBuffer(ubo);
  14036. if (elements instanceof Float32Array) {
  14037. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  14038. }
  14039. else {
  14040. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  14041. }
  14042. this.bindUniformBuffer(null);
  14043. ubo.references = 1;
  14044. return ubo;
  14045. };
  14046. /**
  14047. * Update an existing uniform buffer
  14048. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14049. * @param uniformBuffer defines the target uniform buffer
  14050. * @param elements defines the content to update
  14051. * @param offset defines the offset in the uniform buffer where update should start
  14052. * @param count defines the size of the data to update
  14053. */
  14054. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  14055. this.bindUniformBuffer(uniformBuffer);
  14056. if (offset === undefined) {
  14057. offset = 0;
  14058. }
  14059. if (count === undefined) {
  14060. if (elements instanceof Float32Array) {
  14061. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  14062. }
  14063. else {
  14064. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  14065. }
  14066. }
  14067. else {
  14068. if (elements instanceof Float32Array) {
  14069. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  14070. }
  14071. else {
  14072. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  14073. }
  14074. }
  14075. this.bindUniformBuffer(null);
  14076. };
  14077. // VBOs
  14078. Engine.prototype._resetVertexBufferBinding = function () {
  14079. this.bindArrayBuffer(null);
  14080. this._cachedVertexBuffers = null;
  14081. };
  14082. /**
  14083. * Creates a vertex buffer
  14084. * @param data the data for the vertex buffer
  14085. * @returns the new WebGL static buffer
  14086. */
  14087. Engine.prototype.createVertexBuffer = function (data) {
  14088. var vbo = this._gl.createBuffer();
  14089. if (!vbo) {
  14090. throw new Error("Unable to create vertex buffer");
  14091. }
  14092. this.bindArrayBuffer(vbo);
  14093. if (data instanceof Array) {
  14094. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  14095. }
  14096. else {
  14097. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  14098. }
  14099. this._resetVertexBufferBinding();
  14100. vbo.references = 1;
  14101. return vbo;
  14102. };
  14103. /**
  14104. * Creates a dynamic vertex buffer
  14105. * @param data the data for the dynamic vertex buffer
  14106. * @returns the new WebGL dynamic buffer
  14107. */
  14108. Engine.prototype.createDynamicVertexBuffer = function (data) {
  14109. var vbo = this._gl.createBuffer();
  14110. if (!vbo) {
  14111. throw new Error("Unable to create dynamic vertex buffer");
  14112. }
  14113. this.bindArrayBuffer(vbo);
  14114. if (data instanceof Array) {
  14115. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  14116. }
  14117. else {
  14118. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  14119. }
  14120. this._resetVertexBufferBinding();
  14121. vbo.references = 1;
  14122. return vbo;
  14123. };
  14124. /**
  14125. * Update a dynamic index buffer
  14126. * @param indexBuffer defines the target index buffer
  14127. * @param indices defines the data to update
  14128. * @param offset defines the offset in the target index buffer where update should start
  14129. */
  14130. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  14131. if (offset === void 0) { offset = 0; }
  14132. // Force cache update
  14133. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  14134. this.bindIndexBuffer(indexBuffer);
  14135. var arrayBuffer;
  14136. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  14137. arrayBuffer = indices;
  14138. }
  14139. else {
  14140. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14141. }
  14142. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  14143. this._resetIndexBufferBinding();
  14144. };
  14145. /**
  14146. * Updates a dynamic vertex buffer.
  14147. * @param vertexBuffer the vertex buffer to update
  14148. * @param data the data used to update the vertex buffer
  14149. * @param byteOffset the byte offset of the data
  14150. * @param byteLength the byte length of the data
  14151. */
  14152. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  14153. this.bindArrayBuffer(vertexBuffer);
  14154. if (byteOffset === undefined) {
  14155. byteOffset = 0;
  14156. }
  14157. if (byteLength === undefined) {
  14158. if (data instanceof Array) {
  14159. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14160. }
  14161. else {
  14162. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14163. }
  14164. }
  14165. else {
  14166. if (data instanceof Array) {
  14167. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14168. }
  14169. else {
  14170. if (data instanceof ArrayBuffer) {
  14171. data = new Uint8Array(data, byteOffset, byteLength);
  14172. }
  14173. else {
  14174. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14175. }
  14176. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14177. }
  14178. }
  14179. this._resetVertexBufferBinding();
  14180. };
  14181. Engine.prototype._resetIndexBufferBinding = function () {
  14182. this.bindIndexBuffer(null);
  14183. this._cachedIndexBuffer = null;
  14184. };
  14185. /**
  14186. * Creates a new index buffer
  14187. * @param indices defines the content of the index buffer
  14188. * @param updatable defines if the index buffer must be updatable
  14189. * @returns a new webGL buffer
  14190. */
  14191. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14192. var vbo = this._gl.createBuffer();
  14193. if (!vbo) {
  14194. throw new Error("Unable to create index buffer");
  14195. }
  14196. this.bindIndexBuffer(vbo);
  14197. // Check for 32 bits indices
  14198. var arrayBuffer;
  14199. var need32Bits = false;
  14200. if (indices instanceof Uint16Array) {
  14201. arrayBuffer = indices;
  14202. }
  14203. else {
  14204. //check 32 bit support
  14205. if (this._caps.uintIndices) {
  14206. if (indices instanceof Uint32Array) {
  14207. arrayBuffer = indices;
  14208. need32Bits = true;
  14209. }
  14210. else {
  14211. //number[] or Int32Array, check if 32 bit is necessary
  14212. for (var index = 0; index < indices.length; index++) {
  14213. if (indices[index] > 65535) {
  14214. need32Bits = true;
  14215. break;
  14216. }
  14217. }
  14218. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14219. }
  14220. }
  14221. else {
  14222. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14223. arrayBuffer = new Uint16Array(indices);
  14224. }
  14225. }
  14226. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14227. this._resetIndexBufferBinding();
  14228. vbo.references = 1;
  14229. vbo.is32Bits = need32Bits;
  14230. return vbo;
  14231. };
  14232. /**
  14233. * Bind a webGL buffer to the webGL context
  14234. * @param buffer defines the buffer to bind
  14235. */
  14236. Engine.prototype.bindArrayBuffer = function (buffer) {
  14237. if (!this._vaoRecordInProgress) {
  14238. this._unbindVertexArrayObject();
  14239. }
  14240. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14241. };
  14242. /**
  14243. * Bind an uniform buffer to the current webGL context
  14244. * @param buffer defines the buffer to bind
  14245. */
  14246. Engine.prototype.bindUniformBuffer = function (buffer) {
  14247. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14248. };
  14249. /**
  14250. * Bind a buffer to the current webGL context at a given location
  14251. * @param buffer defines the buffer to bind
  14252. * @param location defines the index where to bind the buffer
  14253. */
  14254. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14255. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14256. };
  14257. /**
  14258. * Bind a specific block at a given index in a specific shader program
  14259. * @param shaderProgram defines the shader program
  14260. * @param blockName defines the block name
  14261. * @param index defines the index where to bind the block
  14262. */
  14263. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14264. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14265. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14266. };
  14267. Engine.prototype.bindIndexBuffer = function (buffer) {
  14268. if (!this._vaoRecordInProgress) {
  14269. this._unbindVertexArrayObject();
  14270. }
  14271. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14272. };
  14273. Engine.prototype.bindBuffer = function (buffer, target) {
  14274. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14275. this._gl.bindBuffer(target, buffer);
  14276. this._currentBoundBuffer[target] = buffer;
  14277. }
  14278. };
  14279. /**
  14280. * update the bound buffer with the given data
  14281. * @param data defines the data to update
  14282. */
  14283. Engine.prototype.updateArrayBuffer = function (data) {
  14284. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14285. };
  14286. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14287. var pointer = this._currentBufferPointers[indx];
  14288. var changed = false;
  14289. if (!pointer.active) {
  14290. changed = true;
  14291. pointer.active = true;
  14292. pointer.index = indx;
  14293. pointer.size = size;
  14294. pointer.type = type;
  14295. pointer.normalized = normalized;
  14296. pointer.stride = stride;
  14297. pointer.offset = offset;
  14298. pointer.buffer = buffer;
  14299. }
  14300. else {
  14301. if (pointer.buffer !== buffer) {
  14302. pointer.buffer = buffer;
  14303. changed = true;
  14304. }
  14305. if (pointer.size !== size) {
  14306. pointer.size = size;
  14307. changed = true;
  14308. }
  14309. if (pointer.type !== type) {
  14310. pointer.type = type;
  14311. changed = true;
  14312. }
  14313. if (pointer.normalized !== normalized) {
  14314. pointer.normalized = normalized;
  14315. changed = true;
  14316. }
  14317. if (pointer.stride !== stride) {
  14318. pointer.stride = stride;
  14319. changed = true;
  14320. }
  14321. if (pointer.offset !== offset) {
  14322. pointer.offset = offset;
  14323. changed = true;
  14324. }
  14325. }
  14326. if (changed || this._vaoRecordInProgress) {
  14327. this.bindArrayBuffer(buffer);
  14328. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14329. }
  14330. };
  14331. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14332. if (indexBuffer == null) {
  14333. return;
  14334. }
  14335. if (this._cachedIndexBuffer !== indexBuffer) {
  14336. this._cachedIndexBuffer = indexBuffer;
  14337. this.bindIndexBuffer(indexBuffer);
  14338. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14339. }
  14340. };
  14341. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14342. var attributes = effect.getAttributesNames();
  14343. if (!this._vaoRecordInProgress) {
  14344. this._unbindVertexArrayObject();
  14345. }
  14346. this.unbindAllAttributes();
  14347. for (var index = 0; index < attributes.length; index++) {
  14348. var order = effect.getAttributeLocation(index);
  14349. if (order >= 0) {
  14350. var vertexBuffer = vertexBuffers[attributes[index]];
  14351. if (!vertexBuffer) {
  14352. continue;
  14353. }
  14354. this._gl.enableVertexAttribArray(order);
  14355. if (!this._vaoRecordInProgress) {
  14356. this._vertexAttribArraysEnabled[order] = true;
  14357. }
  14358. var buffer = vertexBuffer.getBuffer();
  14359. if (buffer) {
  14360. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14361. if (vertexBuffer.getIsInstanced()) {
  14362. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14363. if (!this._vaoRecordInProgress) {
  14364. this._currentInstanceLocations.push(order);
  14365. this._currentInstanceBuffers.push(buffer);
  14366. }
  14367. }
  14368. }
  14369. }
  14370. }
  14371. };
  14372. /**
  14373. * Records a vertex array object
  14374. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14375. * @param vertexBuffers defines the list of vertex buffers to store
  14376. * @param indexBuffer defines the index buffer to store
  14377. * @param effect defines the effect to store
  14378. * @returns the new vertex array object
  14379. */
  14380. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14381. var vao = this._gl.createVertexArray();
  14382. this._vaoRecordInProgress = true;
  14383. this._gl.bindVertexArray(vao);
  14384. this._mustWipeVertexAttributes = true;
  14385. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14386. this.bindIndexBuffer(indexBuffer);
  14387. this._vaoRecordInProgress = false;
  14388. this._gl.bindVertexArray(null);
  14389. return vao;
  14390. };
  14391. /**
  14392. * Bind a specific vertex array object
  14393. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14394. * @param vertexArrayObject defines the vertex array object to bind
  14395. * @param indexBuffer defines the index buffer to bind
  14396. */
  14397. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14398. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14399. this._cachedVertexArrayObject = vertexArrayObject;
  14400. this._gl.bindVertexArray(vertexArrayObject);
  14401. this._cachedVertexBuffers = null;
  14402. this._cachedIndexBuffer = null;
  14403. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14404. this._mustWipeVertexAttributes = true;
  14405. }
  14406. };
  14407. /**
  14408. * Bind webGl buffers directly to the webGL context
  14409. * @param vertexBuffer defines the vertex buffer to bind
  14410. * @param indexBuffer defines the index buffer to bind
  14411. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14412. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14413. * @param effect defines the effect associated with the vertex buffer
  14414. */
  14415. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14416. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14417. this._cachedVertexBuffers = vertexBuffer;
  14418. this._cachedEffectForVertexBuffers = effect;
  14419. var attributesCount = effect.getAttributesCount();
  14420. this._unbindVertexArrayObject();
  14421. this.unbindAllAttributes();
  14422. var offset = 0;
  14423. for (var index = 0; index < attributesCount; index++) {
  14424. if (index < vertexDeclaration.length) {
  14425. var order = effect.getAttributeLocation(index);
  14426. if (order >= 0) {
  14427. this._gl.enableVertexAttribArray(order);
  14428. this._vertexAttribArraysEnabled[order] = true;
  14429. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14430. }
  14431. offset += vertexDeclaration[index] * 4;
  14432. }
  14433. }
  14434. }
  14435. this._bindIndexBufferWithCache(indexBuffer);
  14436. };
  14437. Engine.prototype._unbindVertexArrayObject = function () {
  14438. if (!this._cachedVertexArrayObject) {
  14439. return;
  14440. }
  14441. this._cachedVertexArrayObject = null;
  14442. this._gl.bindVertexArray(null);
  14443. };
  14444. /**
  14445. * Bind a list of vertex buffers to the webGL context
  14446. * @param vertexBuffers defines the list of vertex buffers to bind
  14447. * @param indexBuffer defines the index buffer to bind
  14448. * @param effect defines the effect associated with the vertex buffers
  14449. */
  14450. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14451. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14452. this._cachedVertexBuffers = vertexBuffers;
  14453. this._cachedEffectForVertexBuffers = effect;
  14454. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14455. }
  14456. this._bindIndexBufferWithCache(indexBuffer);
  14457. };
  14458. /**
  14459. * Unbind all instance attributes
  14460. */
  14461. Engine.prototype.unbindInstanceAttributes = function () {
  14462. var boundBuffer;
  14463. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14464. var instancesBuffer = this._currentInstanceBuffers[i];
  14465. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14466. boundBuffer = instancesBuffer;
  14467. this.bindArrayBuffer(instancesBuffer);
  14468. }
  14469. var offsetLocation = this._currentInstanceLocations[i];
  14470. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14471. }
  14472. this._currentInstanceBuffers.length = 0;
  14473. this._currentInstanceLocations.length = 0;
  14474. };
  14475. /**
  14476. * Release and free the memory of a vertex array object
  14477. * @param vao defines the vertex array object to delete
  14478. */
  14479. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14480. this._gl.deleteVertexArray(vao);
  14481. };
  14482. /** @hidden */
  14483. Engine.prototype._releaseBuffer = function (buffer) {
  14484. buffer.references--;
  14485. if (buffer.references === 0) {
  14486. this._gl.deleteBuffer(buffer);
  14487. return true;
  14488. }
  14489. return false;
  14490. };
  14491. /**
  14492. * Creates a webGL buffer to use with instanciation
  14493. * @param capacity defines the size of the buffer
  14494. * @returns the webGL buffer
  14495. */
  14496. Engine.prototype.createInstancesBuffer = function (capacity) {
  14497. var buffer = this._gl.createBuffer();
  14498. if (!buffer) {
  14499. throw new Error("Unable to create instance buffer");
  14500. }
  14501. buffer.capacity = capacity;
  14502. this.bindArrayBuffer(buffer);
  14503. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14504. return buffer;
  14505. };
  14506. /**
  14507. * Delete a webGL buffer used with instanciation
  14508. * @param buffer defines the webGL buffer to delete
  14509. */
  14510. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14511. this._gl.deleteBuffer(buffer);
  14512. };
  14513. /**
  14514. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14515. * @param instancesBuffer defines the webGL buffer to update and bind
  14516. * @param data defines the data to store in the buffer
  14517. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14518. */
  14519. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14520. this.bindArrayBuffer(instancesBuffer);
  14521. if (data) {
  14522. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14523. }
  14524. if (offsetLocations[0].index !== undefined) {
  14525. var stride = 0;
  14526. for (var i = 0; i < offsetLocations.length; i++) {
  14527. var ai = offsetLocations[i];
  14528. stride += ai.attributeSize * 4;
  14529. }
  14530. for (var i = 0; i < offsetLocations.length; i++) {
  14531. var ai = offsetLocations[i];
  14532. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14533. this._gl.enableVertexAttribArray(ai.index);
  14534. this._vertexAttribArraysEnabled[ai.index] = true;
  14535. }
  14536. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14537. this._gl.vertexAttribDivisor(ai.index, 1);
  14538. this._currentInstanceLocations.push(ai.index);
  14539. this._currentInstanceBuffers.push(instancesBuffer);
  14540. }
  14541. }
  14542. else {
  14543. for (var index = 0; index < 4; index++) {
  14544. var offsetLocation = offsetLocations[index];
  14545. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14546. this._gl.enableVertexAttribArray(offsetLocation);
  14547. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14548. }
  14549. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14550. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14551. this._currentInstanceLocations.push(offsetLocation);
  14552. this._currentInstanceBuffers.push(instancesBuffer);
  14553. }
  14554. }
  14555. };
  14556. /**
  14557. * Apply all cached states (depth, culling, stencil and alpha)
  14558. */
  14559. Engine.prototype.applyStates = function () {
  14560. this._depthCullingState.apply(this._gl);
  14561. this._stencilState.apply(this._gl);
  14562. this._alphaState.apply(this._gl);
  14563. };
  14564. /**
  14565. * Send a draw order
  14566. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14567. * @param indexStart defines the starting index
  14568. * @param indexCount defines the number of index to draw
  14569. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14570. */
  14571. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14572. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14573. };
  14574. /**
  14575. * Draw a list of points
  14576. * @param verticesStart defines the index of first vertex to draw
  14577. * @param verticesCount defines the count of vertices to draw
  14578. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14579. */
  14580. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14581. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14582. };
  14583. /**
  14584. * Draw a list of unindexed primitives
  14585. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14586. * @param verticesStart defines the index of first vertex to draw
  14587. * @param verticesCount defines the count of vertices to draw
  14588. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14589. */
  14590. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14591. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14592. };
  14593. /**
  14594. * Draw a list of indexed primitives
  14595. * @param fillMode defines the primitive to use
  14596. * @param indexStart defines the starting index
  14597. * @param indexCount defines the number of index to draw
  14598. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14599. */
  14600. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14601. // Apply states
  14602. this.applyStates();
  14603. this._drawCalls.addCount(1, false);
  14604. // Render
  14605. var drawMode = this._drawMode(fillMode);
  14606. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14607. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14608. if (instancesCount) {
  14609. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14610. }
  14611. else {
  14612. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14613. }
  14614. };
  14615. /**
  14616. * Draw a list of unindexed primitives
  14617. * @param fillMode defines the primitive to use
  14618. * @param verticesStart defines the index of first vertex to draw
  14619. * @param verticesCount defines the count of vertices to draw
  14620. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14621. */
  14622. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14623. // Apply states
  14624. this.applyStates();
  14625. this._drawCalls.addCount(1, false);
  14626. var drawMode = this._drawMode(fillMode);
  14627. if (instancesCount) {
  14628. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14629. }
  14630. else {
  14631. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14632. }
  14633. };
  14634. Engine.prototype._drawMode = function (fillMode) {
  14635. switch (fillMode) {
  14636. // Triangle views
  14637. case BABYLON.Material.TriangleFillMode:
  14638. return this._gl.TRIANGLES;
  14639. case BABYLON.Material.PointFillMode:
  14640. return this._gl.POINTS;
  14641. case BABYLON.Material.WireFrameFillMode:
  14642. return this._gl.LINES;
  14643. // Draw modes
  14644. case BABYLON.Material.PointListDrawMode:
  14645. return this._gl.POINTS;
  14646. case BABYLON.Material.LineListDrawMode:
  14647. return this._gl.LINES;
  14648. case BABYLON.Material.LineLoopDrawMode:
  14649. return this._gl.LINE_LOOP;
  14650. case BABYLON.Material.LineStripDrawMode:
  14651. return this._gl.LINE_STRIP;
  14652. case BABYLON.Material.TriangleStripDrawMode:
  14653. return this._gl.TRIANGLE_STRIP;
  14654. case BABYLON.Material.TriangleFanDrawMode:
  14655. return this._gl.TRIANGLE_FAN;
  14656. default:
  14657. return this._gl.TRIANGLES;
  14658. }
  14659. };
  14660. // Shaders
  14661. /** @hidden */
  14662. Engine.prototype._releaseEffect = function (effect) {
  14663. if (this._compiledEffects[effect._key]) {
  14664. delete this._compiledEffects[effect._key];
  14665. this._deleteProgram(effect.getProgram());
  14666. }
  14667. };
  14668. /** @hidden */
  14669. Engine.prototype._deleteProgram = function (program) {
  14670. if (program) {
  14671. program.__SPECTOR_rebuildProgram = null;
  14672. if (program.transformFeedback) {
  14673. this.deleteTransformFeedback(program.transformFeedback);
  14674. program.transformFeedback = null;
  14675. }
  14676. this._gl.deleteProgram(program);
  14677. }
  14678. };
  14679. /**
  14680. * Create a new effect (used to store vertex/fragment shaders)
  14681. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14682. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14683. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14684. * @param samplers defines an array of string used to represent textures
  14685. * @param defines defines the string containing the defines to use to compile the shaders
  14686. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14687. * @param onCompiled defines a function to call when the effect creation is successful
  14688. * @param onError defines a function to call when the effect creation has failed
  14689. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14690. * @returns the new Effect
  14691. */
  14692. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14693. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14694. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14695. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14696. if (this._compiledEffects[name]) {
  14697. var compiledEffect = this._compiledEffects[name];
  14698. if (onCompiled && compiledEffect.isReady()) {
  14699. onCompiled(compiledEffect);
  14700. }
  14701. return compiledEffect;
  14702. }
  14703. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14704. effect._key = name;
  14705. this._compiledEffects[name] = effect;
  14706. return effect;
  14707. };
  14708. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14709. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14710. };
  14711. Engine.prototype._compileRawShader = function (source, type) {
  14712. var gl = this._gl;
  14713. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14714. if (!shader) {
  14715. throw new Error("Something went wrong while compile the shader.");
  14716. }
  14717. gl.shaderSource(shader, source);
  14718. gl.compileShader(shader);
  14719. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14720. var log = gl.getShaderInfoLog(shader);
  14721. if (log) {
  14722. throw new Error(log);
  14723. }
  14724. }
  14725. return shader;
  14726. };
  14727. /**
  14728. * Directly creates a webGL program
  14729. * @param vertexCode defines the vertex shader code to use
  14730. * @param fragmentCode defines the fragment shader code to use
  14731. * @param context defines the webGL context to use (if not set, the current one will be used)
  14732. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14733. * @returns the new webGL program
  14734. */
  14735. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14736. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14737. context = context || this._gl;
  14738. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14739. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14740. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14741. };
  14742. /**
  14743. * Creates a webGL program
  14744. * @param vertexCode defines the vertex shader code to use
  14745. * @param fragmentCode defines the fragment shader code to use
  14746. * @param defines defines the string containing the defines to use to compile the shaders
  14747. * @param context defines the webGL context to use (if not set, the current one will be used)
  14748. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14749. * @returns the new webGL program
  14750. */
  14751. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14752. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14753. context = context || this._gl;
  14754. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14755. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14756. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14757. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14758. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14759. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14760. return program;
  14761. };
  14762. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14763. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14764. var shaderProgram = context.createProgram();
  14765. if (!shaderProgram) {
  14766. throw new Error("Unable to create program");
  14767. }
  14768. context.attachShader(shaderProgram, vertexShader);
  14769. context.attachShader(shaderProgram, fragmentShader);
  14770. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14771. var transformFeedback = this.createTransformFeedback();
  14772. this.bindTransformFeedback(transformFeedback);
  14773. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14774. shaderProgram.transformFeedback = transformFeedback;
  14775. }
  14776. context.linkProgram(shaderProgram);
  14777. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14778. this.bindTransformFeedback(null);
  14779. }
  14780. shaderProgram.context = context;
  14781. shaderProgram.vertexShader = vertexShader;
  14782. shaderProgram.fragmentShader = fragmentShader;
  14783. if (!this._caps.parallelShaderCompile) {
  14784. this._finalizeProgram(shaderProgram);
  14785. }
  14786. else {
  14787. shaderProgram.isParallelCompiled = true;
  14788. }
  14789. return shaderProgram;
  14790. };
  14791. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14792. var context = shaderProgram.context;
  14793. var vertexShader = shaderProgram.vertexShader;
  14794. var fragmentShader = shaderProgram.fragmentShader;
  14795. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14796. if (!linked) {
  14797. var error = context.getProgramInfoLog(shaderProgram);
  14798. if (error) {
  14799. throw new Error(error);
  14800. }
  14801. }
  14802. if (this.validateShaderPrograms) {
  14803. context.validateProgram(shaderProgram);
  14804. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14805. if (!validated) {
  14806. var error = context.getProgramInfoLog(shaderProgram);
  14807. if (error) {
  14808. throw new Error(error);
  14809. }
  14810. }
  14811. }
  14812. context.deleteShader(vertexShader);
  14813. context.deleteShader(fragmentShader);
  14814. shaderProgram.context = undefined;
  14815. shaderProgram.vertexShader = undefined;
  14816. shaderProgram.fragmentShader = undefined;
  14817. if (shaderProgram.onCompiled) {
  14818. shaderProgram.onCompiled();
  14819. shaderProgram.onCompiled = undefined;
  14820. }
  14821. };
  14822. /** @hidden */
  14823. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14824. if (!shaderProgram.isParallelCompiled) {
  14825. return true;
  14826. }
  14827. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14828. this._finalizeProgram(shaderProgram);
  14829. return true;
  14830. }
  14831. return false;
  14832. };
  14833. /** @hidden */
  14834. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  14835. if (!shaderProgram.isParallelCompiled) {
  14836. action();
  14837. return;
  14838. }
  14839. shaderProgram.onCompiled = action;
  14840. };
  14841. /**
  14842. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  14843. * @param shaderProgram defines the webGL program to use
  14844. * @param uniformsNames defines the list of uniform names
  14845. * @returns an array of webGL uniform locations
  14846. */
  14847. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  14848. var results = new Array();
  14849. for (var index = 0; index < uniformsNames.length; index++) {
  14850. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  14851. }
  14852. return results;
  14853. };
  14854. /**
  14855. * Gets the lsit of active attributes for a given webGL program
  14856. * @param shaderProgram defines the webGL program to use
  14857. * @param attributesNames defines the list of attribute names to get
  14858. * @returns an array of indices indicating the offset of each attribute
  14859. */
  14860. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  14861. var results = [];
  14862. for (var index = 0; index < attributesNames.length; index++) {
  14863. try {
  14864. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  14865. }
  14866. catch (e) {
  14867. results.push(-1);
  14868. }
  14869. }
  14870. return results;
  14871. };
  14872. /**
  14873. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  14874. * @param effect defines the effect to activate
  14875. */
  14876. Engine.prototype.enableEffect = function (effect) {
  14877. if (!effect || effect === this._currentEffect) {
  14878. return;
  14879. }
  14880. // Use program
  14881. this.bindSamplers(effect);
  14882. this._currentEffect = effect;
  14883. if (effect.onBind) {
  14884. effect.onBind(effect);
  14885. }
  14886. if (effect._onBindObservable) {
  14887. effect._onBindObservable.notifyObservers(effect);
  14888. }
  14889. };
  14890. /**
  14891. * Set the value of an uniform to an array of int32
  14892. * @param uniform defines the webGL uniform location where to store the value
  14893. * @param array defines the array of int32 to store
  14894. */
  14895. Engine.prototype.setIntArray = function (uniform, array) {
  14896. if (!uniform) {
  14897. return;
  14898. }
  14899. this._gl.uniform1iv(uniform, array);
  14900. };
  14901. /**
  14902. * Set the value of an uniform to an array of int32 (stored as vec2)
  14903. * @param uniform defines the webGL uniform location where to store the value
  14904. * @param array defines the array of int32 to store
  14905. */
  14906. Engine.prototype.setIntArray2 = function (uniform, array) {
  14907. if (!uniform || array.length % 2 !== 0) {
  14908. return;
  14909. }
  14910. this._gl.uniform2iv(uniform, array);
  14911. };
  14912. /**
  14913. * Set the value of an uniform to an array of int32 (stored as vec3)
  14914. * @param uniform defines the webGL uniform location where to store the value
  14915. * @param array defines the array of int32 to store
  14916. */
  14917. Engine.prototype.setIntArray3 = function (uniform, array) {
  14918. if (!uniform || array.length % 3 !== 0) {
  14919. return;
  14920. }
  14921. this._gl.uniform3iv(uniform, array);
  14922. };
  14923. /**
  14924. * Set the value of an uniform to an array of int32 (stored as vec4)
  14925. * @param uniform defines the webGL uniform location where to store the value
  14926. * @param array defines the array of int32 to store
  14927. */
  14928. Engine.prototype.setIntArray4 = function (uniform, array) {
  14929. if (!uniform || array.length % 4 !== 0) {
  14930. return;
  14931. }
  14932. this._gl.uniform4iv(uniform, array);
  14933. };
  14934. /**
  14935. * Set the value of an uniform to an array of float32
  14936. * @param uniform defines the webGL uniform location where to store the value
  14937. * @param array defines the array of float32 to store
  14938. */
  14939. Engine.prototype.setFloatArray = function (uniform, array) {
  14940. if (!uniform) {
  14941. return;
  14942. }
  14943. this._gl.uniform1fv(uniform, array);
  14944. };
  14945. /**
  14946. * Set the value of an uniform to an array of float32 (stored as vec2)
  14947. * @param uniform defines the webGL uniform location where to store the value
  14948. * @param array defines the array of float32 to store
  14949. */
  14950. Engine.prototype.setFloatArray2 = function (uniform, array) {
  14951. if (!uniform || array.length % 2 !== 0) {
  14952. return;
  14953. }
  14954. this._gl.uniform2fv(uniform, array);
  14955. };
  14956. /**
  14957. * Set the value of an uniform to an array of float32 (stored as vec3)
  14958. * @param uniform defines the webGL uniform location where to store the value
  14959. * @param array defines the array of float32 to store
  14960. */
  14961. Engine.prototype.setFloatArray3 = function (uniform, array) {
  14962. if (!uniform || array.length % 3 !== 0) {
  14963. return;
  14964. }
  14965. this._gl.uniform3fv(uniform, array);
  14966. };
  14967. /**
  14968. * Set the value of an uniform to an array of float32 (stored as vec4)
  14969. * @param uniform defines the webGL uniform location where to store the value
  14970. * @param array defines the array of float32 to store
  14971. */
  14972. Engine.prototype.setFloatArray4 = function (uniform, array) {
  14973. if (!uniform || array.length % 4 !== 0) {
  14974. return;
  14975. }
  14976. this._gl.uniform4fv(uniform, array);
  14977. };
  14978. /**
  14979. * Set the value of an uniform to an array of number
  14980. * @param uniform defines the webGL uniform location where to store the value
  14981. * @param array defines the array of number to store
  14982. */
  14983. Engine.prototype.setArray = function (uniform, array) {
  14984. if (!uniform) {
  14985. return;
  14986. }
  14987. this._gl.uniform1fv(uniform, array);
  14988. };
  14989. /**
  14990. * Set the value of an uniform to an array of number (stored as vec2)
  14991. * @param uniform defines the webGL uniform location where to store the value
  14992. * @param array defines the array of number to store
  14993. */
  14994. Engine.prototype.setArray2 = function (uniform, array) {
  14995. if (!uniform || array.length % 2 !== 0) {
  14996. return;
  14997. }
  14998. this._gl.uniform2fv(uniform, array);
  14999. };
  15000. /**
  15001. * Set the value of an uniform to an array of number (stored as vec3)
  15002. * @param uniform defines the webGL uniform location where to store the value
  15003. * @param array defines the array of number to store
  15004. */
  15005. Engine.prototype.setArray3 = function (uniform, array) {
  15006. if (!uniform || array.length % 3 !== 0) {
  15007. return;
  15008. }
  15009. this._gl.uniform3fv(uniform, array);
  15010. };
  15011. /**
  15012. * Set the value of an uniform to an array of number (stored as vec4)
  15013. * @param uniform defines the webGL uniform location where to store the value
  15014. * @param array defines the array of number to store
  15015. */
  15016. Engine.prototype.setArray4 = function (uniform, array) {
  15017. if (!uniform || array.length % 4 !== 0) {
  15018. return;
  15019. }
  15020. this._gl.uniform4fv(uniform, array);
  15021. };
  15022. /**
  15023. * Set the value of an uniform to an array of float32 (stored as matrices)
  15024. * @param uniform defines the webGL uniform location where to store the value
  15025. * @param matrices defines the array of float32 to store
  15026. */
  15027. Engine.prototype.setMatrices = function (uniform, matrices) {
  15028. if (!uniform) {
  15029. return;
  15030. }
  15031. this._gl.uniformMatrix4fv(uniform, false, matrices);
  15032. };
  15033. /**
  15034. * Set the value of an uniform to a matrix
  15035. * @param uniform defines the webGL uniform location where to store the value
  15036. * @param matrix defines the matrix to store
  15037. */
  15038. Engine.prototype.setMatrix = function (uniform, matrix) {
  15039. if (!uniform) {
  15040. return;
  15041. }
  15042. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  15043. };
  15044. /**
  15045. * Set the value of an uniform to a matrix (3x3)
  15046. * @param uniform defines the webGL uniform location where to store the value
  15047. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  15048. */
  15049. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  15050. if (!uniform) {
  15051. return;
  15052. }
  15053. this._gl.uniformMatrix3fv(uniform, false, matrix);
  15054. };
  15055. /**
  15056. * Set the value of an uniform to a matrix (2x2)
  15057. * @param uniform defines the webGL uniform location where to store the value
  15058. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  15059. */
  15060. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  15061. if (!uniform) {
  15062. return;
  15063. }
  15064. this._gl.uniformMatrix2fv(uniform, false, matrix);
  15065. };
  15066. /**
  15067. * Set the value of an uniform to a number (int)
  15068. * @param uniform defines the webGL uniform location where to store the value
  15069. * @param value defines the int number to store
  15070. */
  15071. Engine.prototype.setInt = function (uniform, value) {
  15072. if (!uniform) {
  15073. return;
  15074. }
  15075. this._gl.uniform1i(uniform, value);
  15076. };
  15077. /**
  15078. * Set the value of an uniform to a number (float)
  15079. * @param uniform defines the webGL uniform location where to store the value
  15080. * @param value defines the float number to store
  15081. */
  15082. Engine.prototype.setFloat = function (uniform, value) {
  15083. if (!uniform) {
  15084. return;
  15085. }
  15086. this._gl.uniform1f(uniform, value);
  15087. };
  15088. /**
  15089. * Set the value of an uniform to a vec2
  15090. * @param uniform defines the webGL uniform location where to store the value
  15091. * @param x defines the 1st component of the value
  15092. * @param y defines the 2nd component of the value
  15093. */
  15094. Engine.prototype.setFloat2 = function (uniform, x, y) {
  15095. if (!uniform) {
  15096. return;
  15097. }
  15098. this._gl.uniform2f(uniform, x, y);
  15099. };
  15100. /**
  15101. * Set the value of an uniform to a vec3
  15102. * @param uniform defines the webGL uniform location where to store the value
  15103. * @param x defines the 1st component of the value
  15104. * @param y defines the 2nd component of the value
  15105. * @param z defines the 3rd component of the value
  15106. */
  15107. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  15108. if (!uniform) {
  15109. return;
  15110. }
  15111. this._gl.uniform3f(uniform, x, y, z);
  15112. };
  15113. /**
  15114. * Set the value of an uniform to a boolean
  15115. * @param uniform defines the webGL uniform location where to store the value
  15116. * @param bool defines the boolean to store
  15117. */
  15118. Engine.prototype.setBool = function (uniform, bool) {
  15119. if (!uniform) {
  15120. return;
  15121. }
  15122. this._gl.uniform1i(uniform, bool);
  15123. };
  15124. /**
  15125. * Set the value of an uniform to a vec4
  15126. * @param uniform defines the webGL uniform location where to store the value
  15127. * @param x defines the 1st component of the value
  15128. * @param y defines the 2nd component of the value
  15129. * @param z defines the 3rd component of the value
  15130. * @param w defines the 4th component of the value
  15131. */
  15132. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  15133. if (!uniform) {
  15134. return;
  15135. }
  15136. this._gl.uniform4f(uniform, x, y, z, w);
  15137. };
  15138. /**
  15139. * Set the value of an uniform to a Color3
  15140. * @param uniform defines the webGL uniform location where to store the value
  15141. * @param color3 defines the color to store
  15142. */
  15143. Engine.prototype.setColor3 = function (uniform, color3) {
  15144. if (!uniform) {
  15145. return;
  15146. }
  15147. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  15148. };
  15149. /**
  15150. * Set the value of an uniform to a Color3 and an alpha value
  15151. * @param uniform defines the webGL uniform location where to store the value
  15152. * @param color3 defines the color to store
  15153. * @param alpha defines the alpha component to store
  15154. */
  15155. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  15156. if (!uniform) {
  15157. return;
  15158. }
  15159. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15160. };
  15161. /**
  15162. * Sets a Color4 on a uniform variable
  15163. * @param uniform defines the uniform location
  15164. * @param color4 defines the value to be set
  15165. */
  15166. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15167. if (!uniform) {
  15168. return;
  15169. }
  15170. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15171. };
  15172. // States
  15173. /**
  15174. * Set various states to the webGL context
  15175. * @param culling defines backface culling state
  15176. * @param zOffset defines the value to apply to zOffset (0 by default)
  15177. * @param force defines if states must be applied even if cache is up to date
  15178. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15179. */
  15180. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15181. if (zOffset === void 0) { zOffset = 0; }
  15182. if (reverseSide === void 0) { reverseSide = false; }
  15183. // Culling
  15184. if (this._depthCullingState.cull !== culling || force) {
  15185. this._depthCullingState.cull = culling;
  15186. }
  15187. // Cull face
  15188. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15189. if (this._depthCullingState.cullFace !== cullFace || force) {
  15190. this._depthCullingState.cullFace = cullFace;
  15191. }
  15192. // Z offset
  15193. this.setZOffset(zOffset);
  15194. // Front face
  15195. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15196. if (this._depthCullingState.frontFace !== frontFace || force) {
  15197. this._depthCullingState.frontFace = frontFace;
  15198. }
  15199. };
  15200. /**
  15201. * Set the z offset to apply to current rendering
  15202. * @param value defines the offset to apply
  15203. */
  15204. Engine.prototype.setZOffset = function (value) {
  15205. this._depthCullingState.zOffset = value;
  15206. };
  15207. /**
  15208. * Gets the current value of the zOffset
  15209. * @returns the current zOffset state
  15210. */
  15211. Engine.prototype.getZOffset = function () {
  15212. return this._depthCullingState.zOffset;
  15213. };
  15214. /**
  15215. * Enable or disable depth buffering
  15216. * @param enable defines the state to set
  15217. */
  15218. Engine.prototype.setDepthBuffer = function (enable) {
  15219. this._depthCullingState.depthTest = enable;
  15220. };
  15221. /**
  15222. * Gets a boolean indicating if depth writing is enabled
  15223. * @returns the current depth writing state
  15224. */
  15225. Engine.prototype.getDepthWrite = function () {
  15226. return this._depthCullingState.depthMask;
  15227. };
  15228. /**
  15229. * Enable or disable depth writing
  15230. * @param enable defines the state to set
  15231. */
  15232. Engine.prototype.setDepthWrite = function (enable) {
  15233. this._depthCullingState.depthMask = enable;
  15234. };
  15235. /**
  15236. * Enable or disable color writing
  15237. * @param enable defines the state to set
  15238. */
  15239. Engine.prototype.setColorWrite = function (enable) {
  15240. this._gl.colorMask(enable, enable, enable, enable);
  15241. this._colorWrite = enable;
  15242. };
  15243. /**
  15244. * Gets a boolean indicating if color writing is enabled
  15245. * @returns the current color writing state
  15246. */
  15247. Engine.prototype.getColorWrite = function () {
  15248. return this._colorWrite;
  15249. };
  15250. /**
  15251. * Sets alpha constants used by some alpha blending modes
  15252. * @param r defines the red component
  15253. * @param g defines the green component
  15254. * @param b defines the blue component
  15255. * @param a defines the alpha component
  15256. */
  15257. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15258. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15259. };
  15260. /**
  15261. * Sets the current alpha mode
  15262. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15263. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15264. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15265. */
  15266. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15267. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15268. if (this._alphaMode === mode) {
  15269. return;
  15270. }
  15271. switch (mode) {
  15272. case Engine.ALPHA_DISABLE:
  15273. this._alphaState.alphaBlend = false;
  15274. break;
  15275. case Engine.ALPHA_PREMULTIPLIED:
  15276. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15277. this._alphaState.alphaBlend = true;
  15278. break;
  15279. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15280. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15281. this._alphaState.alphaBlend = true;
  15282. break;
  15283. case Engine.ALPHA_COMBINE:
  15284. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15285. this._alphaState.alphaBlend = true;
  15286. break;
  15287. case Engine.ALPHA_ONEONE:
  15288. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15289. this._alphaState.alphaBlend = true;
  15290. break;
  15291. case Engine.ALPHA_ADD:
  15292. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15293. this._alphaState.alphaBlend = true;
  15294. break;
  15295. case Engine.ALPHA_SUBTRACT:
  15296. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15297. this._alphaState.alphaBlend = true;
  15298. break;
  15299. case Engine.ALPHA_MULTIPLY:
  15300. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15301. this._alphaState.alphaBlend = true;
  15302. break;
  15303. case Engine.ALPHA_MAXIMIZED:
  15304. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15305. this._alphaState.alphaBlend = true;
  15306. break;
  15307. case Engine.ALPHA_INTERPOLATE:
  15308. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15309. this._alphaState.alphaBlend = true;
  15310. break;
  15311. case Engine.ALPHA_SCREENMODE:
  15312. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15313. this._alphaState.alphaBlend = true;
  15314. break;
  15315. }
  15316. if (!noDepthWriteChange) {
  15317. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15318. }
  15319. this._alphaMode = mode;
  15320. };
  15321. /**
  15322. * Gets the current alpha mode
  15323. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15324. * @returns the current alpha mode
  15325. */
  15326. Engine.prototype.getAlphaMode = function () {
  15327. return this._alphaMode;
  15328. };
  15329. // Textures
  15330. /**
  15331. * Clears the list of texture accessible through engine.
  15332. * This can help preventing texture load conflict due to name collision.
  15333. */
  15334. Engine.prototype.clearInternalTexturesCache = function () {
  15335. this._internalTexturesCache = [];
  15336. };
  15337. /**
  15338. * Force the entire cache to be cleared
  15339. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15340. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15341. */
  15342. Engine.prototype.wipeCaches = function (bruteForce) {
  15343. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15344. return;
  15345. }
  15346. this._currentEffect = null;
  15347. this._viewportCached.x = 0;
  15348. this._viewportCached.y = 0;
  15349. this._viewportCached.z = 0;
  15350. this._viewportCached.w = 0;
  15351. if (bruteForce) {
  15352. this.resetTextureCache();
  15353. this._currentProgram = null;
  15354. this._stencilState.reset();
  15355. this._depthCullingState.reset();
  15356. this.setDepthFunctionToLessOrEqual();
  15357. this._alphaState.reset();
  15358. this._unpackFlipYCached = null;
  15359. }
  15360. this._resetVertexBufferBinding();
  15361. this._cachedIndexBuffer = null;
  15362. this._cachedEffectForVertexBuffers = null;
  15363. this._unbindVertexArrayObject();
  15364. this.bindIndexBuffer(null);
  15365. };
  15366. /**
  15367. * Set the compressed texture format to use, based on the formats you have, and the formats
  15368. * supported by the hardware / browser.
  15369. *
  15370. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15371. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15372. * to API arguments needed to compressed textures. This puts the burden on the container
  15373. * generator to house the arcane code for determining these for current & future formats.
  15374. *
  15375. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15376. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15377. *
  15378. * Note: The result of this call is not taken into account when a texture is base64.
  15379. *
  15380. * @param formatsAvailable defines the list of those format families you have created
  15381. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15382. *
  15383. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15384. * @returns The extension selected.
  15385. */
  15386. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15387. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15388. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15389. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15390. return this._textureFormatInUse = this._texturesSupported[i];
  15391. }
  15392. }
  15393. }
  15394. // actively set format to nothing, to allow this to be called more than once
  15395. // and possibly fail the 2nd time
  15396. this._textureFormatInUse = null;
  15397. return null;
  15398. };
  15399. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15400. var gl = this._gl;
  15401. var magFilter = gl.NEAREST;
  15402. var minFilter = gl.NEAREST;
  15403. switch (samplingMode) {
  15404. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15405. magFilter = gl.LINEAR;
  15406. if (generateMipMaps) {
  15407. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15408. }
  15409. else {
  15410. minFilter = gl.LINEAR;
  15411. }
  15412. break;
  15413. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15414. magFilter = gl.LINEAR;
  15415. if (generateMipMaps) {
  15416. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15417. }
  15418. else {
  15419. minFilter = gl.LINEAR;
  15420. }
  15421. break;
  15422. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15423. magFilter = gl.NEAREST;
  15424. if (generateMipMaps) {
  15425. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15426. }
  15427. else {
  15428. minFilter = gl.NEAREST;
  15429. }
  15430. break;
  15431. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15432. magFilter = gl.NEAREST;
  15433. if (generateMipMaps) {
  15434. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15435. }
  15436. else {
  15437. minFilter = gl.NEAREST;
  15438. }
  15439. break;
  15440. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15441. magFilter = gl.NEAREST;
  15442. if (generateMipMaps) {
  15443. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15444. }
  15445. else {
  15446. minFilter = gl.LINEAR;
  15447. }
  15448. break;
  15449. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15450. magFilter = gl.NEAREST;
  15451. if (generateMipMaps) {
  15452. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15453. }
  15454. else {
  15455. minFilter = gl.LINEAR;
  15456. }
  15457. break;
  15458. case Engine.TEXTURE_NEAREST_LINEAR:
  15459. magFilter = gl.NEAREST;
  15460. minFilter = gl.LINEAR;
  15461. break;
  15462. case Engine.TEXTURE_NEAREST_NEAREST:
  15463. magFilter = gl.NEAREST;
  15464. minFilter = gl.NEAREST;
  15465. break;
  15466. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15467. magFilter = gl.LINEAR;
  15468. if (generateMipMaps) {
  15469. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15470. }
  15471. else {
  15472. minFilter = gl.NEAREST;
  15473. }
  15474. break;
  15475. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15476. magFilter = gl.LINEAR;
  15477. if (generateMipMaps) {
  15478. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15479. }
  15480. else {
  15481. minFilter = gl.NEAREST;
  15482. }
  15483. break;
  15484. case Engine.TEXTURE_LINEAR_LINEAR:
  15485. magFilter = gl.LINEAR;
  15486. minFilter = gl.LINEAR;
  15487. break;
  15488. case Engine.TEXTURE_LINEAR_NEAREST:
  15489. magFilter = gl.LINEAR;
  15490. minFilter = gl.NEAREST;
  15491. break;
  15492. }
  15493. return {
  15494. min: minFilter,
  15495. mag: magFilter
  15496. };
  15497. };
  15498. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15499. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15500. var img;
  15501. var onload = function () {
  15502. loadedImages[index] = img;
  15503. loadedImages._internalCount++;
  15504. if (scene) {
  15505. scene._removePendingData(img);
  15506. }
  15507. if (loadedImages._internalCount === 6) {
  15508. onfinish(loadedImages);
  15509. }
  15510. };
  15511. var onerror = function (message, exception) {
  15512. if (scene) {
  15513. scene._removePendingData(img);
  15514. }
  15515. if (onErrorCallBack) {
  15516. onErrorCallBack(message, exception);
  15517. }
  15518. };
  15519. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  15520. if (scene) {
  15521. scene._addPendingData(img);
  15522. }
  15523. };
  15524. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15525. if (onError === void 0) { onError = null; }
  15526. var loadedImages = [];
  15527. loadedImages._internalCount = 0;
  15528. for (var index = 0; index < 6; index++) {
  15529. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15530. }
  15531. };
  15532. /** @hidden */
  15533. Engine.prototype._createTexture = function () {
  15534. var texture = this._gl.createTexture();
  15535. if (!texture) {
  15536. throw new Error("Unable to create texture");
  15537. }
  15538. return texture;
  15539. };
  15540. /**
  15541. * Usually called from BABYLON.Texture.ts.
  15542. * Passed information to create a WebGLTexture
  15543. * @param urlArg defines a value which contains one of the following:
  15544. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15545. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15546. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15547. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15548. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  15549. * @param scene needed for loading to the correct scene
  15550. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15551. * @param onLoad optional callback to be called upon successful completion
  15552. * @param onError optional callback to be called upon failure
  15553. * @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
  15554. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15555. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15556. * @param forcedExtension defines the extension to use to pick the right loader
  15557. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15558. */
  15559. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension) {
  15560. var _this = this;
  15561. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15562. if (onLoad === void 0) { onLoad = null; }
  15563. if (onError === void 0) { onError = null; }
  15564. if (buffer === void 0) { buffer = null; }
  15565. if (fallback === void 0) { fallback = null; }
  15566. if (format === void 0) { format = null; }
  15567. if (forcedExtension === void 0) { forcedExtension = null; }
  15568. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15569. var fromData = url.substr(0, 5) === "data:";
  15570. var fromBlob = url.substr(0, 5) === "blob:";
  15571. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15572. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15573. // establish the file extension, if possible
  15574. var lastDot = url.lastIndexOf('.');
  15575. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15576. var loader = null;
  15577. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15578. var availableLoader = _a[_i];
  15579. if (availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15580. loader = availableLoader;
  15581. break;
  15582. }
  15583. }
  15584. if (loader) {
  15585. url = loader.transformUrl(url, this._textureFormatInUse);
  15586. }
  15587. if (scene) {
  15588. scene._addPendingData(texture);
  15589. }
  15590. texture.url = url;
  15591. texture.generateMipMaps = !noMipmap;
  15592. texture.samplingMode = samplingMode;
  15593. texture.invertY = invertY;
  15594. if (!this._doNotHandleContextLost) {
  15595. // Keep a link to the buffer only if we plan to handle context lost
  15596. texture._buffer = buffer;
  15597. }
  15598. var onLoadObserver = null;
  15599. if (onLoad && !fallback) {
  15600. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15601. }
  15602. if (!fallback) {
  15603. this._internalTexturesCache.push(texture);
  15604. }
  15605. var onInternalError = function (message, exception) {
  15606. if (scene) {
  15607. scene._removePendingData(texture);
  15608. }
  15609. var customFallback = false;
  15610. if (loader) {
  15611. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15612. if (fallbackUrl) {
  15613. // Add Back
  15614. customFallback = true;
  15615. _this.createTexture(urlArg, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15616. }
  15617. }
  15618. if (!customFallback) {
  15619. if (onLoadObserver) {
  15620. texture.onLoadedObservable.remove(onLoadObserver);
  15621. }
  15622. if (BABYLON.Tools.UseFallbackTexture) {
  15623. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15624. }
  15625. }
  15626. if (onError) {
  15627. onError(message || "Unknown error", exception);
  15628. }
  15629. };
  15630. // processing for non-image formats
  15631. if (loader) {
  15632. var callback = function (data) {
  15633. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done) {
  15634. _this._prepareWebGLTexture(texture, scene, width, height, invertY, !loadMipmap, isCompressed, function () {
  15635. done();
  15636. return false;
  15637. }, samplingMode);
  15638. });
  15639. };
  15640. if (!buffer) {
  15641. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {
  15642. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15643. });
  15644. }
  15645. else {
  15646. callback(buffer);
  15647. }
  15648. }
  15649. else {
  15650. var onload = function (img) {
  15651. if (fromBlob && !_this._doNotHandleContextLost) {
  15652. // We need to store the image if we need to rebuild the texture
  15653. // in case of a webgl context lost
  15654. texture._buffer = img;
  15655. }
  15656. _this._prepareWebGLTexture(texture, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15657. var gl = _this._gl;
  15658. var isPot = (img.width === potWidth && img.height === potHeight);
  15659. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15660. if (isPot) {
  15661. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15662. return false;
  15663. }
  15664. var maxTextureSize = _this._caps.maxTextureSize;
  15665. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15666. _this._prepareWorkingCanvas();
  15667. if (!_this._workingCanvas || !_this._workingContext) {
  15668. return false;
  15669. }
  15670. _this._workingCanvas.width = potWidth;
  15671. _this._workingCanvas.height = potHeight;
  15672. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15673. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15674. texture.width = potWidth;
  15675. texture.height = potHeight;
  15676. return false;
  15677. }
  15678. else {
  15679. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15680. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15681. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15682. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15683. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15684. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15685. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15686. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15687. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15688. _this._releaseTexture(source_1);
  15689. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15690. continuationCallback();
  15691. });
  15692. }
  15693. return true;
  15694. }, samplingMode);
  15695. };
  15696. if (!fromData || isBase64) {
  15697. if (buffer instanceof HTMLImageElement) {
  15698. onload(buffer);
  15699. }
  15700. else {
  15701. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  15702. }
  15703. }
  15704. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15705. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  15706. }
  15707. else {
  15708. onload(buffer);
  15709. }
  15710. }
  15711. return texture;
  15712. };
  15713. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15714. var _this = this;
  15715. var rtt = this.createRenderTargetTexture({
  15716. width: destination.width,
  15717. height: destination.height,
  15718. }, {
  15719. generateMipMaps: false,
  15720. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15721. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15722. generateDepthBuffer: false,
  15723. generateStencilBuffer: false
  15724. });
  15725. if (!this._rescalePostProcess) {
  15726. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15727. }
  15728. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15729. _this._rescalePostProcess.onApply = function (effect) {
  15730. effect._bindTexture("textureSampler", source);
  15731. };
  15732. var hostingScene = scene;
  15733. if (!hostingScene) {
  15734. hostingScene = _this.scenes[_this.scenes.length - 1];
  15735. }
  15736. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15737. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15738. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15739. _this.unBindFramebuffer(rtt);
  15740. _this._releaseTexture(rtt);
  15741. if (onComplete) {
  15742. onComplete();
  15743. }
  15744. });
  15745. };
  15746. /**
  15747. * Update a raw texture
  15748. * @param texture defines the texture to update
  15749. * @param data defines the data to store in the texture
  15750. * @param format defines the format of the data
  15751. * @param invertY defines if data must be stored with Y axis inverted
  15752. * @param compression defines the compression used (null by default)
  15753. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15754. */
  15755. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15756. if (compression === void 0) { compression = null; }
  15757. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15758. if (!texture) {
  15759. return;
  15760. }
  15761. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15762. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15763. // babylon's internalFormat but gl's texImage2D format
  15764. var internalFormat = this._getInternalFormat(format);
  15765. var textureType = this._getWebGLTextureType(type);
  15766. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15767. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15768. if (!this._doNotHandleContextLost) {
  15769. texture._bufferView = data;
  15770. texture.format = format;
  15771. texture.type = type;
  15772. texture.invertY = invertY;
  15773. texture._compression = compression;
  15774. }
  15775. if (texture.width % 4 !== 0) {
  15776. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15777. }
  15778. if (compression && data) {
  15779. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15780. }
  15781. else {
  15782. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15783. }
  15784. if (texture.generateMipMaps) {
  15785. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15786. }
  15787. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15788. // this.resetTextureCache();
  15789. texture.isReady = true;
  15790. };
  15791. /**
  15792. * Creates a raw texture
  15793. * @param data defines the data to store in the texture
  15794. * @param width defines the width of the texture
  15795. * @param height defines the height of the texture
  15796. * @param format defines the format of the data
  15797. * @param generateMipMaps defines if the engine should generate the mip levels
  15798. * @param invertY defines if data must be stored with Y axis inverted
  15799. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15800. * @param compression defines the compression used (null by default)
  15801. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15802. * @returns the raw texture inside an InternalTexture
  15803. */
  15804. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15805. if (compression === void 0) { compression = null; }
  15806. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15807. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15808. texture.baseWidth = width;
  15809. texture.baseHeight = height;
  15810. texture.width = width;
  15811. texture.height = height;
  15812. texture.format = format;
  15813. texture.generateMipMaps = generateMipMaps;
  15814. texture.samplingMode = samplingMode;
  15815. texture.invertY = invertY;
  15816. texture._compression = compression;
  15817. texture.type = type;
  15818. if (!this._doNotHandleContextLost) {
  15819. texture._bufferView = data;
  15820. }
  15821. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15822. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15823. // Filters
  15824. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15825. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  15826. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15827. if (generateMipMaps) {
  15828. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15829. }
  15830. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15831. this._internalTexturesCache.push(texture);
  15832. return texture;
  15833. };
  15834. /** @hidden */
  15835. Engine.prototype._unpackFlipY = function (value) {
  15836. if (this._unpackFlipYCached !== value) {
  15837. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  15838. if (this.enableUnpackFlipYCached) {
  15839. this._unpackFlipYCached = value;
  15840. }
  15841. }
  15842. };
  15843. /** @hidden */
  15844. Engine.prototype._getUnpackAlignement = function () {
  15845. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  15846. };
  15847. /**
  15848. * Creates a dynamic texture
  15849. * @param width defines the width of the texture
  15850. * @param height defines the height of the texture
  15851. * @param generateMipMaps defines if the engine should generate the mip levels
  15852. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15853. * @returns the dynamic texture inside an InternalTexture
  15854. */
  15855. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  15856. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  15857. texture.baseWidth = width;
  15858. texture.baseHeight = height;
  15859. if (generateMipMaps) {
  15860. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  15861. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  15862. }
  15863. // this.resetTextureCache();
  15864. texture.width = width;
  15865. texture.height = height;
  15866. texture.isReady = false;
  15867. texture.generateMipMaps = generateMipMaps;
  15868. texture.samplingMode = samplingMode;
  15869. this.updateTextureSamplingMode(samplingMode, texture);
  15870. this._internalTexturesCache.push(texture);
  15871. return texture;
  15872. };
  15873. /**
  15874. * Update the sampling mode of a given texture
  15875. * @param samplingMode defines the required sampling mode
  15876. * @param texture defines the texture to update
  15877. */
  15878. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  15879. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  15880. if (texture.isCube) {
  15881. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15882. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15883. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  15884. }
  15885. else if (texture.is3D) {
  15886. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15887. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15888. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  15889. }
  15890. else {
  15891. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15892. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15893. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15894. }
  15895. texture.samplingMode = samplingMode;
  15896. };
  15897. /**
  15898. * Update the content of a dynamic texture
  15899. * @param texture defines the texture to update
  15900. * @param canvas defines the canvas containing the source
  15901. * @param invertY defines if data must be stored with Y axis inverted
  15902. * @param premulAlpha defines if alpha is stored as premultiplied
  15903. * @param format defines the format of the data
  15904. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  15905. */
  15906. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format, forceBindTexture) {
  15907. if (premulAlpha === void 0) { premulAlpha = false; }
  15908. if (forceBindTexture === void 0) { forceBindTexture = false; }
  15909. if (!texture) {
  15910. return;
  15911. }
  15912. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);
  15913. this._unpackFlipY(invertY);
  15914. if (premulAlpha) {
  15915. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  15916. }
  15917. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  15918. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  15919. if (texture.generateMipMaps) {
  15920. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15921. }
  15922. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15923. if (premulAlpha) {
  15924. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  15925. }
  15926. texture.isReady = true;
  15927. };
  15928. /**
  15929. * Update a video texture
  15930. * @param texture defines the texture to update
  15931. * @param video defines the video element to use
  15932. * @param invertY defines if data must be stored with Y axis inverted
  15933. */
  15934. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  15935. if (!texture || texture._isDisabled) {
  15936. return;
  15937. }
  15938. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15939. this._unpackFlipY(!invertY); // Video are upside down by default
  15940. try {
  15941. // Testing video texture support
  15942. if (this._videoTextureSupported === undefined) {
  15943. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  15944. if (this._gl.getError() !== 0) {
  15945. this._videoTextureSupported = false;
  15946. }
  15947. else {
  15948. this._videoTextureSupported = true;
  15949. }
  15950. }
  15951. // Copy video through the current working canvas if video texture is not supported
  15952. if (!this._videoTextureSupported) {
  15953. if (!texture._workingCanvas) {
  15954. texture._workingCanvas = document.createElement("canvas");
  15955. var context = texture._workingCanvas.getContext("2d");
  15956. if (!context) {
  15957. throw new Error("Unable to get 2d context");
  15958. }
  15959. texture._workingContext = context;
  15960. texture._workingCanvas.width = texture.width;
  15961. texture._workingCanvas.height = texture.height;
  15962. }
  15963. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  15964. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  15965. }
  15966. else {
  15967. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  15968. }
  15969. if (texture.generateMipMaps) {
  15970. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15971. }
  15972. if (!wasPreviouslyBound) {
  15973. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15974. }
  15975. // this.resetTextureCache();
  15976. texture.isReady = true;
  15977. }
  15978. catch (ex) {
  15979. // Something unexpected
  15980. // Let's disable the texture
  15981. texture._isDisabled = true;
  15982. }
  15983. };
  15984. /**
  15985. * Updates a depth texture Comparison Mode and Function.
  15986. * If the comparison Function is equal to 0, the mode will be set to none.
  15987. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  15988. * @param texture The texture to set the comparison function for
  15989. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  15990. */
  15991. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  15992. if (this.webGLVersion === 1) {
  15993. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  15994. return;
  15995. }
  15996. var gl = this._gl;
  15997. if (texture.isCube) {
  15998. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  15999. if (comparisonFunction === 0) {
  16000. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16001. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16002. }
  16003. else {
  16004. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16005. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16006. }
  16007. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16008. }
  16009. else {
  16010. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16011. if (comparisonFunction === 0) {
  16012. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16013. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16014. }
  16015. else {
  16016. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16017. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16018. }
  16019. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16020. }
  16021. texture._comparisonFunction = comparisonFunction;
  16022. };
  16023. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  16024. var width = size.width || size;
  16025. var height = size.height || size;
  16026. internalTexture.baseWidth = width;
  16027. internalTexture.baseHeight = height;
  16028. internalTexture.width = width;
  16029. internalTexture.height = height;
  16030. internalTexture.isReady = true;
  16031. internalTexture.samples = 1;
  16032. internalTexture.generateMipMaps = false;
  16033. internalTexture._generateDepthBuffer = true;
  16034. internalTexture._generateStencilBuffer = generateStencil;
  16035. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16036. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16037. internalTexture._comparisonFunction = comparisonFunction;
  16038. var gl = this._gl;
  16039. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16040. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  16041. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  16042. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  16043. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16044. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16045. if (comparisonFunction === 0) {
  16046. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16047. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16048. }
  16049. else {
  16050. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16051. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16052. }
  16053. };
  16054. /**
  16055. * Creates a depth stencil texture.
  16056. * This is only available in WebGL 2 or with the depth texture extension available.
  16057. * @param size The size of face edge in the texture.
  16058. * @param options The options defining the texture.
  16059. * @returns The texture
  16060. */
  16061. Engine.prototype.createDepthStencilTexture = function (size, options) {
  16062. if (options.isCube) {
  16063. var width = size.width || size;
  16064. return this._createDepthStencilCubeTexture(width, options);
  16065. }
  16066. else {
  16067. return this._createDepthStencilTexture(size, options);
  16068. }
  16069. };
  16070. /**
  16071. * Creates a depth stencil texture.
  16072. * This is only available in WebGL 2 or with the depth texture extension available.
  16073. * @param size The size of face edge in the texture.
  16074. * @param options The options defining the texture.
  16075. * @returns The texture
  16076. */
  16077. Engine.prototype._createDepthStencilTexture = function (size, options) {
  16078. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  16079. if (!this._caps.depthTextureExtension) {
  16080. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  16081. return internalTexture;
  16082. }
  16083. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16084. var gl = this._gl;
  16085. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  16086. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16087. if (this.webGLVersion > 1) {
  16088. if (internalOptions.generateStencil) {
  16089. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16090. }
  16091. else {
  16092. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16093. }
  16094. }
  16095. else {
  16096. if (internalOptions.generateStencil) {
  16097. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16098. }
  16099. else {
  16100. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16101. }
  16102. }
  16103. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16104. return internalTexture;
  16105. };
  16106. /**
  16107. * Creates a depth stencil cube texture.
  16108. * This is only available in WebGL 2.
  16109. * @param size The size of face edge in the cube texture.
  16110. * @param options The options defining the cube texture.
  16111. * @returns The cube texture
  16112. */
  16113. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  16114. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  16115. internalTexture.isCube = true;
  16116. if (this.webGLVersion === 1) {
  16117. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  16118. return internalTexture;
  16119. }
  16120. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16121. var gl = this._gl;
  16122. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  16123. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16124. // Create the depth/stencil buffer
  16125. for (var face = 0; face < 6; face++) {
  16126. if (internalOptions.generateStencil) {
  16127. 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);
  16128. }
  16129. else {
  16130. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16131. }
  16132. }
  16133. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16134. return internalTexture;
  16135. };
  16136. /**
  16137. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  16138. * @param renderTarget The render target to set the frame buffer for
  16139. */
  16140. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  16141. // Create the framebuffer
  16142. var internalTexture = renderTarget.getInternalTexture();
  16143. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  16144. return;
  16145. }
  16146. var gl = this._gl;
  16147. var depthStencilTexture = renderTarget.depthStencilTexture;
  16148. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  16149. if (depthStencilTexture.isCube) {
  16150. if (depthStencilTexture._generateStencilBuffer) {
  16151. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16152. }
  16153. else {
  16154. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16155. }
  16156. }
  16157. else {
  16158. if (depthStencilTexture._generateStencilBuffer) {
  16159. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16160. }
  16161. else {
  16162. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16163. }
  16164. }
  16165. this.bindUnboundFramebuffer(null);
  16166. };
  16167. /**
  16168. * Creates a new render target texture
  16169. * @param size defines the size of the texture
  16170. * @param options defines the options used to create the texture
  16171. * @returns a new render target texture stored in an InternalTexture
  16172. */
  16173. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16174. var fullOptions = new RenderTargetCreationOptions();
  16175. if (options !== undefined && typeof options === "object") {
  16176. fullOptions.generateMipMaps = options.generateMipMaps;
  16177. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16178. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16179. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16180. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16181. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16182. }
  16183. else {
  16184. fullOptions.generateMipMaps = options;
  16185. fullOptions.generateDepthBuffer = true;
  16186. fullOptions.generateStencilBuffer = false;
  16187. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16188. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16189. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16190. }
  16191. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16192. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16193. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16194. }
  16195. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16196. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16197. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16198. }
  16199. var gl = this._gl;
  16200. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16201. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16202. var width = size.width || size;
  16203. var height = size.height || size;
  16204. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16205. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16206. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16207. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16208. }
  16209. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16210. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16211. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16212. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16213. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16214. // Create the framebuffer
  16215. var currentFrameBuffer = this._currentFramebuffer;
  16216. var framebuffer = gl.createFramebuffer();
  16217. this.bindUnboundFramebuffer(framebuffer);
  16218. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16219. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16220. if (fullOptions.generateMipMaps) {
  16221. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16222. }
  16223. // Unbind
  16224. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16225. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16226. this.bindUnboundFramebuffer(currentFrameBuffer);
  16227. texture._framebuffer = framebuffer;
  16228. texture.baseWidth = width;
  16229. texture.baseHeight = height;
  16230. texture.width = width;
  16231. texture.height = height;
  16232. texture.isReady = true;
  16233. texture.samples = 1;
  16234. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16235. texture.samplingMode = fullOptions.samplingMode;
  16236. texture.type = fullOptions.type;
  16237. texture.format = fullOptions.format;
  16238. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16239. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16240. // this.resetTextureCache();
  16241. this._internalTexturesCache.push(texture);
  16242. return texture;
  16243. };
  16244. /**
  16245. * Create a multi render target texture
  16246. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16247. * @param size defines the size of the texture
  16248. * @param options defines the creation options
  16249. * @returns the cube texture as an InternalTexture
  16250. */
  16251. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16252. var generateMipMaps = false;
  16253. var generateDepthBuffer = true;
  16254. var generateStencilBuffer = false;
  16255. var generateDepthTexture = false;
  16256. var textureCount = 1;
  16257. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16258. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16259. var types = new Array();
  16260. var samplingModes = new Array();
  16261. if (options !== undefined) {
  16262. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16263. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16264. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16265. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16266. textureCount = options.textureCount || 1;
  16267. if (options.types) {
  16268. types = options.types;
  16269. }
  16270. if (options.samplingModes) {
  16271. samplingModes = options.samplingModes;
  16272. }
  16273. }
  16274. var gl = this._gl;
  16275. // Create the framebuffer
  16276. var framebuffer = gl.createFramebuffer();
  16277. this.bindUnboundFramebuffer(framebuffer);
  16278. var width = size.width || size;
  16279. var height = size.height || size;
  16280. var textures = [];
  16281. var attachments = [];
  16282. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16283. for (var i = 0; i < textureCount; i++) {
  16284. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16285. var type = types[i] || defaultType;
  16286. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16287. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16288. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16289. }
  16290. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16291. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16292. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16293. }
  16294. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16295. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16296. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16297. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16298. }
  16299. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16300. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16301. textures.push(texture);
  16302. attachments.push(attachment);
  16303. gl.activeTexture(gl["TEXTURE" + i]);
  16304. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16305. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16306. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16307. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16308. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16309. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16310. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16311. if (generateMipMaps) {
  16312. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16313. }
  16314. // Unbind
  16315. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16316. texture._framebuffer = framebuffer;
  16317. texture._depthStencilBuffer = depthStencilBuffer;
  16318. texture.baseWidth = width;
  16319. texture.baseHeight = height;
  16320. texture.width = width;
  16321. texture.height = height;
  16322. texture.isReady = true;
  16323. texture.samples = 1;
  16324. texture.generateMipMaps = generateMipMaps;
  16325. texture.samplingMode = samplingMode;
  16326. texture.type = type;
  16327. texture._generateDepthBuffer = generateDepthBuffer;
  16328. texture._generateStencilBuffer = generateStencilBuffer;
  16329. texture._attachments = attachments;
  16330. this._internalTexturesCache.push(texture);
  16331. }
  16332. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16333. // Depth texture
  16334. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16335. gl.activeTexture(gl.TEXTURE0);
  16336. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16337. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16338. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16339. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16340. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16341. 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);
  16342. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16343. depthTexture._framebuffer = framebuffer;
  16344. depthTexture.baseWidth = width;
  16345. depthTexture.baseHeight = height;
  16346. depthTexture.width = width;
  16347. depthTexture.height = height;
  16348. depthTexture.isReady = true;
  16349. depthTexture.samples = 1;
  16350. depthTexture.generateMipMaps = generateMipMaps;
  16351. depthTexture.samplingMode = gl.NEAREST;
  16352. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16353. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16354. textures.push(depthTexture);
  16355. this._internalTexturesCache.push(depthTexture);
  16356. }
  16357. gl.drawBuffers(attachments);
  16358. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16359. this.bindUnboundFramebuffer(null);
  16360. this.resetTextureCache();
  16361. return textures;
  16362. };
  16363. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16364. if (samples === void 0) { samples = 1; }
  16365. var depthStencilBuffer = null;
  16366. var gl = this._gl;
  16367. // Create the depth/stencil buffer
  16368. if (generateStencilBuffer) {
  16369. depthStencilBuffer = gl.createRenderbuffer();
  16370. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16371. if (samples > 1) {
  16372. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16373. }
  16374. else {
  16375. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16376. }
  16377. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16378. }
  16379. else if (generateDepthBuffer) {
  16380. depthStencilBuffer = gl.createRenderbuffer();
  16381. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16382. if (samples > 1) {
  16383. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16384. }
  16385. else {
  16386. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16387. }
  16388. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16389. }
  16390. return depthStencilBuffer;
  16391. };
  16392. /**
  16393. * Updates the sample count of a render target texture
  16394. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16395. * @param texture defines the texture to update
  16396. * @param samples defines the sample count to set
  16397. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16398. */
  16399. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16400. if (this.webGLVersion < 2 || !texture) {
  16401. return 1;
  16402. }
  16403. if (texture.samples === samples) {
  16404. return samples;
  16405. }
  16406. var gl = this._gl;
  16407. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16408. // Dispose previous render buffers
  16409. if (texture._depthStencilBuffer) {
  16410. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16411. texture._depthStencilBuffer = null;
  16412. }
  16413. if (texture._MSAAFramebuffer) {
  16414. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16415. texture._MSAAFramebuffer = null;
  16416. }
  16417. if (texture._MSAARenderBuffer) {
  16418. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16419. texture._MSAARenderBuffer = null;
  16420. }
  16421. if (samples > 1) {
  16422. var framebuffer = gl.createFramebuffer();
  16423. if (!framebuffer) {
  16424. throw new Error("Unable to create multi sampled framebuffer");
  16425. }
  16426. texture._MSAAFramebuffer = framebuffer;
  16427. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16428. var colorRenderbuffer = gl.createRenderbuffer();
  16429. if (!colorRenderbuffer) {
  16430. throw new Error("Unable to create multi sampled framebuffer");
  16431. }
  16432. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16433. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16434. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16435. texture._MSAARenderBuffer = colorRenderbuffer;
  16436. }
  16437. else {
  16438. this.bindUnboundFramebuffer(texture._framebuffer);
  16439. }
  16440. texture.samples = samples;
  16441. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16442. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16443. this.bindUnboundFramebuffer(null);
  16444. return samples;
  16445. };
  16446. /**
  16447. * Update the sample count for a given multiple render target texture
  16448. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16449. * @param textures defines the textures to update
  16450. * @param samples defines the sample count to set
  16451. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16452. */
  16453. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16454. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16455. return 1;
  16456. }
  16457. if (textures[0].samples === samples) {
  16458. return samples;
  16459. }
  16460. var gl = this._gl;
  16461. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16462. // Dispose previous render buffers
  16463. if (textures[0]._depthStencilBuffer) {
  16464. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16465. textures[0]._depthStencilBuffer = null;
  16466. }
  16467. if (textures[0]._MSAAFramebuffer) {
  16468. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16469. textures[0]._MSAAFramebuffer = null;
  16470. }
  16471. for (var i = 0; i < textures.length; i++) {
  16472. if (textures[i]._MSAARenderBuffer) {
  16473. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16474. textures[i]._MSAARenderBuffer = null;
  16475. }
  16476. }
  16477. if (samples > 1) {
  16478. var framebuffer = gl.createFramebuffer();
  16479. if (!framebuffer) {
  16480. throw new Error("Unable to create multi sampled framebuffer");
  16481. }
  16482. this.bindUnboundFramebuffer(framebuffer);
  16483. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16484. var attachments = [];
  16485. for (var i = 0; i < textures.length; i++) {
  16486. var texture = textures[i];
  16487. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16488. var colorRenderbuffer = gl.createRenderbuffer();
  16489. if (!colorRenderbuffer) {
  16490. throw new Error("Unable to create multi sampled framebuffer");
  16491. }
  16492. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16493. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16494. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16495. texture._MSAAFramebuffer = framebuffer;
  16496. texture._MSAARenderBuffer = colorRenderbuffer;
  16497. texture.samples = samples;
  16498. texture._depthStencilBuffer = depthStencilBuffer;
  16499. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16500. attachments.push(attachment);
  16501. }
  16502. gl.drawBuffers(attachments);
  16503. }
  16504. else {
  16505. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16506. }
  16507. this.bindUnboundFramebuffer(null);
  16508. return samples;
  16509. };
  16510. /** @hidden */
  16511. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16512. if (faceIndex === void 0) { faceIndex = 0; }
  16513. if (lod === void 0) { lod = 0; }
  16514. var gl = this._gl;
  16515. var target = gl.TEXTURE_2D;
  16516. if (texture.isCube) {
  16517. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16518. }
  16519. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16520. };
  16521. /** @hidden */
  16522. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16523. if (faceIndex === void 0) { faceIndex = 0; }
  16524. if (lod === void 0) { lod = 0; }
  16525. var gl = this._gl;
  16526. var textureType = this._getWebGLTextureType(texture.type);
  16527. var format = this._getInternalFormat(texture.format);
  16528. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16529. this._unpackFlipY(texture.invertY);
  16530. var target = gl.TEXTURE_2D;
  16531. if (texture.isCube) {
  16532. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16533. }
  16534. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16535. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16536. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16537. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16538. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16539. };
  16540. /** @hidden */
  16541. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16542. if (faceIndex === void 0) { faceIndex = 0; }
  16543. if (lod === void 0) { lod = 0; }
  16544. var gl = this._gl;
  16545. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16546. this._bindTextureDirectly(bindTarget, texture, true);
  16547. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16548. this._bindTextureDirectly(bindTarget, null, true);
  16549. };
  16550. /** @hidden */
  16551. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16552. if (faceIndex === void 0) { faceIndex = 0; }
  16553. if (lod === void 0) { lod = 0; }
  16554. var gl = this._gl;
  16555. var textureType = this._getWebGLTextureType(texture.type);
  16556. var format = this._getInternalFormat(texture.format);
  16557. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16558. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16559. this._bindTextureDirectly(bindTarget, texture, true);
  16560. this._unpackFlipY(texture.invertY);
  16561. var target = gl.TEXTURE_2D;
  16562. if (texture.isCube) {
  16563. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16564. }
  16565. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16566. this._bindTextureDirectly(bindTarget, null, true);
  16567. };
  16568. /**
  16569. * Creates a new render target cube texture
  16570. * @param size defines the size of the texture
  16571. * @param options defines the options used to create the texture
  16572. * @returns a new render target cube texture stored in an InternalTexture
  16573. */
  16574. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16575. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16576. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16577. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16578. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16579. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16580. }
  16581. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16582. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16583. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16584. }
  16585. var gl = this._gl;
  16586. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16587. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16588. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16589. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16590. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16591. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16592. }
  16593. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16594. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16595. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16596. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16597. for (var face = 0; face < 6; face++) {
  16598. 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);
  16599. }
  16600. // Create the framebuffer
  16601. var framebuffer = gl.createFramebuffer();
  16602. this.bindUnboundFramebuffer(framebuffer);
  16603. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16604. // MipMaps
  16605. if (fullOptions.generateMipMaps) {
  16606. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16607. }
  16608. // Unbind
  16609. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16610. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16611. this.bindUnboundFramebuffer(null);
  16612. texture._framebuffer = framebuffer;
  16613. texture.width = size;
  16614. texture.height = size;
  16615. texture.isReady = true;
  16616. texture.isCube = true;
  16617. texture.samples = 1;
  16618. texture.generateMipMaps = fullOptions.generateMipMaps;
  16619. texture.samplingMode = fullOptions.samplingMode;
  16620. texture.type = fullOptions.type;
  16621. texture.format = fullOptions.format;
  16622. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16623. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16624. this._internalTexturesCache.push(texture);
  16625. return texture;
  16626. };
  16627. /**
  16628. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16629. * @param rootUrl defines the url where the file to load is located
  16630. * @param scene defines the current scene
  16631. * @param lodScale defines scale to apply to the mip map selection
  16632. * @param lodOffset defines offset to apply to the mip map selection
  16633. * @param onLoad defines an optional callback raised when the texture is loaded
  16634. * @param onError defines an optional callback raised if there is an issue to load the texture
  16635. * @param format defines the format of the data
  16636. * @param forcedExtension defines the extension to use to pick the right loader
  16637. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16638. * @returns the cube texture as an InternalTexture
  16639. */
  16640. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16641. var _this = this;
  16642. if (onLoad === void 0) { onLoad = null; }
  16643. if (onError === void 0) { onError = null; }
  16644. if (forcedExtension === void 0) { forcedExtension = null; }
  16645. if (createPolynomials === void 0) { createPolynomials = true; }
  16646. var callback = function (loadData) {
  16647. if (!loadData) {
  16648. if (onLoad) {
  16649. onLoad(null);
  16650. }
  16651. return;
  16652. }
  16653. var texture = loadData.texture;
  16654. if (!createPolynomials) {
  16655. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16656. }
  16657. else if (loadData.info.sphericalPolynomial) {
  16658. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16659. }
  16660. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16661. if (_this._caps.textureLOD) {
  16662. // Do not add extra process if texture lod is supported.
  16663. if (onLoad) {
  16664. onLoad(texture);
  16665. }
  16666. return;
  16667. }
  16668. var mipSlices = 3;
  16669. var gl = _this._gl;
  16670. var width = loadData.width;
  16671. if (!width) {
  16672. return;
  16673. }
  16674. var textures = [];
  16675. for (var i = 0; i < mipSlices; i++) {
  16676. //compute LOD from even spacing in smoothness (matching shader calculation)
  16677. var smoothness = i / (mipSlices - 1);
  16678. var roughness = 1 - smoothness;
  16679. var minLODIndex = lodOffset; // roughness = 0
  16680. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16681. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16682. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16683. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16684. glTextureFromLod.type = texture.type;
  16685. glTextureFromLod.format = texture.format;
  16686. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16687. glTextureFromLod.height = glTextureFromLod.width;
  16688. glTextureFromLod.isCube = true;
  16689. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16690. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16691. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16692. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16693. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16694. if (loadData.isDDS) {
  16695. var info = loadData.info;
  16696. var data = loadData.data;
  16697. _this._unpackFlipY(info.isCompressed);
  16698. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16699. }
  16700. else {
  16701. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16702. }
  16703. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16704. // Wrap in a base texture for easy binding.
  16705. var lodTexture = new BABYLON.BaseTexture(scene);
  16706. lodTexture.isCube = true;
  16707. lodTexture._texture = glTextureFromLod;
  16708. glTextureFromLod.isReady = true;
  16709. textures.push(lodTexture);
  16710. }
  16711. texture._lodTextureHigh = textures[2];
  16712. texture._lodTextureMid = textures[1];
  16713. texture._lodTextureLow = textures[0];
  16714. if (onLoad) {
  16715. onLoad(texture);
  16716. }
  16717. };
  16718. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16719. };
  16720. /**
  16721. * Creates a cube texture
  16722. * @param rootUrl defines the url where the files to load is located
  16723. * @param scene defines the current scene
  16724. * @param files defines the list of files to load (1 per face)
  16725. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16726. * @param onLoad defines an optional callback raised when the texture is loaded
  16727. * @param onError defines an optional callback raised if there is an issue to load the texture
  16728. * @param format defines the format of the data
  16729. * @param forcedExtension defines the extension to use to pick the right loader
  16730. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16731. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16732. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16733. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16734. * @returns the cube texture as an InternalTexture
  16735. */
  16736. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback) {
  16737. var _this = this;
  16738. if (onLoad === void 0) { onLoad = null; }
  16739. if (onError === void 0) { onError = null; }
  16740. if (forcedExtension === void 0) { forcedExtension = null; }
  16741. if (createPolynomials === void 0) { createPolynomials = false; }
  16742. if (lodScale === void 0) { lodScale = 0; }
  16743. if (lodOffset === void 0) { lodOffset = 0; }
  16744. if (fallback === void 0) { fallback = null; }
  16745. var gl = this._gl;
  16746. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16747. texture.isCube = true;
  16748. texture.url = rootUrl;
  16749. texture.generateMipMaps = !noMipmap;
  16750. texture._lodGenerationScale = lodScale;
  16751. texture._lodGenerationOffset = lodOffset;
  16752. if (!this._doNotHandleContextLost) {
  16753. texture._extension = forcedExtension;
  16754. texture._files = files;
  16755. }
  16756. var lastDot = rootUrl.lastIndexOf('.');
  16757. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16758. var loader = null;
  16759. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16760. var availableLoader = _a[_i];
  16761. if (availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16762. loader = availableLoader;
  16763. break;
  16764. }
  16765. }
  16766. var onInternalError = function (request, exception) {
  16767. if (loader) {
  16768. var fallbackUrl = loader.getFallbackTextureUrl(rootUrl, _this._textureFormatInUse);
  16769. if (fallbackUrl) {
  16770. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture);
  16771. }
  16772. }
  16773. if (onError && request) {
  16774. onError(request.status + " " + request.statusText, exception);
  16775. }
  16776. };
  16777. if (loader) {
  16778. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16779. var onloaddata = function (data) {
  16780. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16781. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16782. };
  16783. if (files && files.length === 6) {
  16784. if (loader.supportCascades) {
  16785. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16786. }
  16787. else if (onError) {
  16788. onError("Textures type does not support cascades.");
  16789. }
  16790. }
  16791. else {
  16792. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16793. }
  16794. }
  16795. else {
  16796. if (!files) {
  16797. throw new Error("Cannot load cubemap because files were not defined");
  16798. }
  16799. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16800. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16801. var height = width;
  16802. _this._prepareWorkingCanvas();
  16803. if (!_this._workingCanvas || !_this._workingContext) {
  16804. return;
  16805. }
  16806. _this._workingCanvas.width = width;
  16807. _this._workingCanvas.height = height;
  16808. var faces = [
  16809. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16810. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16811. ];
  16812. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16813. _this._unpackFlipY(false);
  16814. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16815. for (var index = 0; index < faces.length; index++) {
  16816. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16817. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  16818. }
  16819. if (!noMipmap) {
  16820. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16821. }
  16822. _this._setCubeMapTextureParams(!noMipmap);
  16823. texture.width = width;
  16824. texture.height = height;
  16825. texture.isReady = true;
  16826. if (format) {
  16827. texture.format = format;
  16828. }
  16829. texture.onLoadedObservable.notifyObservers(texture);
  16830. texture.onLoadedObservable.clear();
  16831. if (onLoad) {
  16832. onLoad();
  16833. }
  16834. }, files, onError);
  16835. }
  16836. this._internalTexturesCache.push(texture);
  16837. return texture;
  16838. };
  16839. /**
  16840. * @hidden
  16841. */
  16842. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  16843. var gl = this._gl;
  16844. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16845. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  16846. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16847. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16848. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16849. // this.resetTextureCache();
  16850. };
  16851. /**
  16852. * Update a raw cube texture
  16853. * @param texture defines the texture to udpdate
  16854. * @param data defines the data to store
  16855. * @param format defines the data format
  16856. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  16857. * @param invertY defines if data must be stored with Y axis inverted
  16858. * @param compression defines the compression used (null by default)
  16859. * @param level defines which level of the texture to update
  16860. */
  16861. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  16862. if (compression === void 0) { compression = null; }
  16863. if (level === void 0) { level = 0; }
  16864. texture._bufferViewArray = data;
  16865. texture.format = format;
  16866. texture.type = type;
  16867. texture.invertY = invertY;
  16868. texture._compression = compression;
  16869. var gl = this._gl;
  16870. var textureType = this._getWebGLTextureType(type);
  16871. var internalFormat = this._getInternalFormat(format);
  16872. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  16873. var needConversion = false;
  16874. if (internalFormat === gl.RGB) {
  16875. internalFormat = gl.RGBA;
  16876. needConversion = true;
  16877. }
  16878. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16879. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  16880. if (texture.width % 4 !== 0) {
  16881. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  16882. }
  16883. // Data are known to be in +X +Y +Z -X -Y -Z
  16884. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  16885. var faceData = data[faceIndex];
  16886. if (compression) {
  16887. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  16888. }
  16889. else {
  16890. if (needConversion) {
  16891. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  16892. }
  16893. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  16894. }
  16895. }
  16896. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  16897. if (isPot && texture.generateMipMaps && level === 0) {
  16898. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  16899. }
  16900. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16901. // this.resetTextureCache();
  16902. texture.isReady = true;
  16903. };
  16904. /**
  16905. * Creates a new raw cube texture
  16906. * @param data defines the array of data to use to create each face
  16907. * @param size defines the size of the textures
  16908. * @param format defines the format of the data
  16909. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  16910. * @param generateMipMaps defines if the engine should generate the mip levels
  16911. * @param invertY defines if data must be stored with Y axis inverted
  16912. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16913. * @param compression defines the compression used (null by default)
  16914. * @returns the cube texture as an InternalTexture
  16915. */
  16916. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  16917. if (compression === void 0) { compression = null; }
  16918. var gl = this._gl;
  16919. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  16920. texture.isCube = true;
  16921. texture.format = format;
  16922. texture.type = type;
  16923. if (!this._doNotHandleContextLost) {
  16924. texture._bufferViewArray = data;
  16925. }
  16926. var textureType = this._getWebGLTextureType(type);
  16927. var internalFormat = this._getInternalFormat(format);
  16928. if (internalFormat === gl.RGB) {
  16929. internalFormat = gl.RGBA;
  16930. }
  16931. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  16932. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  16933. generateMipMaps = false;
  16934. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16935. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  16936. }
  16937. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  16938. generateMipMaps = false;
  16939. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16940. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  16941. }
  16942. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  16943. generateMipMaps = false;
  16944. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  16945. }
  16946. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  16947. generateMipMaps = false;
  16948. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  16949. }
  16950. var width = size;
  16951. var height = width;
  16952. texture.width = width;
  16953. texture.height = height;
  16954. // Double check on POT to generate Mips.
  16955. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  16956. if (!isPot) {
  16957. generateMipMaps = false;
  16958. }
  16959. // Upload data if needed. The texture won't be ready until then.
  16960. if (data) {
  16961. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  16962. }
  16963. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16964. // Filters
  16965. if (data && generateMipMaps) {
  16966. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  16967. }
  16968. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16969. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16970. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16971. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16972. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16973. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16974. texture.generateMipMaps = generateMipMaps;
  16975. return texture;
  16976. };
  16977. /**
  16978. * Creates a new raw cube texture from a specified url
  16979. * @param url defines the url where the data is located
  16980. * @param scene defines the current scene
  16981. * @param size defines the size of the textures
  16982. * @param format defines the format of the data
  16983. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  16984. * @param noMipmap defines if the engine should avoid generating the mip levels
  16985. * @param callback defines a callback used to extract texture data from loaded data
  16986. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  16987. * @param onLoad defines a callback called when texture is loaded
  16988. * @param onError defines a callback called if there is an error
  16989. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16990. * @param invertY defines if data must be stored with Y axis inverted
  16991. * @returns the cube texture as an InternalTexture
  16992. */
  16993. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  16994. var _this = this;
  16995. if (onLoad === void 0) { onLoad = null; }
  16996. if (onError === void 0) { onError = null; }
  16997. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  16998. if (invertY === void 0) { invertY = false; }
  16999. var gl = this._gl;
  17000. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  17001. scene._addPendingData(texture);
  17002. texture.url = url;
  17003. this._internalTexturesCache.push(texture);
  17004. var onerror = function (request, exception) {
  17005. scene._removePendingData(texture);
  17006. if (onError && request) {
  17007. onError(request.status + " " + request.statusText, exception);
  17008. }
  17009. };
  17010. var internalCallback = function (data) {
  17011. var width = texture.width;
  17012. var faceDataArrays = callback(data);
  17013. if (!faceDataArrays) {
  17014. return;
  17015. }
  17016. if (mipmapGenerator) {
  17017. var textureType = _this._getWebGLTextureType(type);
  17018. var internalFormat = _this._getInternalFormat(format);
  17019. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  17020. var needConversion = false;
  17021. if (internalFormat === gl.RGB) {
  17022. internalFormat = gl.RGBA;
  17023. needConversion = true;
  17024. }
  17025. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17026. _this._unpackFlipY(false);
  17027. var mipData = mipmapGenerator(faceDataArrays);
  17028. for (var level = 0; level < mipData.length; level++) {
  17029. var mipSize = width >> level;
  17030. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17031. var mipFaceData = mipData[level][faceIndex];
  17032. if (needConversion) {
  17033. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  17034. }
  17035. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  17036. }
  17037. }
  17038. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17039. }
  17040. else {
  17041. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  17042. }
  17043. texture.isReady = true;
  17044. // this.resetTextureCache();
  17045. scene._removePendingData(texture);
  17046. if (onLoad) {
  17047. onLoad();
  17048. }
  17049. };
  17050. this._loadFile(url, function (data) {
  17051. internalCallback(data);
  17052. }, undefined, scene.offlineProvider, true, onerror);
  17053. return texture;
  17054. };
  17055. /**
  17056. * Update a raw 3D texture
  17057. * @param texture defines the texture to update
  17058. * @param data defines the data to store
  17059. * @param format defines the data format
  17060. * @param invertY defines if data must be stored with Y axis inverted
  17061. * @param compression defines the used compression (can be null)
  17062. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  17063. */
  17064. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  17065. if (compression === void 0) { compression = null; }
  17066. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17067. var internalType = this._getWebGLTextureType(textureType);
  17068. var internalFormat = this._getInternalFormat(format);
  17069. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  17070. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17071. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17072. if (!this._doNotHandleContextLost) {
  17073. texture._bufferView = data;
  17074. texture.format = format;
  17075. texture.invertY = invertY;
  17076. texture._compression = compression;
  17077. }
  17078. if (texture.width % 4 !== 0) {
  17079. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  17080. }
  17081. if (compression && data) {
  17082. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  17083. }
  17084. else {
  17085. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  17086. }
  17087. if (texture.generateMipMaps) {
  17088. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17089. }
  17090. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17091. // this.resetTextureCache();
  17092. texture.isReady = true;
  17093. };
  17094. /**
  17095. * Creates a new raw 3D texture
  17096. * @param data defines the data used to create the texture
  17097. * @param width defines the width of the texture
  17098. * @param height defines the height of the texture
  17099. * @param depth defines the depth of the texture
  17100. * @param format defines the format of the texture
  17101. * @param generateMipMaps defines if the engine must generate mip levels
  17102. * @param invertY defines if data must be stored with Y axis inverted
  17103. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17104. * @param compression defines the compressed used (can be null)
  17105. * @param textureType defines the compressed used (can be null)
  17106. * @returns a new raw 3D texture (stored in an InternalTexture)
  17107. */
  17108. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  17109. if (compression === void 0) { compression = null; }
  17110. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17111. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  17112. texture.baseWidth = width;
  17113. texture.baseHeight = height;
  17114. texture.baseDepth = depth;
  17115. texture.width = width;
  17116. texture.height = height;
  17117. texture.depth = depth;
  17118. texture.format = format;
  17119. texture.type = textureType;
  17120. texture.generateMipMaps = generateMipMaps;
  17121. texture.samplingMode = samplingMode;
  17122. texture.is3D = true;
  17123. if (!this._doNotHandleContextLost) {
  17124. texture._bufferView = data;
  17125. }
  17126. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  17127. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17128. // Filters
  17129. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17130. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  17131. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  17132. if (generateMipMaps) {
  17133. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17134. }
  17135. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17136. this._internalTexturesCache.push(texture);
  17137. return texture;
  17138. };
  17139. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  17140. var gl = this._gl;
  17141. if (!gl) {
  17142. return;
  17143. }
  17144. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  17145. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  17146. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  17147. if (!noMipmap && !isCompressed) {
  17148. gl.generateMipmap(gl.TEXTURE_2D);
  17149. }
  17150. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  17151. // this.resetTextureCache();
  17152. if (scene) {
  17153. scene._removePendingData(texture);
  17154. }
  17155. texture.onLoadedObservable.notifyObservers(texture);
  17156. texture.onLoadedObservable.clear();
  17157. };
  17158. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  17159. var _this = this;
  17160. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17161. var maxTextureSize = this.getCaps().maxTextureSize;
  17162. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17163. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17164. var gl = this._gl;
  17165. if (!gl) {
  17166. return;
  17167. }
  17168. if (!texture._webGLTexture) {
  17169. // this.resetTextureCache();
  17170. if (scene) {
  17171. scene._removePendingData(texture);
  17172. }
  17173. return;
  17174. }
  17175. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17176. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17177. texture.baseWidth = width;
  17178. texture.baseHeight = height;
  17179. texture.width = potWidth;
  17180. texture.height = potHeight;
  17181. texture.isReady = true;
  17182. if (processFunction(potWidth, potHeight, function () {
  17183. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17184. })) {
  17185. // Returning as texture needs extra async steps
  17186. return;
  17187. }
  17188. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17189. };
  17190. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17191. // Create new RGBA data container.
  17192. var rgbaData;
  17193. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17194. rgbaData = new Float32Array(width * height * 4);
  17195. }
  17196. else {
  17197. rgbaData = new Uint32Array(width * height * 4);
  17198. }
  17199. // Convert each pixel.
  17200. for (var x = 0; x < width; x++) {
  17201. for (var y = 0; y < height; y++) {
  17202. var index = (y * width + x) * 3;
  17203. var newIndex = (y * width + x) * 4;
  17204. // Map Old Value to new value.
  17205. rgbaData[newIndex + 0] = rgbData[index + 0];
  17206. rgbaData[newIndex + 1] = rgbData[index + 1];
  17207. rgbaData[newIndex + 2] = rgbData[index + 2];
  17208. // Add fully opaque alpha channel.
  17209. rgbaData[newIndex + 3] = 1;
  17210. }
  17211. }
  17212. return rgbaData;
  17213. };
  17214. /** @hidden */
  17215. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17216. var gl = this._gl;
  17217. if (texture._framebuffer) {
  17218. gl.deleteFramebuffer(texture._framebuffer);
  17219. texture._framebuffer = null;
  17220. }
  17221. if (texture._depthStencilBuffer) {
  17222. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17223. texture._depthStencilBuffer = null;
  17224. }
  17225. if (texture._MSAAFramebuffer) {
  17226. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17227. texture._MSAAFramebuffer = null;
  17228. }
  17229. if (texture._MSAARenderBuffer) {
  17230. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17231. texture._MSAARenderBuffer = null;
  17232. }
  17233. };
  17234. /** @hidden */
  17235. Engine.prototype._releaseTexture = function (texture) {
  17236. var gl = this._gl;
  17237. this._releaseFramebufferObjects(texture);
  17238. gl.deleteTexture(texture._webGLTexture);
  17239. // Unbind channels
  17240. this.unbindAllTextures();
  17241. var index = this._internalTexturesCache.indexOf(texture);
  17242. if (index !== -1) {
  17243. this._internalTexturesCache.splice(index, 1);
  17244. }
  17245. // Integrated fixed lod samplers.
  17246. if (texture._lodTextureHigh) {
  17247. texture._lodTextureHigh.dispose();
  17248. }
  17249. if (texture._lodTextureMid) {
  17250. texture._lodTextureMid.dispose();
  17251. }
  17252. if (texture._lodTextureLow) {
  17253. texture._lodTextureLow.dispose();
  17254. }
  17255. // Set output texture of post process to null if the texture has been released/disposed
  17256. this.scenes.forEach(function (scene) {
  17257. scene.postProcesses.forEach(function (postProcess) {
  17258. if (postProcess._outputTexture == texture) {
  17259. postProcess._outputTexture = null;
  17260. }
  17261. });
  17262. scene.cameras.forEach(function (camera) {
  17263. camera._postProcesses.forEach(function (postProcess) {
  17264. if (postProcess) {
  17265. if (postProcess._outputTexture == texture) {
  17266. postProcess._outputTexture = null;
  17267. }
  17268. }
  17269. });
  17270. });
  17271. });
  17272. };
  17273. Engine.prototype.setProgram = function (program) {
  17274. if (this._currentProgram !== program) {
  17275. this._gl.useProgram(program);
  17276. this._currentProgram = program;
  17277. }
  17278. };
  17279. /**
  17280. * Binds an effect to the webGL context
  17281. * @param effect defines the effect to bind
  17282. */
  17283. Engine.prototype.bindSamplers = function (effect) {
  17284. this.setProgram(effect.getProgram());
  17285. var samplers = effect.getSamplers();
  17286. for (var index = 0; index < samplers.length; index++) {
  17287. var uniform = effect.getUniform(samplers[index]);
  17288. if (uniform) {
  17289. this._boundUniforms[index] = uniform;
  17290. }
  17291. }
  17292. this._currentEffect = null;
  17293. };
  17294. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17295. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17296. return;
  17297. }
  17298. // Remove
  17299. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17300. // Bind last to it
  17301. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17302. // Bind to dummy
  17303. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17304. };
  17305. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17306. if (!internalTexture) {
  17307. return -1;
  17308. }
  17309. internalTexture._initialSlot = channel;
  17310. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17311. if (channel !== internalTexture._designatedSlot) {
  17312. this._textureCollisions.addCount(1, false);
  17313. }
  17314. }
  17315. else {
  17316. if (channel !== internalTexture._designatedSlot) {
  17317. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17318. return internalTexture._designatedSlot;
  17319. }
  17320. else {
  17321. // No slot for this texture, let's pick a new one (if we find a free slot)
  17322. if (this._nextFreeTextureSlots.length) {
  17323. return this._nextFreeTextureSlots[0];
  17324. }
  17325. // We need to recycle the oldest bound texture, sorry.
  17326. this._textureCollisions.addCount(1, false);
  17327. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17328. }
  17329. }
  17330. }
  17331. return channel;
  17332. };
  17333. Engine.prototype._linkTrackers = function (previous, next) {
  17334. previous.next = next;
  17335. next.previous = previous;
  17336. };
  17337. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17338. var currentSlot = internalTexture._designatedSlot;
  17339. if (currentSlot === -1) {
  17340. return -1;
  17341. }
  17342. internalTexture._designatedSlot = -1;
  17343. if (this.disableTextureBindingOptimization) {
  17344. return -1;
  17345. }
  17346. // Remove from bound list
  17347. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17348. // Free the slot
  17349. this._boundTexturesCache[currentSlot] = null;
  17350. this._nextFreeTextureSlots.push(currentSlot);
  17351. return currentSlot;
  17352. };
  17353. Engine.prototype._activateCurrentTexture = function () {
  17354. if (this._currentTextureChannel !== this._activeChannel) {
  17355. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17356. this._currentTextureChannel = this._activeChannel;
  17357. }
  17358. };
  17359. /** @hidden */
  17360. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17361. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17362. if (force === void 0) { force = false; }
  17363. var wasPreviouslyBound = false;
  17364. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17365. this._activeChannel = texture._designatedSlot;
  17366. }
  17367. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17368. var isTextureForRendering = texture && texture._initialSlot > -1;
  17369. if (currentTextureBound !== texture || force) {
  17370. if (currentTextureBound) {
  17371. this._removeDesignatedSlot(currentTextureBound);
  17372. }
  17373. this._activateCurrentTexture();
  17374. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17375. this._boundTexturesCache[this._activeChannel] = texture;
  17376. if (texture) {
  17377. if (!this.disableTextureBindingOptimization) {
  17378. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17379. if (slotIndex > -1) {
  17380. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17381. }
  17382. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17383. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17384. }
  17385. texture._designatedSlot = this._activeChannel;
  17386. }
  17387. }
  17388. else if (forTextureDataUpdate) {
  17389. wasPreviouslyBound = true;
  17390. this._activateCurrentTexture();
  17391. }
  17392. if (isTextureForRendering && !forTextureDataUpdate) {
  17393. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17394. }
  17395. return wasPreviouslyBound;
  17396. };
  17397. /** @hidden */
  17398. Engine.prototype._bindTexture = function (channel, texture) {
  17399. if (channel < 0) {
  17400. return;
  17401. }
  17402. if (texture) {
  17403. channel = this._getCorrectTextureChannel(channel, texture);
  17404. }
  17405. this._activeChannel = channel;
  17406. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17407. };
  17408. /**
  17409. * Sets a texture to the webGL context from a postprocess
  17410. * @param channel defines the channel to use
  17411. * @param postProcess defines the source postprocess
  17412. */
  17413. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17414. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17415. };
  17416. /**
  17417. * Binds the output of the passed in post process to the texture channel specified
  17418. * @param channel The channel the texture should be bound to
  17419. * @param postProcess The post process which's output should be bound
  17420. */
  17421. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17422. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17423. };
  17424. /**
  17425. * Unbind all textures from the webGL context
  17426. */
  17427. Engine.prototype.unbindAllTextures = function () {
  17428. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17429. this._activeChannel = channel;
  17430. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17431. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17432. if (this.webGLVersion > 1) {
  17433. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17434. }
  17435. }
  17436. };
  17437. /**
  17438. * Sets a texture to the according uniform.
  17439. * @param channel The texture channel
  17440. * @param uniform The uniform to set
  17441. * @param texture The texture to apply
  17442. */
  17443. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17444. if (channel < 0) {
  17445. return;
  17446. }
  17447. if (uniform) {
  17448. this._boundUniforms[channel] = uniform;
  17449. }
  17450. this._setTexture(channel, texture);
  17451. };
  17452. /**
  17453. * Sets a depth stencil texture from a render target to the according uniform.
  17454. * @param channel The texture channel
  17455. * @param uniform The uniform to set
  17456. * @param texture The render target texture containing the depth stencil texture to apply
  17457. */
  17458. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17459. if (channel < 0) {
  17460. return;
  17461. }
  17462. if (uniform) {
  17463. this._boundUniforms[channel] = uniform;
  17464. }
  17465. if (!texture || !texture.depthStencilTexture) {
  17466. this._setTexture(channel, null);
  17467. }
  17468. else {
  17469. this._setTexture(channel, texture, false, true);
  17470. }
  17471. };
  17472. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17473. var uniform = this._boundUniforms[sourceSlot];
  17474. if (uniform._currentState === destination) {
  17475. return;
  17476. }
  17477. this._gl.uniform1i(uniform, destination);
  17478. uniform._currentState = destination;
  17479. };
  17480. Engine.prototype._getTextureWrapMode = function (mode) {
  17481. switch (mode) {
  17482. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17483. return this._gl.REPEAT;
  17484. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17485. return this._gl.CLAMP_TO_EDGE;
  17486. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17487. return this._gl.MIRRORED_REPEAT;
  17488. }
  17489. return this._gl.REPEAT;
  17490. };
  17491. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17492. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17493. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17494. // Not ready?
  17495. if (!texture) {
  17496. if (this._boundTexturesCache[channel] != null) {
  17497. this._activeChannel = channel;
  17498. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17499. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17500. if (this.webGLVersion > 1) {
  17501. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17502. }
  17503. }
  17504. return false;
  17505. }
  17506. // Video
  17507. if (texture.video) {
  17508. this._activeChannel = channel;
  17509. texture.update();
  17510. }
  17511. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17512. texture.delayLoad();
  17513. return false;
  17514. }
  17515. var internalTexture;
  17516. if (depthStencilTexture) {
  17517. internalTexture = texture.depthStencilTexture;
  17518. }
  17519. else if (texture.isReady()) {
  17520. internalTexture = texture.getInternalTexture();
  17521. }
  17522. else if (texture.isCube) {
  17523. internalTexture = this.emptyCubeTexture;
  17524. }
  17525. else if (texture.is3D) {
  17526. internalTexture = this.emptyTexture3D;
  17527. }
  17528. else {
  17529. internalTexture = this.emptyTexture;
  17530. }
  17531. if (!isPartOfTextureArray) {
  17532. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17533. }
  17534. var needToBind = true;
  17535. if (this._boundTexturesCache[channel] === internalTexture) {
  17536. this._moveBoundTextureOnTop(internalTexture);
  17537. if (!isPartOfTextureArray) {
  17538. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17539. }
  17540. needToBind = false;
  17541. }
  17542. this._activeChannel = channel;
  17543. if (internalTexture && internalTexture.is3D) {
  17544. if (needToBind) {
  17545. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17546. }
  17547. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17548. internalTexture._cachedWrapU = texture.wrapU;
  17549. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17550. }
  17551. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17552. internalTexture._cachedWrapV = texture.wrapV;
  17553. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17554. }
  17555. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17556. internalTexture._cachedWrapR = texture.wrapR;
  17557. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17558. }
  17559. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17560. }
  17561. else if (internalTexture && internalTexture.isCube) {
  17562. if (needToBind) {
  17563. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17564. }
  17565. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17566. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17567. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17568. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17569. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17570. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17571. }
  17572. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17573. }
  17574. else {
  17575. if (needToBind) {
  17576. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17577. }
  17578. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17579. internalTexture._cachedWrapU = texture.wrapU;
  17580. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17581. }
  17582. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17583. internalTexture._cachedWrapV = texture.wrapV;
  17584. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17585. }
  17586. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17587. }
  17588. return true;
  17589. };
  17590. /**
  17591. * Sets an array of texture to the webGL context
  17592. * @param channel defines the channel where the texture array must be set
  17593. * @param uniform defines the associated uniform location
  17594. * @param textures defines the array of textures to bind
  17595. */
  17596. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17597. if (channel < 0 || !uniform) {
  17598. return;
  17599. }
  17600. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17601. this._textureUnits = new Int32Array(textures.length);
  17602. }
  17603. for (var i = 0; i < textures.length; i++) {
  17604. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17605. }
  17606. this._gl.uniform1iv(uniform, this._textureUnits);
  17607. for (var index = 0; index < textures.length; index++) {
  17608. this._setTexture(this._textureUnits[index], textures[index], true);
  17609. }
  17610. };
  17611. /** @hidden */
  17612. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17613. var internalTexture = texture.getInternalTexture();
  17614. if (!internalTexture) {
  17615. return;
  17616. }
  17617. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17618. var value = texture.anisotropicFilteringLevel;
  17619. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17620. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17621. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17622. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17623. }
  17624. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17625. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17626. internalTexture._cachedAnisotropicFilteringLevel = value;
  17627. }
  17628. };
  17629. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17630. this._bindTextureDirectly(target, texture, true, true);
  17631. this._gl.texParameterf(target, parameter, value);
  17632. };
  17633. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17634. if (texture) {
  17635. this._bindTextureDirectly(target, texture, true, true);
  17636. }
  17637. this._gl.texParameteri(target, parameter, value);
  17638. };
  17639. /**
  17640. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17641. * @param x defines the x coordinate of the rectangle where pixels must be read
  17642. * @param y defines the y coordinate of the rectangle where pixels must be read
  17643. * @param width defines the width of the rectangle where pixels must be read
  17644. * @param height defines the height of the rectangle where pixels must be read
  17645. * @returns a Uint8Array containing RGBA colors
  17646. */
  17647. Engine.prototype.readPixels = function (x, y, width, height) {
  17648. var data = new Uint8Array(height * width * 4);
  17649. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17650. return data;
  17651. };
  17652. /**
  17653. * Add an externaly attached data from its key.
  17654. * This method call will fail and return false, if such key already exists.
  17655. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17656. * @param key the unique key that identifies the data
  17657. * @param data the data object to associate to the key for this Engine instance
  17658. * @return true if no such key were already present and the data was added successfully, false otherwise
  17659. */
  17660. Engine.prototype.addExternalData = function (key, data) {
  17661. if (!this._externalData) {
  17662. this._externalData = new BABYLON.StringDictionary();
  17663. }
  17664. return this._externalData.add(key, data);
  17665. };
  17666. /**
  17667. * Get an externaly attached data from its key
  17668. * @param key the unique key that identifies the data
  17669. * @return the associated data, if present (can be null), or undefined if not present
  17670. */
  17671. Engine.prototype.getExternalData = function (key) {
  17672. if (!this._externalData) {
  17673. this._externalData = new BABYLON.StringDictionary();
  17674. }
  17675. return this._externalData.get(key);
  17676. };
  17677. /**
  17678. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17679. * @param key the unique key that identifies the data
  17680. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17681. * @return the associated data, can be null if the factory returned null.
  17682. */
  17683. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17684. if (!this._externalData) {
  17685. this._externalData = new BABYLON.StringDictionary();
  17686. }
  17687. return this._externalData.getOrAddWithFactory(key, factory);
  17688. };
  17689. /**
  17690. * Remove an externaly attached data from the Engine instance
  17691. * @param key the unique key that identifies the data
  17692. * @return true if the data was successfully removed, false if it doesn't exist
  17693. */
  17694. Engine.prototype.removeExternalData = function (key) {
  17695. if (!this._externalData) {
  17696. this._externalData = new BABYLON.StringDictionary();
  17697. }
  17698. return this._externalData.remove(key);
  17699. };
  17700. /**
  17701. * Unbind all vertex attributes from the webGL context
  17702. */
  17703. Engine.prototype.unbindAllAttributes = function () {
  17704. if (this._mustWipeVertexAttributes) {
  17705. this._mustWipeVertexAttributes = false;
  17706. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17707. this._gl.disableVertexAttribArray(i);
  17708. this._vertexAttribArraysEnabled[i] = false;
  17709. this._currentBufferPointers[i].active = false;
  17710. }
  17711. return;
  17712. }
  17713. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17714. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17715. continue;
  17716. }
  17717. this._gl.disableVertexAttribArray(i);
  17718. this._vertexAttribArraysEnabled[i] = false;
  17719. this._currentBufferPointers[i].active = false;
  17720. }
  17721. };
  17722. /**
  17723. * 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
  17724. */
  17725. Engine.prototype.releaseEffects = function () {
  17726. for (var name in this._compiledEffects) {
  17727. this._deleteProgram(this._compiledEffects[name]._program);
  17728. }
  17729. this._compiledEffects = {};
  17730. };
  17731. /**
  17732. * Dispose and release all associated resources
  17733. */
  17734. Engine.prototype.dispose = function () {
  17735. this.hideLoadingUI();
  17736. this.stopRenderLoop();
  17737. // Release postProcesses
  17738. while (this.postProcesses.length) {
  17739. this.postProcesses[0].dispose();
  17740. }
  17741. // Empty texture
  17742. if (this._emptyTexture) {
  17743. this._releaseTexture(this._emptyTexture);
  17744. this._emptyTexture = null;
  17745. }
  17746. if (this._emptyCubeTexture) {
  17747. this._releaseTexture(this._emptyCubeTexture);
  17748. this._emptyCubeTexture = null;
  17749. }
  17750. // Rescale PP
  17751. if (this._rescalePostProcess) {
  17752. this._rescalePostProcess.dispose();
  17753. }
  17754. // Release scenes
  17755. while (this.scenes.length) {
  17756. this.scenes[0].dispose();
  17757. }
  17758. // Release audio engine
  17759. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17760. Engine.audioEngine.dispose();
  17761. }
  17762. // Release effects
  17763. this.releaseEffects();
  17764. // Unbind
  17765. this.unbindAllAttributes();
  17766. this._boundUniforms = [];
  17767. if (this._dummyFramebuffer) {
  17768. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17769. }
  17770. //WebVR
  17771. this.disableVR();
  17772. // Events
  17773. if (BABYLON.Tools.IsWindowObjectExist()) {
  17774. window.removeEventListener("blur", this._onBlur);
  17775. window.removeEventListener("focus", this._onFocus);
  17776. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17777. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17778. if (this._renderingCanvas) {
  17779. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17780. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17781. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17782. if (!this._doNotHandleContextLost) {
  17783. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17784. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17785. }
  17786. }
  17787. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17788. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17789. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17790. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17791. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17792. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17793. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17794. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17795. if (this._onVrDisplayConnect) {
  17796. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17797. if (this._onVrDisplayDisconnect) {
  17798. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17799. }
  17800. if (this._onVrDisplayPresentChange) {
  17801. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17802. }
  17803. this._onVrDisplayConnect = null;
  17804. this._onVrDisplayDisconnect = null;
  17805. }
  17806. }
  17807. // Remove from Instances
  17808. var index = Engine.Instances.indexOf(this);
  17809. if (index >= 0) {
  17810. Engine.Instances.splice(index, 1);
  17811. }
  17812. this._workingCanvas = null;
  17813. this._workingContext = null;
  17814. this._currentBufferPointers = [];
  17815. this._renderingCanvas = null;
  17816. this._currentProgram = null;
  17817. this._bindedRenderFunction = null;
  17818. this.onResizeObservable.clear();
  17819. this.onCanvasBlurObservable.clear();
  17820. this.onCanvasFocusObservable.clear();
  17821. this.onCanvasPointerOutObservable.clear();
  17822. this.onBeginFrameObservable.clear();
  17823. this.onEndFrameObservable.clear();
  17824. BABYLON.Effect.ResetCache();
  17825. // Abort active requests
  17826. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  17827. var request = _a[_i];
  17828. request.abort();
  17829. }
  17830. };
  17831. // Loading screen
  17832. /**
  17833. * Display the loading screen
  17834. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17835. */
  17836. Engine.prototype.displayLoadingUI = function () {
  17837. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17838. return;
  17839. }
  17840. var loadingScreen = this.loadingScreen;
  17841. if (loadingScreen) {
  17842. loadingScreen.displayLoadingUI();
  17843. }
  17844. };
  17845. /**
  17846. * Hide the loading screen
  17847. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17848. */
  17849. Engine.prototype.hideLoadingUI = function () {
  17850. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17851. return;
  17852. }
  17853. var loadingScreen = this.loadingScreen;
  17854. if (loadingScreen) {
  17855. loadingScreen.hideLoadingUI();
  17856. }
  17857. };
  17858. Object.defineProperty(Engine.prototype, "loadingScreen", {
  17859. /**
  17860. * Gets the current loading screen object
  17861. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17862. */
  17863. get: function () {
  17864. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  17865. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  17866. }
  17867. return this._loadingScreen;
  17868. },
  17869. /**
  17870. * Sets the current loading screen object
  17871. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17872. */
  17873. set: function (loadingScreen) {
  17874. this._loadingScreen = loadingScreen;
  17875. },
  17876. enumerable: true,
  17877. configurable: true
  17878. });
  17879. Object.defineProperty(Engine.prototype, "loadingUIText", {
  17880. /**
  17881. * Sets the current loading screen text
  17882. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17883. */
  17884. set: function (text) {
  17885. this.loadingScreen.loadingUIText = text;
  17886. },
  17887. enumerable: true,
  17888. configurable: true
  17889. });
  17890. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  17891. /**
  17892. * Sets the current loading screen background color
  17893. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17894. */
  17895. set: function (color) {
  17896. this.loadingScreen.loadingUIBackgroundColor = color;
  17897. },
  17898. enumerable: true,
  17899. configurable: true
  17900. });
  17901. /**
  17902. * Attach a new callback raised when context lost event is fired
  17903. * @param callback defines the callback to call
  17904. */
  17905. Engine.prototype.attachContextLostEvent = function (callback) {
  17906. if (this._renderingCanvas) {
  17907. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  17908. }
  17909. };
  17910. /**
  17911. * Attach a new callback raised when context restored event is fired
  17912. * @param callback defines the callback to call
  17913. */
  17914. Engine.prototype.attachContextRestoredEvent = function (callback) {
  17915. if (this._renderingCanvas) {
  17916. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  17917. }
  17918. };
  17919. /**
  17920. * Gets the source code of the vertex shader associated with a specific webGL program
  17921. * @param program defines the program to use
  17922. * @returns a string containing the source code of the vertex shader associated with the program
  17923. */
  17924. Engine.prototype.getVertexShaderSource = function (program) {
  17925. var shaders = this._gl.getAttachedShaders(program);
  17926. if (!shaders) {
  17927. return null;
  17928. }
  17929. return this._gl.getShaderSource(shaders[0]);
  17930. };
  17931. /**
  17932. * Gets the source code of the fragment shader associated with a specific webGL program
  17933. * @param program defines the program to use
  17934. * @returns a string containing the source code of the fragment shader associated with the program
  17935. */
  17936. Engine.prototype.getFragmentShaderSource = function (program) {
  17937. var shaders = this._gl.getAttachedShaders(program);
  17938. if (!shaders) {
  17939. return null;
  17940. }
  17941. return this._gl.getShaderSource(shaders[1]);
  17942. };
  17943. /**
  17944. * Get the current error code of the webGL context
  17945. * @returns the error code
  17946. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  17947. */
  17948. Engine.prototype.getError = function () {
  17949. return this._gl.getError();
  17950. };
  17951. // FPS
  17952. /**
  17953. * Gets the current framerate
  17954. * @returns a number representing the framerate
  17955. */
  17956. Engine.prototype.getFps = function () {
  17957. return this._fps;
  17958. };
  17959. /**
  17960. * Gets the time spent between current and previous frame
  17961. * @returns a number representing the delta time in ms
  17962. */
  17963. Engine.prototype.getDeltaTime = function () {
  17964. return this._deltaTime;
  17965. };
  17966. Engine.prototype._measureFps = function () {
  17967. this._performanceMonitor.sampleFrame();
  17968. this._fps = this._performanceMonitor.averageFPS;
  17969. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  17970. };
  17971. /** @hidden */
  17972. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  17973. if (faceIndex === void 0) { faceIndex = -1; }
  17974. if (level === void 0) { level = 0; }
  17975. if (buffer === void 0) { buffer = null; }
  17976. var gl = this._gl;
  17977. if (!this._dummyFramebuffer) {
  17978. var dummy = gl.createFramebuffer();
  17979. if (!dummy) {
  17980. throw new Error("Unable to create dummy framebuffer");
  17981. }
  17982. this._dummyFramebuffer = dummy;
  17983. }
  17984. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  17985. if (faceIndex > -1) {
  17986. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  17987. }
  17988. else {
  17989. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  17990. }
  17991. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  17992. switch (readType) {
  17993. case gl.UNSIGNED_BYTE:
  17994. if (!buffer) {
  17995. buffer = new Uint8Array(4 * width * height);
  17996. }
  17997. readType = gl.UNSIGNED_BYTE;
  17998. break;
  17999. default:
  18000. if (!buffer) {
  18001. buffer = new Float32Array(4 * width * height);
  18002. }
  18003. readType = gl.FLOAT;
  18004. break;
  18005. }
  18006. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  18007. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  18008. return buffer;
  18009. };
  18010. Engine.prototype._canRenderToFloatFramebuffer = function () {
  18011. if (this._webGLVersion > 1) {
  18012. return this._caps.colorBufferFloat;
  18013. }
  18014. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  18015. };
  18016. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  18017. if (this._webGLVersion > 1) {
  18018. return this._caps.colorBufferFloat;
  18019. }
  18020. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  18021. };
  18022. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  18023. Engine.prototype._canRenderToFramebuffer = function (type) {
  18024. var gl = this._gl;
  18025. //clear existing errors
  18026. while (gl.getError() !== gl.NO_ERROR) { }
  18027. var successful = true;
  18028. var texture = gl.createTexture();
  18029. gl.bindTexture(gl.TEXTURE_2D, texture);
  18030. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  18031. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  18032. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  18033. var fb = gl.createFramebuffer();
  18034. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  18035. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  18036. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  18037. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  18038. successful = successful && (gl.getError() === gl.NO_ERROR);
  18039. //try render by clearing frame buffer's color buffer
  18040. if (successful) {
  18041. gl.clear(gl.COLOR_BUFFER_BIT);
  18042. successful = successful && (gl.getError() === gl.NO_ERROR);
  18043. }
  18044. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  18045. if (successful) {
  18046. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  18047. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18048. var readFormat = gl.RGBA;
  18049. var readType = gl.UNSIGNED_BYTE;
  18050. var buffer = new Uint8Array(4);
  18051. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  18052. successful = successful && (gl.getError() === gl.NO_ERROR);
  18053. }
  18054. //clean up
  18055. gl.deleteTexture(texture);
  18056. gl.deleteFramebuffer(fb);
  18057. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18058. //clear accumulated errors
  18059. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  18060. return successful;
  18061. };
  18062. /** @hidden */
  18063. Engine.prototype._getWebGLTextureType = function (type) {
  18064. if (this._webGLVersion === 1) {
  18065. switch (type) {
  18066. case Engine.TEXTURETYPE_FLOAT:
  18067. return this._gl.FLOAT;
  18068. case Engine.TEXTURETYPE_HALF_FLOAT:
  18069. return this._gl.HALF_FLOAT_OES;
  18070. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18071. return this._gl.UNSIGNED_BYTE;
  18072. }
  18073. return this._gl.UNSIGNED_BYTE;
  18074. }
  18075. switch (type) {
  18076. case Engine.TEXTURETYPE_BYTE:
  18077. return this._gl.BYTE;
  18078. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18079. return this._gl.UNSIGNED_BYTE;
  18080. case Engine.TEXTURETYPE_SHORT:
  18081. return this._gl.SHORT;
  18082. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18083. return this._gl.UNSIGNED_SHORT;
  18084. case Engine.TEXTURETYPE_INT:
  18085. return this._gl.INT;
  18086. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18087. return this._gl.UNSIGNED_INT;
  18088. case Engine.TEXTURETYPE_FLOAT:
  18089. return this._gl.FLOAT;
  18090. case Engine.TEXTURETYPE_HALF_FLOAT:
  18091. return this._gl.HALF_FLOAT;
  18092. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18093. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  18094. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18095. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  18096. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18097. return this._gl.UNSIGNED_SHORT_5_6_5;
  18098. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18099. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  18100. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  18101. return this._gl.UNSIGNED_INT_24_8;
  18102. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18103. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  18104. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18105. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  18106. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  18107. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  18108. }
  18109. return this._gl.UNSIGNED_BYTE;
  18110. };
  18111. Engine.prototype._getInternalFormat = function (format) {
  18112. var internalFormat = this._gl.RGBA;
  18113. switch (format) {
  18114. case Engine.TEXTUREFORMAT_ALPHA:
  18115. internalFormat = this._gl.ALPHA;
  18116. break;
  18117. case Engine.TEXTUREFORMAT_LUMINANCE:
  18118. internalFormat = this._gl.LUMINANCE;
  18119. break;
  18120. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18121. internalFormat = this._gl.LUMINANCE_ALPHA;
  18122. break;
  18123. case Engine.TEXTUREFORMAT_RED:
  18124. internalFormat = this._gl.RED;
  18125. break;
  18126. case Engine.TEXTUREFORMAT_RG:
  18127. internalFormat = this._gl.RG;
  18128. break;
  18129. case Engine.TEXTUREFORMAT_RGB:
  18130. internalFormat = this._gl.RGB;
  18131. break;
  18132. case Engine.TEXTUREFORMAT_RGBA:
  18133. internalFormat = this._gl.RGBA;
  18134. break;
  18135. }
  18136. if (this._webGLVersion > 1) {
  18137. switch (format) {
  18138. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18139. internalFormat = this._gl.RED_INTEGER;
  18140. break;
  18141. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18142. internalFormat = this._gl.RG_INTEGER;
  18143. break;
  18144. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18145. internalFormat = this._gl.RGB_INTEGER;
  18146. break;
  18147. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18148. internalFormat = this._gl.RGBA_INTEGER;
  18149. break;
  18150. }
  18151. }
  18152. return internalFormat;
  18153. };
  18154. /** @hidden */
  18155. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  18156. if (this._webGLVersion === 1) {
  18157. if (format !== undefined) {
  18158. switch (format) {
  18159. case Engine.TEXTUREFORMAT_ALPHA:
  18160. return this._gl.ALPHA;
  18161. case Engine.TEXTUREFORMAT_LUMINANCE:
  18162. return this._gl.LUMINANCE;
  18163. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18164. return this._gl.LUMINANCE_ALPHA;
  18165. }
  18166. }
  18167. return this._gl.RGBA;
  18168. }
  18169. switch (type) {
  18170. case Engine.TEXTURETYPE_BYTE:
  18171. switch (format) {
  18172. case Engine.TEXTUREFORMAT_RED:
  18173. return this._gl.R8_SNORM;
  18174. case Engine.TEXTUREFORMAT_RG:
  18175. return this._gl.RG8_SNORM;
  18176. case Engine.TEXTUREFORMAT_RGB:
  18177. return this._gl.RGB8_SNORM;
  18178. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18179. return this._gl.R8I;
  18180. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18181. return this._gl.RG8I;
  18182. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18183. return this._gl.RGB8I;
  18184. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18185. return this._gl.RGBA8I;
  18186. default:
  18187. return this._gl.RGBA8_SNORM;
  18188. }
  18189. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18190. switch (format) {
  18191. case Engine.TEXTUREFORMAT_RED:
  18192. return this._gl.R8;
  18193. case Engine.TEXTUREFORMAT_RG:
  18194. return this._gl.RG8;
  18195. case Engine.TEXTUREFORMAT_RGB:
  18196. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18197. case Engine.TEXTUREFORMAT_RGBA:
  18198. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18199. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18200. return this._gl.R8UI;
  18201. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18202. return this._gl.RG8UI;
  18203. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18204. return this._gl.RGB8UI;
  18205. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18206. return this._gl.RGBA8UI;
  18207. default:
  18208. return this._gl.RGBA8;
  18209. }
  18210. case Engine.TEXTURETYPE_SHORT:
  18211. switch (format) {
  18212. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18213. return this._gl.R16I;
  18214. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18215. return this._gl.RG16I;
  18216. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18217. return this._gl.RGB16I;
  18218. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18219. return this._gl.RGBA16I;
  18220. default:
  18221. return this._gl.RGBA16I;
  18222. }
  18223. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18224. switch (format) {
  18225. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18226. return this._gl.R16UI;
  18227. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18228. return this._gl.RG16UI;
  18229. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18230. return this._gl.RGB16UI;
  18231. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18232. return this._gl.RGBA16UI;
  18233. default:
  18234. return this._gl.RGBA16UI;
  18235. }
  18236. case Engine.TEXTURETYPE_INT:
  18237. switch (format) {
  18238. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18239. return this._gl.R32I;
  18240. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18241. return this._gl.RG32I;
  18242. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18243. return this._gl.RGB32I;
  18244. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18245. return this._gl.RGBA32I;
  18246. default:
  18247. return this._gl.RGBA32I;
  18248. }
  18249. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18250. switch (format) {
  18251. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18252. return this._gl.R32UI;
  18253. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18254. return this._gl.RG32UI;
  18255. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18256. return this._gl.RGB32UI;
  18257. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18258. return this._gl.RGBA32UI;
  18259. default:
  18260. return this._gl.RGBA32UI;
  18261. }
  18262. case Engine.TEXTURETYPE_FLOAT:
  18263. switch (format) {
  18264. case Engine.TEXTUREFORMAT_RED:
  18265. return this._gl.R32F; // By default. Other possibility is R16F.
  18266. case Engine.TEXTUREFORMAT_RG:
  18267. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18268. case Engine.TEXTUREFORMAT_RGB:
  18269. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18270. case Engine.TEXTUREFORMAT_RGBA:
  18271. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18272. default:
  18273. return this._gl.RGBA32F;
  18274. }
  18275. case Engine.TEXTURETYPE_HALF_FLOAT:
  18276. switch (format) {
  18277. case Engine.TEXTUREFORMAT_RED:
  18278. return this._gl.R16F;
  18279. case Engine.TEXTUREFORMAT_RG:
  18280. return this._gl.RG16F;
  18281. case Engine.TEXTUREFORMAT_RGB:
  18282. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18283. case Engine.TEXTUREFORMAT_RGBA:
  18284. return this._gl.RGBA16F;
  18285. default:
  18286. return this._gl.RGBA16F;
  18287. }
  18288. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18289. return this._gl.RGB565;
  18290. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18291. return this._gl.R11F_G11F_B10F;
  18292. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18293. return this._gl.RGB9_E5;
  18294. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18295. return this._gl.RGBA4;
  18296. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18297. return this._gl.RGB5_A1;
  18298. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18299. switch (format) {
  18300. case Engine.TEXTUREFORMAT_RGBA:
  18301. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18302. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18303. return this._gl.RGB10_A2UI;
  18304. default:
  18305. return this._gl.RGB10_A2;
  18306. }
  18307. }
  18308. return this._gl.RGBA8;
  18309. };
  18310. /** @hidden */
  18311. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18312. if (type === Engine.TEXTURETYPE_FLOAT) {
  18313. return this._gl.RGBA32F;
  18314. }
  18315. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18316. return this._gl.RGBA16F;
  18317. }
  18318. return this._gl.RGBA8;
  18319. };
  18320. /** @hidden */
  18321. Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  18322. var _this = this;
  18323. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  18324. this._activeRequests.push(request);
  18325. request.onCompleteObservable.add(function (request) {
  18326. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18327. });
  18328. return request;
  18329. };
  18330. /** @hidden */
  18331. Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {
  18332. var _this = this;
  18333. return new Promise(function (resolve, reject) {
  18334. _this._loadFile(url, function (data) {
  18335. resolve(data);
  18336. }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  18337. reject(exception);
  18338. });
  18339. });
  18340. };
  18341. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18342. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18343. var onload = function (data) {
  18344. loadedFiles[index] = data;
  18345. loadedFiles._internalCount++;
  18346. if (loadedFiles._internalCount === 6) {
  18347. onfinish(loadedFiles);
  18348. }
  18349. };
  18350. var onerror = function (request, exception) {
  18351. if (onErrorCallBack && request) {
  18352. onErrorCallBack(request.status + " " + request.statusText, exception);
  18353. }
  18354. };
  18355. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18356. };
  18357. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18358. if (onError === void 0) { onError = null; }
  18359. var loadedFiles = [];
  18360. loadedFiles._internalCount = 0;
  18361. for (var index = 0; index < 6; index++) {
  18362. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18363. }
  18364. };
  18365. // Statics
  18366. /**
  18367. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18368. * @returns true if the engine can be created
  18369. * @ignorenaming
  18370. */
  18371. Engine.isSupported = function () {
  18372. try {
  18373. var tempcanvas = document.createElement("canvas");
  18374. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18375. return gl != null && !!window.WebGLRenderingContext;
  18376. }
  18377. catch (e) {
  18378. return false;
  18379. }
  18380. };
  18381. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18382. Engine.ExceptionList = [
  18383. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18384. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18385. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18386. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18387. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18388. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18389. ];
  18390. /** Gets the list of created engines */
  18391. Engine.Instances = new Array();
  18392. /**
  18393. * Hidden
  18394. */
  18395. Engine._TextureLoaders = [];
  18396. // Const statics
  18397. /** Defines that alpha blending is disabled */
  18398. Engine.ALPHA_DISABLE = 0;
  18399. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18400. Engine.ALPHA_ADD = 1;
  18401. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18402. Engine.ALPHA_COMBINE = 2;
  18403. /** Defines that alpha blending to DEST - SRC * DEST */
  18404. Engine.ALPHA_SUBTRACT = 3;
  18405. /** Defines that alpha blending to SRC * DEST */
  18406. Engine.ALPHA_MULTIPLY = 4;
  18407. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18408. Engine.ALPHA_MAXIMIZED = 5;
  18409. /** Defines that alpha blending to SRC + DEST */
  18410. Engine.ALPHA_ONEONE = 6;
  18411. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18412. Engine.ALPHA_PREMULTIPLIED = 7;
  18413. /**
  18414. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18415. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18416. */
  18417. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18418. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18419. Engine.ALPHA_INTERPOLATE = 9;
  18420. /**
  18421. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18422. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18423. */
  18424. Engine.ALPHA_SCREENMODE = 10;
  18425. /** Defines that the ressource is not delayed*/
  18426. Engine.DELAYLOADSTATE_NONE = 0;
  18427. /** Defines that the ressource was successfully delay loaded */
  18428. Engine.DELAYLOADSTATE_LOADED = 1;
  18429. /** Defines that the ressource is currently delay loading */
  18430. Engine.DELAYLOADSTATE_LOADING = 2;
  18431. /** Defines that the ressource is delayed and has not started loading */
  18432. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18433. // Depht or Stencil test Constants.
  18434. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18435. Engine.NEVER = 0x0200;
  18436. /** 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 */
  18437. Engine.ALWAYS = 0x0207;
  18438. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18439. Engine.LESS = 0x0201;
  18440. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18441. Engine.EQUAL = 0x0202;
  18442. /** 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 */
  18443. Engine.LEQUAL = 0x0203;
  18444. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18445. Engine.GREATER = 0x0204;
  18446. /** 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 */
  18447. Engine.GEQUAL = 0x0206;
  18448. /** 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 */
  18449. Engine.NOTEQUAL = 0x0205;
  18450. // Stencil Actions Constants.
  18451. /** Passed to stencilOperation to specify that stencil value must be kept */
  18452. Engine.KEEP = 0x1E00;
  18453. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18454. Engine.REPLACE = 0x1E01;
  18455. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18456. Engine.INCR = 0x1E02;
  18457. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18458. Engine.DECR = 0x1E03;
  18459. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18460. Engine.INVERT = 0x150A;
  18461. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18462. Engine.INCR_WRAP = 0x8507;
  18463. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18464. Engine.DECR_WRAP = 0x8508;
  18465. /** Texture is not repeating outside of 0..1 UVs */
  18466. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18467. /** Texture is repeating outside of 0..1 UVs */
  18468. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18469. /** Texture is repeating and mirrored */
  18470. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18471. /** ALPHA */
  18472. Engine.TEXTUREFORMAT_ALPHA = 0;
  18473. /** LUMINANCE */
  18474. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18475. /** LUMINANCE_ALPHA */
  18476. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18477. /** RGB */
  18478. Engine.TEXTUREFORMAT_RGB = 4;
  18479. /** RGBA */
  18480. Engine.TEXTUREFORMAT_RGBA = 5;
  18481. /** RED */
  18482. Engine.TEXTUREFORMAT_RED = 6;
  18483. /** RED (2nd reference) */
  18484. Engine.TEXTUREFORMAT_R = 6;
  18485. /** RG */
  18486. Engine.TEXTUREFORMAT_RG = 7;
  18487. /** RED_INTEGER */
  18488. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18489. /** RED_INTEGER (2nd reference) */
  18490. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18491. /** RG_INTEGER */
  18492. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18493. /** RGB_INTEGER */
  18494. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18495. /** RGBA_INTEGER */
  18496. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18497. /** UNSIGNED_BYTE */
  18498. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18499. /** UNSIGNED_BYTE (2nd reference) */
  18500. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18501. /** FLOAT */
  18502. Engine.TEXTURETYPE_FLOAT = 1;
  18503. /** HALF_FLOAT */
  18504. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18505. /** BYTE */
  18506. Engine.TEXTURETYPE_BYTE = 3;
  18507. /** SHORT */
  18508. Engine.TEXTURETYPE_SHORT = 4;
  18509. /** UNSIGNED_SHORT */
  18510. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18511. /** INT */
  18512. Engine.TEXTURETYPE_INT = 6;
  18513. /** UNSIGNED_INT */
  18514. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18515. /** UNSIGNED_SHORT_4_4_4_4 */
  18516. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18517. /** UNSIGNED_SHORT_5_5_5_1 */
  18518. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18519. /** UNSIGNED_SHORT_5_6_5 */
  18520. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18521. /** UNSIGNED_INT_2_10_10_10_REV */
  18522. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18523. /** UNSIGNED_INT_24_8 */
  18524. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18525. /** UNSIGNED_INT_10F_11F_11F_REV */
  18526. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18527. /** UNSIGNED_INT_5_9_9_9_REV */
  18528. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18529. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18530. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18531. /** nearest is mag = nearest and min = nearest and mip = linear */
  18532. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18533. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18534. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18535. /** Trilinear is mag = linear and min = linear and mip = linear */
  18536. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18537. /** nearest is mag = nearest and min = nearest and mip = linear */
  18538. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18539. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18540. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18541. /** Trilinear is mag = linear and min = linear and mip = linear */
  18542. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18543. /** mag = nearest and min = nearest and mip = nearest */
  18544. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18545. /** mag = nearest and min = linear and mip = nearest */
  18546. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18547. /** mag = nearest and min = linear and mip = linear */
  18548. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18549. /** mag = nearest and min = linear and mip = none */
  18550. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18551. /** mag = nearest and min = nearest and mip = none */
  18552. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18553. /** mag = linear and min = nearest and mip = nearest */
  18554. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18555. /** mag = linear and min = nearest and mip = linear */
  18556. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18557. /** mag = linear and min = linear and mip = none */
  18558. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18559. /** mag = linear and min = nearest and mip = none */
  18560. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18561. /** Explicit coordinates mode */
  18562. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18563. /** Spherical coordinates mode */
  18564. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18565. /** Planar coordinates mode */
  18566. Engine.TEXTURE_PLANAR_MODE = 2;
  18567. /** Cubic coordinates mode */
  18568. Engine.TEXTURE_CUBIC_MODE = 3;
  18569. /** Projection coordinates mode */
  18570. Engine.TEXTURE_PROJECTION_MODE = 4;
  18571. /** Skybox coordinates mode */
  18572. Engine.TEXTURE_SKYBOX_MODE = 5;
  18573. /** Inverse Cubic coordinates mode */
  18574. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18575. /** Equirectangular coordinates mode */
  18576. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18577. /** Equirectangular Fixed coordinates mode */
  18578. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18579. /** Equirectangular Fixed Mirrored coordinates mode */
  18580. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18581. // Texture rescaling mode
  18582. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18583. Engine.SCALEMODE_FLOOR = 1;
  18584. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18585. Engine.SCALEMODE_NEAREST = 2;
  18586. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18587. Engine.SCALEMODE_CEILING = 3;
  18588. // Updatable statics so stick with vars here
  18589. /**
  18590. * Gets or sets the epsilon value used by collision engine
  18591. */
  18592. Engine.CollisionsEpsilon = 0.001;
  18593. /**
  18594. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18595. */
  18596. Engine.CodeRepository = "src/";
  18597. /**
  18598. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18599. */
  18600. Engine.ShadersRepository = "src/Shaders/";
  18601. return Engine;
  18602. }());
  18603. BABYLON.Engine = Engine;
  18604. })(BABYLON || (BABYLON = {}));
  18605. //# sourceMappingURL=babylon.engine.js.map
  18606. var BABYLON;
  18607. (function (BABYLON) {
  18608. /**
  18609. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18610. */
  18611. var Node = /** @class */ (function () {
  18612. /**
  18613. * Creates a new Node
  18614. * @param name the name and id to be given to this node
  18615. * @param scene the scene this node will be added to
  18616. * @param addToRootNodes the node will be added to scene.rootNodes
  18617. */
  18618. function Node(name, scene, addToRootNodes) {
  18619. if (scene === void 0) { scene = null; }
  18620. if (addToRootNodes === void 0) { addToRootNodes = true; }
  18621. /**
  18622. * Gets or sets a string used to store user defined state for the node
  18623. */
  18624. this.state = "";
  18625. /**
  18626. * Gets or sets an object used to store user defined information for the node
  18627. */
  18628. this.metadata = null;
  18629. /**
  18630. * Gets or sets a boolean used to define if the node must be serialized
  18631. */
  18632. this.doNotSerialize = false;
  18633. /** @hidden */
  18634. this._isDisposed = false;
  18635. /**
  18636. * Gets a list of Animations associated with the node
  18637. */
  18638. this.animations = new Array();
  18639. this._ranges = {};
  18640. this._isEnabled = true;
  18641. this._isParentEnabled = true;
  18642. this._isReady = true;
  18643. /** @hidden */
  18644. this._currentRenderId = -1;
  18645. this._parentRenderId = -1;
  18646. this._childRenderId = -1;
  18647. /** @hidden */
  18648. this._worldMatrix = BABYLON.Matrix.Identity();
  18649. /** @hidden */
  18650. this._worldMatrixDeterminant = 0;
  18651. /** @hidden */
  18652. this._sceneRootNodesIndex = -1;
  18653. this._animationPropertiesOverride = null;
  18654. /**
  18655. * An event triggered when the mesh is disposed
  18656. */
  18657. this.onDisposeObservable = new BABYLON.Observable();
  18658. // Behaviors
  18659. this._behaviors = new Array();
  18660. this.name = name;
  18661. this.id = name;
  18662. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18663. this.uniqueId = this._scene.getUniqueId();
  18664. this._initCache();
  18665. if (addToRootNodes) {
  18666. this.addToSceneRootNodes();
  18667. }
  18668. }
  18669. /**
  18670. * Add a new node constructor
  18671. * @param type defines the type name of the node to construct
  18672. * @param constructorFunc defines the constructor function
  18673. */
  18674. Node.AddNodeConstructor = function (type, constructorFunc) {
  18675. this._NodeConstructors[type] = constructorFunc;
  18676. };
  18677. /**
  18678. * Returns a node constructor based on type name
  18679. * @param type defines the type name
  18680. * @param name defines the new node name
  18681. * @param scene defines the hosting scene
  18682. * @param options defines optional options to transmit to constructors
  18683. * @returns the new constructor or null
  18684. */
  18685. Node.Construct = function (type, name, scene, options) {
  18686. var constructorFunc = this._NodeConstructors[type];
  18687. if (!constructorFunc) {
  18688. return null;
  18689. }
  18690. return constructorFunc(name, scene, options);
  18691. };
  18692. /**
  18693. * Gets a boolean indicating if the node has been disposed
  18694. * @returns true if the node was disposed
  18695. */
  18696. Node.prototype.isDisposed = function () {
  18697. return this._isDisposed;
  18698. };
  18699. Object.defineProperty(Node.prototype, "parent", {
  18700. get: function () {
  18701. return this._parentNode;
  18702. },
  18703. /**
  18704. * Gets or sets the parent of the node
  18705. */
  18706. set: function (parent) {
  18707. if (this._parentNode === parent) {
  18708. return;
  18709. }
  18710. var previousParentNode = this._parentNode;
  18711. // Remove self from list of children of parent
  18712. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18713. var index = this._parentNode._children.indexOf(this);
  18714. if (index !== -1) {
  18715. this._parentNode._children.splice(index, 1);
  18716. }
  18717. if (!parent) {
  18718. this.addToSceneRootNodes();
  18719. }
  18720. }
  18721. // Store new parent
  18722. this._parentNode = parent;
  18723. // Add as child to new parent
  18724. if (this._parentNode) {
  18725. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18726. this._parentNode._children = new Array();
  18727. }
  18728. this._parentNode._children.push(this);
  18729. if (!previousParentNode) {
  18730. this.removeFromSceneRootNodes();
  18731. }
  18732. }
  18733. // Enabled state
  18734. this._syncParentEnabledState();
  18735. },
  18736. enumerable: true,
  18737. configurable: true
  18738. });
  18739. Node.prototype.addToSceneRootNodes = function () {
  18740. if (this._sceneRootNodesIndex === -1) {
  18741. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18742. this._scene.rootNodes.push(this);
  18743. }
  18744. };
  18745. Node.prototype.removeFromSceneRootNodes = function () {
  18746. if (this._sceneRootNodesIndex !== -1) {
  18747. var rootNodes = this._scene.rootNodes;
  18748. var lastIdx = rootNodes.length - 1;
  18749. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18750. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18751. this._scene.rootNodes.pop();
  18752. this._sceneRootNodesIndex = -1;
  18753. }
  18754. };
  18755. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18756. /**
  18757. * Gets or sets the animation properties override
  18758. */
  18759. get: function () {
  18760. if (!this._animationPropertiesOverride) {
  18761. return this._scene.animationPropertiesOverride;
  18762. }
  18763. return this._animationPropertiesOverride;
  18764. },
  18765. set: function (value) {
  18766. this._animationPropertiesOverride = value;
  18767. },
  18768. enumerable: true,
  18769. configurable: true
  18770. });
  18771. /**
  18772. * Gets a string idenfifying the name of the class
  18773. * @returns "Node" string
  18774. */
  18775. Node.prototype.getClassName = function () {
  18776. return "Node";
  18777. };
  18778. Object.defineProperty(Node.prototype, "onDispose", {
  18779. /**
  18780. * Sets a callback that will be raised when the node will be disposed
  18781. */
  18782. set: function (callback) {
  18783. if (this._onDisposeObserver) {
  18784. this.onDisposeObservable.remove(this._onDisposeObserver);
  18785. }
  18786. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18787. },
  18788. enumerable: true,
  18789. configurable: true
  18790. });
  18791. /**
  18792. * Gets the scene of the node
  18793. * @returns a scene
  18794. */
  18795. Node.prototype.getScene = function () {
  18796. return this._scene;
  18797. };
  18798. /**
  18799. * Gets the engine of the node
  18800. * @returns a Engine
  18801. */
  18802. Node.prototype.getEngine = function () {
  18803. return this._scene.getEngine();
  18804. };
  18805. /**
  18806. * Attach a behavior to the node
  18807. * @see http://doc.babylonjs.com/features/behaviour
  18808. * @param behavior defines the behavior to attach
  18809. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18810. * @returns the current Node
  18811. */
  18812. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  18813. var _this = this;
  18814. if (attachImmediately === void 0) { attachImmediately = false; }
  18815. var index = this._behaviors.indexOf(behavior);
  18816. if (index !== -1) {
  18817. return this;
  18818. }
  18819. behavior.init();
  18820. if (this._scene.isLoading && !attachImmediately) {
  18821. // We defer the attach when the scene will be loaded
  18822. this._scene.onDataLoadedObservable.addOnce(function () {
  18823. behavior.attach(_this);
  18824. });
  18825. }
  18826. else {
  18827. behavior.attach(this);
  18828. }
  18829. this._behaviors.push(behavior);
  18830. return this;
  18831. };
  18832. /**
  18833. * Remove an attached behavior
  18834. * @see http://doc.babylonjs.com/features/behaviour
  18835. * @param behavior defines the behavior to attach
  18836. * @returns the current Node
  18837. */
  18838. Node.prototype.removeBehavior = function (behavior) {
  18839. var index = this._behaviors.indexOf(behavior);
  18840. if (index === -1) {
  18841. return this;
  18842. }
  18843. this._behaviors[index].detach();
  18844. this._behaviors.splice(index, 1);
  18845. return this;
  18846. };
  18847. Object.defineProperty(Node.prototype, "behaviors", {
  18848. /**
  18849. * Gets the list of attached behaviors
  18850. * @see http://doc.babylonjs.com/features/behaviour
  18851. */
  18852. get: function () {
  18853. return this._behaviors;
  18854. },
  18855. enumerable: true,
  18856. configurable: true
  18857. });
  18858. /**
  18859. * Gets an attached behavior by name
  18860. * @param name defines the name of the behavior to look for
  18861. * @see http://doc.babylonjs.com/features/behaviour
  18862. * @returns null if behavior was not found else the requested behavior
  18863. */
  18864. Node.prototype.getBehaviorByName = function (name) {
  18865. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  18866. var behavior = _a[_i];
  18867. if (behavior.name === name) {
  18868. return behavior;
  18869. }
  18870. }
  18871. return null;
  18872. };
  18873. /**
  18874. * Returns the latest update of the World matrix
  18875. * @returns a Matrix
  18876. */
  18877. Node.prototype.getWorldMatrix = function () {
  18878. if (this._currentRenderId !== this._scene.getRenderId()) {
  18879. this.computeWorldMatrix();
  18880. }
  18881. return this._worldMatrix;
  18882. };
  18883. /** @hidden */
  18884. Node.prototype._getWorldMatrixDeterminant = function () {
  18885. return this._worldMatrixDeterminant;
  18886. };
  18887. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  18888. /**
  18889. * Returns directly the latest state of the mesh World matrix.
  18890. * A Matrix is returned.
  18891. */
  18892. get: function () {
  18893. return this._worldMatrix;
  18894. },
  18895. enumerable: true,
  18896. configurable: true
  18897. });
  18898. // override it in derived class if you add new variables to the cache
  18899. // and call the parent class method
  18900. /** @hidden */
  18901. Node.prototype._initCache = function () {
  18902. this._cache = {};
  18903. this._cache.parent = undefined;
  18904. };
  18905. /** @hidden */
  18906. Node.prototype.updateCache = function (force) {
  18907. if (!force && this.isSynchronized()) {
  18908. return;
  18909. }
  18910. this._cache.parent = this.parent;
  18911. this._updateCache();
  18912. };
  18913. // override it in derived class if you add new variables to the cache
  18914. // and call the parent class method if !ignoreParentClass
  18915. /** @hidden */
  18916. Node.prototype._updateCache = function (ignoreParentClass) {
  18917. };
  18918. // override it in derived class if you add new variables to the cache
  18919. /** @hidden */
  18920. Node.prototype._isSynchronized = function () {
  18921. return true;
  18922. };
  18923. /** @hidden */
  18924. Node.prototype._markSyncedWithParent = function () {
  18925. if (this._parentNode) {
  18926. this._parentRenderId = this._parentNode._childRenderId;
  18927. }
  18928. };
  18929. /** @hidden */
  18930. Node.prototype.isSynchronizedWithParent = function () {
  18931. if (!this._parentNode) {
  18932. return true;
  18933. }
  18934. if (this._parentRenderId !== this._parentNode._childRenderId) {
  18935. return false;
  18936. }
  18937. return this._parentNode.isSynchronized();
  18938. };
  18939. /** @hidden */
  18940. Node.prototype.isSynchronized = function () {
  18941. if (this._cache.parent != this._parentNode) {
  18942. this._cache.parent = this._parentNode;
  18943. return false;
  18944. }
  18945. if (this._parentNode && !this.isSynchronizedWithParent()) {
  18946. return false;
  18947. }
  18948. return this._isSynchronized();
  18949. };
  18950. /**
  18951. * Is this node ready to be used/rendered
  18952. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  18953. * @return true if the node is ready
  18954. */
  18955. Node.prototype.isReady = function (completeCheck) {
  18956. if (completeCheck === void 0) { completeCheck = false; }
  18957. return this._isReady;
  18958. };
  18959. /**
  18960. * Is this node enabled?
  18961. * 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
  18962. * @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
  18963. * @return whether this node (and its parent) is enabled
  18964. */
  18965. Node.prototype.isEnabled = function (checkAncestors) {
  18966. if (checkAncestors === void 0) { checkAncestors = true; }
  18967. if (checkAncestors === false) {
  18968. return this._isEnabled;
  18969. }
  18970. if (!this._isEnabled) {
  18971. return false;
  18972. }
  18973. return this._isParentEnabled;
  18974. };
  18975. /** @hidden */
  18976. Node.prototype._syncParentEnabledState = function () {
  18977. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  18978. if (this._children) {
  18979. this._children.forEach(function (c) {
  18980. c._syncParentEnabledState(); // Force children to update accordingly
  18981. });
  18982. }
  18983. };
  18984. /**
  18985. * Set the enabled state of this node
  18986. * @param value defines the new enabled state
  18987. */
  18988. Node.prototype.setEnabled = function (value) {
  18989. this._isEnabled = value;
  18990. this._syncParentEnabledState();
  18991. };
  18992. /**
  18993. * Is this node a descendant of the given node?
  18994. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  18995. * @param ancestor defines the parent node to inspect
  18996. * @returns a boolean indicating if this node is a descendant of the given node
  18997. */
  18998. Node.prototype.isDescendantOf = function (ancestor) {
  18999. if (this.parent) {
  19000. if (this.parent === ancestor) {
  19001. return true;
  19002. }
  19003. return this.parent.isDescendantOf(ancestor);
  19004. }
  19005. return false;
  19006. };
  19007. /** @hidden */
  19008. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  19009. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  19010. if (!this._children) {
  19011. return;
  19012. }
  19013. for (var index = 0; index < this._children.length; index++) {
  19014. var item = this._children[index];
  19015. if (!predicate || predicate(item)) {
  19016. results.push(item);
  19017. }
  19018. if (!directDescendantsOnly) {
  19019. item._getDescendants(results, false, predicate);
  19020. }
  19021. }
  19022. };
  19023. /**
  19024. * Will return all nodes that have this node as ascendant
  19025. * @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
  19026. * @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
  19027. * @return all children nodes of all types
  19028. */
  19029. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  19030. var results = new Array();
  19031. this._getDescendants(results, directDescendantsOnly, predicate);
  19032. return results;
  19033. };
  19034. /**
  19035. * Get all child-meshes of this node
  19036. * @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
  19037. * @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
  19038. * @returns an array of AbstractMesh
  19039. */
  19040. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  19041. var results = [];
  19042. this._getDescendants(results, directDescendantsOnly, function (node) {
  19043. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  19044. });
  19045. return results;
  19046. };
  19047. /**
  19048. * Get all child-transformNodes of this node
  19049. * @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
  19050. * @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
  19051. * @returns an array of TransformNode
  19052. */
  19053. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  19054. var results = [];
  19055. this._getDescendants(results, directDescendantsOnly, function (node) {
  19056. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  19057. });
  19058. return results;
  19059. };
  19060. /**
  19061. * Get all direct children of this node
  19062. * @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
  19063. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  19064. * @returns an array of Node
  19065. */
  19066. Node.prototype.getChildren = function (predicate, directDescendantsOnly) {
  19067. if (directDescendantsOnly === void 0) { directDescendantsOnly = true; }
  19068. return this.getDescendants(directDescendantsOnly, predicate);
  19069. };
  19070. /** @hidden */
  19071. Node.prototype._setReady = function (state) {
  19072. if (state === this._isReady) {
  19073. return;
  19074. }
  19075. if (!state) {
  19076. this._isReady = false;
  19077. return;
  19078. }
  19079. if (this.onReady) {
  19080. this.onReady(this);
  19081. }
  19082. this._isReady = true;
  19083. };
  19084. /**
  19085. * Get an animation by name
  19086. * @param name defines the name of the animation to look for
  19087. * @returns null if not found else the requested animation
  19088. */
  19089. Node.prototype.getAnimationByName = function (name) {
  19090. for (var i = 0; i < this.animations.length; i++) {
  19091. var animation = this.animations[i];
  19092. if (animation.name === name) {
  19093. return animation;
  19094. }
  19095. }
  19096. return null;
  19097. };
  19098. /**
  19099. * Creates an animation range for this node
  19100. * @param name defines the name of the range
  19101. * @param from defines the starting key
  19102. * @param to defines the end key
  19103. */
  19104. Node.prototype.createAnimationRange = function (name, from, to) {
  19105. // check name not already in use
  19106. if (!this._ranges[name]) {
  19107. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  19108. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19109. if (this.animations[i]) {
  19110. this.animations[i].createRange(name, from, to);
  19111. }
  19112. }
  19113. }
  19114. };
  19115. /**
  19116. * Delete a specific animation range
  19117. * @param name defines the name of the range to delete
  19118. * @param deleteFrames defines if animation frames from the range must be deleted as well
  19119. */
  19120. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  19121. if (deleteFrames === void 0) { deleteFrames = true; }
  19122. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19123. if (this.animations[i]) {
  19124. this.animations[i].deleteRange(name, deleteFrames);
  19125. }
  19126. }
  19127. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  19128. };
  19129. /**
  19130. * Get an animation range by name
  19131. * @param name defines the name of the animation range to look for
  19132. * @returns null if not found else the requested animation range
  19133. */
  19134. Node.prototype.getAnimationRange = function (name) {
  19135. return this._ranges[name];
  19136. };
  19137. /**
  19138. * Will start the animation sequence
  19139. * @param name defines the range frames for animation sequence
  19140. * @param loop defines if the animation should loop (false by default)
  19141. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  19142. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  19143. * @returns the object created for this animation. If range does not exist, it will return null
  19144. */
  19145. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  19146. var range = this.getAnimationRange(name);
  19147. if (!range) {
  19148. return null;
  19149. }
  19150. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  19151. };
  19152. /**
  19153. * Serialize animation ranges into a JSON compatible object
  19154. * @returns serialization object
  19155. */
  19156. Node.prototype.serializeAnimationRanges = function () {
  19157. var serializationRanges = [];
  19158. for (var name in this._ranges) {
  19159. var localRange = this._ranges[name];
  19160. if (!localRange) {
  19161. continue;
  19162. }
  19163. var range = {};
  19164. range.name = name;
  19165. range.from = localRange.from;
  19166. range.to = localRange.to;
  19167. serializationRanges.push(range);
  19168. }
  19169. return serializationRanges;
  19170. };
  19171. /**
  19172. * Computes the world matrix of the node
  19173. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19174. * @returns the world matrix
  19175. */
  19176. Node.prototype.computeWorldMatrix = function (force) {
  19177. if (!this._worldMatrix) {
  19178. this._worldMatrix = BABYLON.Matrix.Identity();
  19179. }
  19180. return this._worldMatrix;
  19181. };
  19182. /**
  19183. * Releases resources associated with this node.
  19184. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19185. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19186. */
  19187. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19188. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19189. if (!doNotRecurse) {
  19190. var nodes = this.getDescendants(true);
  19191. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19192. var node = nodes_1[_i];
  19193. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19194. }
  19195. }
  19196. else {
  19197. var transformNodes = this.getChildTransformNodes(true);
  19198. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19199. var transformNode = transformNodes_1[_a];
  19200. transformNode.parent = null;
  19201. transformNode.computeWorldMatrix(true);
  19202. }
  19203. }
  19204. if (!this.parent) {
  19205. this.removeFromSceneRootNodes();
  19206. }
  19207. else {
  19208. this.parent = null;
  19209. }
  19210. // Callback
  19211. this.onDisposeObservable.notifyObservers(this);
  19212. this.onDisposeObservable.clear();
  19213. // Behaviors
  19214. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19215. var behavior = _c[_b];
  19216. behavior.detach();
  19217. }
  19218. this._behaviors = [];
  19219. this._isDisposed = true;
  19220. };
  19221. /**
  19222. * Parse animation range data from a serialization object and store them into a given node
  19223. * @param node defines where to store the animation ranges
  19224. * @param parsedNode defines the serialization object to read data from
  19225. * @param scene defines the hosting scene
  19226. */
  19227. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19228. if (parsedNode.ranges) {
  19229. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19230. var data = parsedNode.ranges[index];
  19231. node.createAnimationRange(data.name, data.from, data.to);
  19232. }
  19233. }
  19234. };
  19235. Node._NodeConstructors = {};
  19236. __decorate([
  19237. BABYLON.serialize()
  19238. ], Node.prototype, "name", void 0);
  19239. __decorate([
  19240. BABYLON.serialize()
  19241. ], Node.prototype, "id", void 0);
  19242. __decorate([
  19243. BABYLON.serialize()
  19244. ], Node.prototype, "uniqueId", void 0);
  19245. __decorate([
  19246. BABYLON.serialize()
  19247. ], Node.prototype, "state", void 0);
  19248. __decorate([
  19249. BABYLON.serialize()
  19250. ], Node.prototype, "metadata", void 0);
  19251. return Node;
  19252. }());
  19253. BABYLON.Node = Node;
  19254. })(BABYLON || (BABYLON = {}));
  19255. //# sourceMappingURL=babylon.node.js.map
  19256. var BABYLON;
  19257. (function (BABYLON) {
  19258. /**
  19259. * Class used to store bounding sphere information
  19260. */
  19261. var BoundingSphere = /** @class */ (function () {
  19262. /**
  19263. * Creates a new bounding sphere
  19264. * @param min defines the minimum vector (in local space)
  19265. * @param max defines the maximum vector (in local space)
  19266. * @param worldMatrix defines the new world matrix
  19267. */
  19268. function BoundingSphere(min, max, worldMatrix) {
  19269. /**
  19270. * Gets the center of the bounding sphere in local space
  19271. */
  19272. this.center = BABYLON.Vector3.Zero();
  19273. /**
  19274. * Gets the center of the bounding sphere in world space
  19275. */
  19276. this.centerWorld = BABYLON.Vector3.Zero();
  19277. /**
  19278. * Gets the minimum vector in local space
  19279. */
  19280. this.minimum = BABYLON.Vector3.Zero();
  19281. /**
  19282. * Gets the maximum vector in local space
  19283. */
  19284. this.maximum = BABYLON.Vector3.Zero();
  19285. this.reConstruct(min, max, worldMatrix);
  19286. }
  19287. /**
  19288. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  19289. * @param min defines the new minimum vector (in local space)
  19290. * @param max defines the new maximum vector (in local space)
  19291. * @param worldMatrix defines the new world matrix
  19292. */
  19293. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19294. this.minimum.copyFrom(min);
  19295. this.maximum.copyFrom(max);
  19296. var distance = BABYLON.Vector3.Distance(min, max);
  19297. max.addToRef(min, this.center).scaleInPlace(0.5);
  19298. this.radius = distance * 0.5;
  19299. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19300. };
  19301. /**
  19302. * Scale the current bounding sphere by applying a scale factor
  19303. * @param factor defines the scale factor to apply
  19304. * @returns the current bounding box
  19305. */
  19306. BoundingSphere.prototype.scale = function (factor) {
  19307. var newRadius = this.radius * factor;
  19308. var tmpVectors = BoundingSphere.TmpVector3;
  19309. var tempRadiusVector = tmpVectors[0].setAll(newRadius);
  19310. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19311. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19312. this.reConstruct(min, max, this._worldMatrix);
  19313. return this;
  19314. };
  19315. /**
  19316. * Gets the world matrix of the bounding box
  19317. * @returns a matrix
  19318. */
  19319. BoundingSphere.prototype.getWorldMatrix = function () {
  19320. return this._worldMatrix;
  19321. };
  19322. // Methods
  19323. /** @hidden */
  19324. BoundingSphere.prototype._update = function (worldMatrix) {
  19325. if (!worldMatrix.isIdentity()) {
  19326. BABYLON.Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);
  19327. var tempVector = BoundingSphere.TmpVector3[0];
  19328. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);
  19329. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19330. }
  19331. else {
  19332. this.centerWorld.copyFrom(this.center);
  19333. this.radiusWorld = this.radius;
  19334. }
  19335. };
  19336. /**
  19337. * Tests if the bounding sphere is intersecting the frustum planes
  19338. * @param frustumPlanes defines the frustum planes to test
  19339. * @returns true if there is an intersection
  19340. */
  19341. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19342. for (var i = 0; i < 6; i++) {
  19343. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) {
  19344. return false;
  19345. }
  19346. }
  19347. return true;
  19348. };
  19349. /**
  19350. * Tests if a point is inside the bounding sphere
  19351. * @param point defines the point to test
  19352. * @returns true if the point is inside the bounding sphere
  19353. */
  19354. BoundingSphere.prototype.intersectsPoint = function (point) {
  19355. var squareDistance = BABYLON.Vector3.DistanceSquared(this.centerWorld, point);
  19356. if (this.radiusWorld * this.radiusWorld < squareDistance) {
  19357. return false;
  19358. }
  19359. return true;
  19360. };
  19361. // Statics
  19362. /**
  19363. * Checks if two sphere intersct
  19364. * @param sphere0 sphere 0
  19365. * @param sphere1 sphere 1
  19366. * @returns true if the speres intersect
  19367. */
  19368. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19369. var squareDistance = BABYLON.Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);
  19370. var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;
  19371. if (radiusSum * radiusSum < squareDistance) {
  19372. return false;
  19373. }
  19374. return true;
  19375. };
  19376. BoundingSphere.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19377. return BoundingSphere;
  19378. }());
  19379. BABYLON.BoundingSphere = BoundingSphere;
  19380. })(BABYLON || (BABYLON = {}));
  19381. //# sourceMappingURL=babylon.boundingSphere.js.map
  19382. var BABYLON;
  19383. (function (BABYLON) {
  19384. /**
  19385. * Class used to store bounding box information
  19386. */
  19387. var BoundingBox = /** @class */ (function () {
  19388. /**
  19389. * Creates a new bounding box
  19390. * @param min defines the minimum vector (in local space)
  19391. * @param max defines the maximum vector (in local space)
  19392. * @param worldMatrix defines the new world matrix
  19393. */
  19394. function BoundingBox(min, max, worldMatrix) {
  19395. /**
  19396. * Gets the 8 vectors representing the bounding box in local space
  19397. */
  19398. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19399. /**
  19400. * Gets the center of the bounding box in local space
  19401. */
  19402. this.center = BABYLON.Vector3.Zero();
  19403. /**
  19404. * Gets the center of the bounding box in world space
  19405. */
  19406. this.centerWorld = BABYLON.Vector3.Zero();
  19407. /**
  19408. * Gets the extend size in local space
  19409. */
  19410. this.extendSize = BABYLON.Vector3.Zero();
  19411. /**
  19412. * Gets the extend size in world space
  19413. */
  19414. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19415. /**
  19416. * Gets the OBB (object bounding box) directions
  19417. */
  19418. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19419. /**
  19420. * Gets the 8 vectors representing the bounding box in world space
  19421. */
  19422. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19423. /**
  19424. * Gets the minimum vector in world space
  19425. */
  19426. this.minimumWorld = BABYLON.Vector3.Zero();
  19427. /**
  19428. * Gets the maximum vector in world space
  19429. */
  19430. this.maximumWorld = BABYLON.Vector3.Zero();
  19431. /**
  19432. * Gets the minimum vector in local space
  19433. */
  19434. this.minimum = BABYLON.Vector3.Zero();
  19435. /**
  19436. * Gets the maximum vector in local space
  19437. */
  19438. this.maximum = BABYLON.Vector3.Zero();
  19439. this.reConstruct(min, max, worldMatrix);
  19440. }
  19441. // Methods
  19442. /**
  19443. * Recreates the entire bounding box from scratch as if we call the constructor in place
  19444. * @param min defines the new minimum vector (in local space)
  19445. * @param max defines the new maximum vector (in local space)
  19446. * @param worldMatrix defines the new world matrix
  19447. */
  19448. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19449. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19450. var vectors = this.vectors;
  19451. this.minimum.copyFromFloats(minX, minY, minZ);
  19452. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19453. vectors[0].copyFromFloats(minX, minY, minZ);
  19454. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19455. vectors[2].copyFromFloats(maxX, minY, minZ);
  19456. vectors[3].copyFromFloats(minX, maxY, minZ);
  19457. vectors[4].copyFromFloats(minX, minY, maxZ);
  19458. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19459. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19460. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19461. // OBB
  19462. max.addToRef(min, this.center).scaleInPlace(0.5);
  19463. max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);
  19464. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19465. };
  19466. /**
  19467. * Scale the current bounding box by applying a scale factor
  19468. * @param factor defines the scale factor to apply
  19469. * @returns the current bounding box
  19470. */
  19471. BoundingBox.prototype.scale = function (factor) {
  19472. var tmpVectors = BoundingBox.TmpVector3;
  19473. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19474. var len = diff.length();
  19475. diff.normalizeFromLength(len);
  19476. var distance = len * factor;
  19477. var newRadius = diff.scaleInPlace(distance * 0.5);
  19478. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19479. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19480. this.reConstruct(min, max, this._worldMatrix);
  19481. return this;
  19482. };
  19483. /**
  19484. * Gets the world matrix of the bounding box
  19485. * @returns a matrix
  19486. */
  19487. BoundingBox.prototype.getWorldMatrix = function () {
  19488. return this._worldMatrix;
  19489. };
  19490. /** @hidden */
  19491. BoundingBox.prototype._update = function (world) {
  19492. var minWorld = this.minimumWorld;
  19493. var maxWorld = this.maximumWorld;
  19494. var directions = this.directions;
  19495. var vectorsWorld = this.vectorsWorld;
  19496. var vectors = this.vectors;
  19497. if (!world.isIdentity()) {
  19498. minWorld.setAll(Number.MAX_VALUE);
  19499. maxWorld.setAll(-Number.MAX_VALUE);
  19500. for (var index = 0; index < 8; ++index) {
  19501. var v = vectorsWorld[index];
  19502. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19503. minWorld.minimizeInPlace(v);
  19504. maxWorld.maximizeInPlace(v);
  19505. }
  19506. // Extend
  19507. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19508. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19509. }
  19510. else {
  19511. minWorld.copyFrom(this.minimum);
  19512. maxWorld.copyFrom(this.maximum);
  19513. for (var index = 0; index < 8; ++index) {
  19514. vectorsWorld[index].copyFrom(vectors[index]);
  19515. }
  19516. // Extend
  19517. this.extendSizeWorld.copyFrom(this.extendSize);
  19518. this.centerWorld.copyFrom(this.center);
  19519. }
  19520. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19521. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19522. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19523. this._worldMatrix = world;
  19524. };
  19525. /**
  19526. * Tests if the bounding box is intersecting the frustum planes
  19527. * @param frustumPlanes defines the frustum planes to test
  19528. * @returns true if there is an intersection
  19529. */
  19530. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19531. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19532. };
  19533. /**
  19534. * Tests if the bounding box is entirely inside the frustum planes
  19535. * @param frustumPlanes defines the frustum planes to test
  19536. * @returns true if there is an inclusion
  19537. */
  19538. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19539. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19540. };
  19541. /**
  19542. * Tests if a point is inside the bounding box
  19543. * @param point defines the point to test
  19544. * @returns true if the point is inside the bounding box
  19545. */
  19546. BoundingBox.prototype.intersectsPoint = function (point) {
  19547. var min = this.minimumWorld;
  19548. var max = this.maximumWorld;
  19549. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19550. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19551. var delta = -BABYLON.Epsilon;
  19552. if (maxX - pointX < delta || delta > pointX - minX) {
  19553. return false;
  19554. }
  19555. if (maxY - pointY < delta || delta > pointY - minY) {
  19556. return false;
  19557. }
  19558. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19559. return false;
  19560. }
  19561. return true;
  19562. };
  19563. /**
  19564. * Tests if the bounding box intersects with a bounding sphere
  19565. * @param sphere defines the sphere to test
  19566. * @returns true if there is an intersection
  19567. */
  19568. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19569. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19570. };
  19571. /**
  19572. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19573. * @param min defines the min vector to use
  19574. * @param max defines the max vector to use
  19575. * @returns true if there is an intersection
  19576. */
  19577. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19578. var myMin = this.minimumWorld;
  19579. var myMax = this.maximumWorld;
  19580. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19581. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19582. if (myMaxX < minX || myMinX > maxX) {
  19583. return false;
  19584. }
  19585. if (myMaxY < minY || myMinY > maxY) {
  19586. return false;
  19587. }
  19588. if (myMaxZ < minZ || myMinZ > maxZ) {
  19589. return false;
  19590. }
  19591. return true;
  19592. };
  19593. // Statics
  19594. /**
  19595. * Tests if two bounding boxes are intersections
  19596. * @param box0 defines the first box to test
  19597. * @param box1 defines the second box to test
  19598. * @returns true if there is an intersection
  19599. */
  19600. BoundingBox.Intersects = function (box0, box1) {
  19601. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19602. };
  19603. /**
  19604. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19605. * @param minPoint defines the minimum vector of the bounding box
  19606. * @param maxPoint defines the maximum vector of the bounding box
  19607. * @param sphereCenter defines the sphere center
  19608. * @param sphereRadius defines the sphere radius
  19609. * @returns true if there is an intersection
  19610. */
  19611. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19612. var vector = BoundingBox.TmpVector3[0];
  19613. BABYLON.Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);
  19614. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19615. return (num <= (sphereRadius * sphereRadius));
  19616. };
  19617. /**
  19618. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19619. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19620. * @param frustumPlanes defines the frustum planes to test
  19621. * @return true if there is an inclusion
  19622. */
  19623. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19624. for (var p = 0; p < 6; ++p) {
  19625. var frustumPlane = frustumPlanes[p];
  19626. for (var i = 0; i < 8; ++i) {
  19627. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19628. return false;
  19629. }
  19630. }
  19631. }
  19632. return true;
  19633. };
  19634. /**
  19635. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19636. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19637. * @param frustumPlanes defines the frustum planes to test
  19638. * @return true if there is an intersection
  19639. */
  19640. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19641. for (var p = 0; p < 6; ++p) {
  19642. var canReturnFalse = true;
  19643. var frustumPlane = frustumPlanes[p];
  19644. for (var i = 0; i < 8; ++i) {
  19645. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19646. canReturnFalse = false;
  19647. break;
  19648. }
  19649. }
  19650. if (canReturnFalse) {
  19651. return false;
  19652. }
  19653. }
  19654. return true;
  19655. };
  19656. BoundingBox.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19657. return BoundingBox;
  19658. }());
  19659. BABYLON.BoundingBox = BoundingBox;
  19660. })(BABYLON || (BABYLON = {}));
  19661. //# sourceMappingURL=babylon.boundingBox.js.map
  19662. var BABYLON;
  19663. (function (BABYLON) {
  19664. var _result0 = { min: 0, max: 0 };
  19665. var _result1 = { min: 0, max: 0 };
  19666. var computeBoxExtents = function (axis, box, result) {
  19667. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19668. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19669. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19670. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19671. var r = r0 + r1 + r2;
  19672. result.min = p - r;
  19673. result.max = p + r;
  19674. };
  19675. var axisOverlap = function (axis, box0, box1) {
  19676. computeBoxExtents(axis, box0, _result0);
  19677. computeBoxExtents(axis, box1, _result1);
  19678. return !(_result0.min > _result1.max || _result1.min > _result0.max);
  19679. };
  19680. /**
  19681. * Info for a bounding data of a mesh
  19682. */
  19683. var BoundingInfo = /** @class */ (function () {
  19684. /**
  19685. * Constructs bounding info
  19686. * @param minimum min vector of the bounding box/sphere
  19687. * @param maximum max vector of the bounding box/sphere
  19688. * @param worldMatrix defines the new world matrix
  19689. */
  19690. function BoundingInfo(minimum, maximum, worldMatrix) {
  19691. this._isLocked = false;
  19692. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19693. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19694. }
  19695. /**
  19696. * Recreates the entire bounding info from scratch as if we call the constructor in place
  19697. * @param min defines the new minimum vector (in local space)
  19698. * @param max defines the new maximum vector (in local space)
  19699. * @param worldMatrix defines the new world matrix
  19700. */
  19701. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19702. this.boundingBox.reConstruct(min, max, worldMatrix);
  19703. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19704. };
  19705. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19706. /**
  19707. * min vector of the bounding box/sphere
  19708. */
  19709. get: function () {
  19710. return this.boundingBox.minimum;
  19711. },
  19712. enumerable: true,
  19713. configurable: true
  19714. });
  19715. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19716. /**
  19717. * max vector of the bounding box/sphere
  19718. */
  19719. get: function () {
  19720. return this.boundingBox.maximum;
  19721. },
  19722. enumerable: true,
  19723. configurable: true
  19724. });
  19725. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19726. /**
  19727. * If the info is locked and won't be updated to avoid perf overhead
  19728. */
  19729. get: function () {
  19730. return this._isLocked;
  19731. },
  19732. set: function (value) {
  19733. this._isLocked = value;
  19734. },
  19735. enumerable: true,
  19736. configurable: true
  19737. });
  19738. // Methods
  19739. /**
  19740. * Updates the bounding sphere and box
  19741. * @param world world matrix to be used to update
  19742. */
  19743. BoundingInfo.prototype.update = function (world) {
  19744. if (this._isLocked) {
  19745. return;
  19746. }
  19747. this.boundingBox._update(world);
  19748. this.boundingSphere._update(world);
  19749. };
  19750. /**
  19751. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19752. * @param center New center of the bounding info
  19753. * @param extend New extend of the bounding info
  19754. * @returns the current bounding info
  19755. */
  19756. BoundingInfo.prototype.centerOn = function (center, extend) {
  19757. var minimum = BoundingInfo.TmpVector3[0].copyFrom(center).subtractInPlace(extend);
  19758. var maximum = BoundingInfo.TmpVector3[1].copyFrom(center).addInPlace(extend);
  19759. this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19760. this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19761. return this;
  19762. };
  19763. /**
  19764. * Scale the current bounding info by applying a scale factor
  19765. * @param factor defines the scale factor to apply
  19766. * @returns the current bounding info
  19767. */
  19768. BoundingInfo.prototype.scale = function (factor) {
  19769. this.boundingBox.scale(factor);
  19770. this.boundingSphere.scale(factor);
  19771. return this;
  19772. };
  19773. /**
  19774. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19775. * @param frustumPlanes defines the frustum to test
  19776. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  19777. * @returns true if the bounding info is in the frustum planes
  19778. */
  19779. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19780. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19781. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19782. return false;
  19783. }
  19784. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  19785. return true;
  19786. }
  19787. return this.boundingBox.isInFrustum(frustumPlanes);
  19788. };
  19789. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  19790. /**
  19791. * Gets the world distance between the min and max points of the bounding box
  19792. */
  19793. get: function () {
  19794. var boundingBox = this.boundingBox;
  19795. var diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo.TmpVector3[0]);
  19796. return diag.length();
  19797. },
  19798. enumerable: true,
  19799. configurable: true
  19800. });
  19801. /**
  19802. * Checks if a cullable object (mesh...) is in the camera frustum
  19803. * Unlike isInFrustum this cheks the full bounding box
  19804. * @param frustumPlanes Camera near/planes
  19805. * @returns true if the object is in frustum otherwise false
  19806. */
  19807. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19808. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  19809. };
  19810. /** @hidden */
  19811. BoundingInfo.prototype._checkCollision = function (collider) {
  19812. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  19813. };
  19814. /**
  19815. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  19816. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19817. * @param point the point to check intersection with
  19818. * @returns if the point intersects
  19819. */
  19820. BoundingInfo.prototype.intersectsPoint = function (point) {
  19821. if (!this.boundingSphere.centerWorld) {
  19822. return false;
  19823. }
  19824. if (!this.boundingSphere.intersectsPoint(point)) {
  19825. return false;
  19826. }
  19827. if (!this.boundingBox.intersectsPoint(point)) {
  19828. return false;
  19829. }
  19830. return true;
  19831. };
  19832. /**
  19833. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  19834. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19835. * @param boundingInfo the bounding info to check intersection with
  19836. * @param precise if the intersection should be done using OBB
  19837. * @returns if the bounding info intersects
  19838. */
  19839. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  19840. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  19841. return false;
  19842. }
  19843. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  19844. return false;
  19845. }
  19846. if (!precise) {
  19847. return true;
  19848. }
  19849. var box0 = this.boundingBox;
  19850. var box1 = boundingInfo.boundingBox;
  19851. if (!axisOverlap(box0.directions[0], box0, box1)) {
  19852. return false;
  19853. }
  19854. if (!axisOverlap(box0.directions[1], box0, box1)) {
  19855. return false;
  19856. }
  19857. if (!axisOverlap(box0.directions[2], box0, box1)) {
  19858. return false;
  19859. }
  19860. if (!axisOverlap(box1.directions[0], box0, box1)) {
  19861. return false;
  19862. }
  19863. if (!axisOverlap(box1.directions[1], box0, box1)) {
  19864. return false;
  19865. }
  19866. if (!axisOverlap(box1.directions[2], box0, box1)) {
  19867. return false;
  19868. }
  19869. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  19870. return false;
  19871. }
  19872. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  19873. return false;
  19874. }
  19875. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  19876. return false;
  19877. }
  19878. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  19879. return false;
  19880. }
  19881. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  19882. return false;
  19883. }
  19884. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  19885. return false;
  19886. }
  19887. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  19888. return false;
  19889. }
  19890. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  19891. return false;
  19892. }
  19893. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  19894. return false;
  19895. }
  19896. return true;
  19897. };
  19898. BoundingInfo.TmpVector3 = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  19899. return BoundingInfo;
  19900. }());
  19901. BABYLON.BoundingInfo = BoundingInfo;
  19902. })(BABYLON || (BABYLON = {}));
  19903. //# sourceMappingURL=babylon.boundingInfo.js.map
  19904. var BABYLON;
  19905. (function (BABYLON) {
  19906. /**
  19907. * 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.
  19908. * @see https://doc.babylonjs.com/how_to/transformnode
  19909. */
  19910. var TransformNode = /** @class */ (function (_super) {
  19911. __extends(TransformNode, _super);
  19912. function TransformNode(name, scene, isPure) {
  19913. if (scene === void 0) { scene = null; }
  19914. if (isPure === void 0) { isPure = true; }
  19915. var _this = _super.call(this, name, scene) || this;
  19916. _this._forward = new BABYLON.Vector3(0, 0, 1);
  19917. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  19918. _this._up = new BABYLON.Vector3(0, 1, 0);
  19919. _this._right = new BABYLON.Vector3(1, 0, 0);
  19920. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  19921. // Properties
  19922. _this._position = BABYLON.Vector3.Zero();
  19923. _this._rotation = BABYLON.Vector3.Zero();
  19924. _this._scaling = BABYLON.Vector3.One();
  19925. _this._isDirty = false;
  19926. /**
  19927. * Set the billboard mode. Default is 0.
  19928. *
  19929. * | Value | Type | Description |
  19930. * | --- | --- | --- |
  19931. * | 0 | BILLBOARDMODE_NONE | |
  19932. * | 1 | BILLBOARDMODE_X | |
  19933. * | 2 | BILLBOARDMODE_Y | |
  19934. * | 4 | BILLBOARDMODE_Z | |
  19935. * | 7 | BILLBOARDMODE_ALL | |
  19936. *
  19937. */
  19938. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  19939. /**
  19940. * 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
  19941. */
  19942. _this.scalingDeterminant = 1;
  19943. /**
  19944. * Sets the distance of the object to max, often used by skybox
  19945. */
  19946. _this.infiniteDistance = false;
  19947. /**
  19948. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  19949. * By default the system will update normals to compensate
  19950. */
  19951. _this.ignoreNonUniformScaling = false;
  19952. _this._localWorld = BABYLON.Matrix.Zero();
  19953. _this._absolutePosition = BABYLON.Vector3.Zero();
  19954. _this._pivotMatrix = BABYLON.Matrix.Identity();
  19955. _this._postMultiplyPivotMatrix = false;
  19956. _this._isWorldMatrixFrozen = false;
  19957. /** @hidden */
  19958. _this._indexInSceneTransformNodesArray = -1;
  19959. /**
  19960. * An event triggered after the world matrix is updated
  19961. */
  19962. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  19963. _this._nonUniformScaling = false;
  19964. if (isPure) {
  19965. _this.getScene().addTransformNode(_this);
  19966. }
  19967. return _this;
  19968. }
  19969. /**
  19970. * Gets a string identifying the name of the class
  19971. * @returns "TransformNode" string
  19972. */
  19973. TransformNode.prototype.getClassName = function () {
  19974. return "TransformNode";
  19975. };
  19976. Object.defineProperty(TransformNode.prototype, "position", {
  19977. /**
  19978. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  19979. */
  19980. get: function () {
  19981. return this._position;
  19982. },
  19983. set: function (newPosition) {
  19984. this._position = newPosition;
  19985. this._isDirty = true;
  19986. },
  19987. enumerable: true,
  19988. configurable: true
  19989. });
  19990. Object.defineProperty(TransformNode.prototype, "rotation", {
  19991. /**
  19992. * 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)).
  19993. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  19994. */
  19995. get: function () {
  19996. return this._rotation;
  19997. },
  19998. set: function (newRotation) {
  19999. this._rotation = newRotation;
  20000. this._isDirty = true;
  20001. },
  20002. enumerable: true,
  20003. configurable: true
  20004. });
  20005. Object.defineProperty(TransformNode.prototype, "scaling", {
  20006. /**
  20007. * 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)).
  20008. */
  20009. get: function () {
  20010. return this._scaling;
  20011. },
  20012. set: function (newScaling) {
  20013. this._scaling = newScaling;
  20014. this._isDirty = true;
  20015. },
  20016. enumerable: true,
  20017. configurable: true
  20018. });
  20019. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  20020. /**
  20021. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  20022. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  20023. */
  20024. get: function () {
  20025. return this._rotationQuaternion;
  20026. },
  20027. set: function (quaternion) {
  20028. this._rotationQuaternion = quaternion;
  20029. //reset the rotation vector.
  20030. if (quaternion) {
  20031. this.rotation.setAll(0.0);
  20032. }
  20033. },
  20034. enumerable: true,
  20035. configurable: true
  20036. });
  20037. Object.defineProperty(TransformNode.prototype, "forward", {
  20038. /**
  20039. * The forward direction of that transform in world space.
  20040. */
  20041. get: function () {
  20042. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  20043. },
  20044. enumerable: true,
  20045. configurable: true
  20046. });
  20047. Object.defineProperty(TransformNode.prototype, "up", {
  20048. /**
  20049. * The up direction of that transform in world space.
  20050. */
  20051. get: function () {
  20052. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  20053. },
  20054. enumerable: true,
  20055. configurable: true
  20056. });
  20057. Object.defineProperty(TransformNode.prototype, "right", {
  20058. /**
  20059. * The right direction of that transform in world space.
  20060. */
  20061. get: function () {
  20062. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  20063. },
  20064. enumerable: true,
  20065. configurable: true
  20066. });
  20067. /**
  20068. * Copies the parameter passed Matrix into the mesh Pose matrix.
  20069. * @param matrix the matrix to copy the pose from
  20070. * @returns this TransformNode.
  20071. */
  20072. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  20073. this._poseMatrix.copyFrom(matrix);
  20074. return this;
  20075. };
  20076. /**
  20077. * Returns the mesh Pose matrix.
  20078. * @returns the pose matrix
  20079. */
  20080. TransformNode.prototype.getPoseMatrix = function () {
  20081. return this._poseMatrix;
  20082. };
  20083. /** @hidden */
  20084. TransformNode.prototype._isSynchronized = function () {
  20085. if (this._isDirty) {
  20086. return false;
  20087. }
  20088. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20089. return false;
  20090. }
  20091. if (this._cache.pivotMatrixUpdated) {
  20092. return false;
  20093. }
  20094. if (this.infiniteDistance) {
  20095. return false;
  20096. }
  20097. if (!this._cache.position.equals(this._position)) {
  20098. return false;
  20099. }
  20100. if (this._rotationQuaternion) {
  20101. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  20102. return false;
  20103. }
  20104. }
  20105. if (!this._cache.rotation.equals(this._rotation)) {
  20106. return false;
  20107. }
  20108. if (!this._cache.scaling.equals(this._scaling)) {
  20109. return false;
  20110. }
  20111. return true;
  20112. };
  20113. /** @hidden */
  20114. TransformNode.prototype._initCache = function () {
  20115. _super.prototype._initCache.call(this);
  20116. this._cache.localMatrixUpdated = false;
  20117. this._cache.position = BABYLON.Vector3.Zero();
  20118. this._cache.scaling = BABYLON.Vector3.Zero();
  20119. this._cache.rotation = BABYLON.Vector3.Zero();
  20120. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  20121. this._cache.billboardMode = -1;
  20122. };
  20123. /**
  20124. * Flag the transform node as dirty (Forcing it to update everything)
  20125. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  20126. * @returns this transform node
  20127. */
  20128. TransformNode.prototype.markAsDirty = function (property) {
  20129. if (property === "rotation") {
  20130. this.rotationQuaternion = null;
  20131. }
  20132. this._currentRenderId = Number.MAX_VALUE;
  20133. this._isDirty = true;
  20134. return this;
  20135. };
  20136. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  20137. /**
  20138. * Returns the current mesh absolute position.
  20139. * Returns a Vector3.
  20140. */
  20141. get: function () {
  20142. return this._absolutePosition;
  20143. },
  20144. enumerable: true,
  20145. configurable: true
  20146. });
  20147. /**
  20148. * Sets a new matrix to apply before all other transformation
  20149. * @param matrix defines the transform matrix
  20150. * @returns the current TransformNode
  20151. */
  20152. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  20153. return this.setPivotMatrix(matrix, false);
  20154. };
  20155. /**
  20156. * Sets a new pivot matrix to the current node
  20157. * @param matrix defines the new pivot matrix to use
  20158. * @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
  20159. * @returns the current TransformNode
  20160. */
  20161. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  20162. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  20163. this._pivotMatrix.copyFrom(matrix);
  20164. this._cache.pivotMatrixUpdated = true;
  20165. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  20166. if (this._postMultiplyPivotMatrix) {
  20167. if (!this._pivotMatrixInverse) {
  20168. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  20169. }
  20170. else {
  20171. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  20172. }
  20173. }
  20174. return this;
  20175. };
  20176. /**
  20177. * Returns the mesh pivot matrix.
  20178. * Default : Identity.
  20179. * @returns the matrix
  20180. */
  20181. TransformNode.prototype.getPivotMatrix = function () {
  20182. return this._pivotMatrix;
  20183. };
  20184. /**
  20185. * Prevents the World matrix to be computed any longer.
  20186. * @returns the TransformNode.
  20187. */
  20188. TransformNode.prototype.freezeWorldMatrix = function () {
  20189. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20190. this.computeWorldMatrix(true);
  20191. this._isWorldMatrixFrozen = true;
  20192. return this;
  20193. };
  20194. /**
  20195. * Allows back the World matrix computation.
  20196. * @returns the TransformNode.
  20197. */
  20198. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20199. this._isWorldMatrixFrozen = false;
  20200. this.computeWorldMatrix(true);
  20201. return this;
  20202. };
  20203. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20204. /**
  20205. * True if the World matrix has been frozen.
  20206. */
  20207. get: function () {
  20208. return this._isWorldMatrixFrozen;
  20209. },
  20210. enumerable: true,
  20211. configurable: true
  20212. });
  20213. /**
  20214. * Retuns the mesh absolute position in the World.
  20215. * @returns a Vector3.
  20216. */
  20217. TransformNode.prototype.getAbsolutePosition = function () {
  20218. this.computeWorldMatrix();
  20219. return this._absolutePosition;
  20220. };
  20221. /**
  20222. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20223. * @param absolutePosition the absolute position to set
  20224. * @returns the TransformNode.
  20225. */
  20226. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20227. if (!absolutePosition) {
  20228. return this;
  20229. }
  20230. var absolutePositionX;
  20231. var absolutePositionY;
  20232. var absolutePositionZ;
  20233. if (absolutePosition.x === undefined) {
  20234. if (arguments.length < 3) {
  20235. return this;
  20236. }
  20237. absolutePositionX = arguments[0];
  20238. absolutePositionY = arguments[1];
  20239. absolutePositionZ = arguments[2];
  20240. }
  20241. else {
  20242. absolutePositionX = absolutePosition.x;
  20243. absolutePositionY = absolutePosition.y;
  20244. absolutePositionZ = absolutePosition.z;
  20245. }
  20246. if (this.parent) {
  20247. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20248. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20249. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);
  20250. }
  20251. else {
  20252. this.position.x = absolutePositionX;
  20253. this.position.y = absolutePositionY;
  20254. this.position.z = absolutePositionZ;
  20255. }
  20256. return this;
  20257. };
  20258. /**
  20259. * Sets the mesh position in its local space.
  20260. * @param vector3 the position to set in localspace
  20261. * @returns the TransformNode.
  20262. */
  20263. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20264. this.computeWorldMatrix();
  20265. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  20266. return this;
  20267. };
  20268. /**
  20269. * Returns the mesh position in the local space from the current World matrix values.
  20270. * @returns a new Vector3.
  20271. */
  20272. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20273. this.computeWorldMatrix();
  20274. var invLocalWorldMatrix = BABYLON.Tmp.Matrix[0];
  20275. this._localWorld.invertToRef(invLocalWorldMatrix);
  20276. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20277. };
  20278. /**
  20279. * Translates the mesh along the passed Vector3 in its local space.
  20280. * @param vector3 the distance to translate in localspace
  20281. * @returns the TransformNode.
  20282. */
  20283. TransformNode.prototype.locallyTranslate = function (vector3) {
  20284. this.computeWorldMatrix(true);
  20285. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  20286. return this;
  20287. };
  20288. /**
  20289. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20290. * @param targetPoint the position (must be in same space as current mesh) to look at
  20291. * @param yawCor optional yaw (y-axis) correction in radians
  20292. * @param pitchCor optional pitch (x-axis) correction in radians
  20293. * @param rollCor optional roll (z-axis) correction in radians
  20294. * @param space the choosen space of the target
  20295. * @returns the TransformNode.
  20296. */
  20297. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20298. if (yawCor === void 0) { yawCor = 0; }
  20299. if (pitchCor === void 0) { pitchCor = 0; }
  20300. if (rollCor === void 0) { rollCor = 0; }
  20301. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20302. var dv = TransformNode._lookAtVectorCache;
  20303. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20304. targetPoint.subtractToRef(pos, dv);
  20305. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  20306. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  20307. var pitch = Math.atan2(dv.y, len);
  20308. if (this.rotationQuaternion) {
  20309. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20310. }
  20311. else {
  20312. this.rotation.x = pitch + pitchCor;
  20313. this.rotation.y = yaw + yawCor;
  20314. this.rotation.z = rollCor;
  20315. }
  20316. return this;
  20317. };
  20318. /**
  20319. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20320. * This Vector3 is expressed in the World space.
  20321. * @param localAxis axis to rotate
  20322. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20323. */
  20324. TransformNode.prototype.getDirection = function (localAxis) {
  20325. var result = BABYLON.Vector3.Zero();
  20326. this.getDirectionToRef(localAxis, result);
  20327. return result;
  20328. };
  20329. /**
  20330. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20331. * localAxis is expressed in the mesh local space.
  20332. * result is computed in the Wordl space from the mesh World matrix.
  20333. * @param localAxis axis to rotate
  20334. * @param result the resulting transformnode
  20335. * @returns this TransformNode.
  20336. */
  20337. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20338. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20339. return this;
  20340. };
  20341. /**
  20342. * Sets a new pivot point to the current node
  20343. * @param point defines the new pivot point to use
  20344. * @param space defines if the point is in world or local space (local by default)
  20345. * @returns the current TransformNode
  20346. */
  20347. TransformNode.prototype.setPivotPoint = function (point, space) {
  20348. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20349. if (this.getScene().getRenderId() == 0) {
  20350. this.computeWorldMatrix(true);
  20351. }
  20352. var wm = this.getWorldMatrix();
  20353. if (space == BABYLON.Space.WORLD) {
  20354. var tmat = BABYLON.Tmp.Matrix[0];
  20355. wm.invertToRef(tmat);
  20356. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20357. }
  20358. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20359. };
  20360. /**
  20361. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20362. * @returns the pivot point
  20363. */
  20364. TransformNode.prototype.getPivotPoint = function () {
  20365. var point = BABYLON.Vector3.Zero();
  20366. this.getPivotPointToRef(point);
  20367. return point;
  20368. };
  20369. /**
  20370. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20371. * @param result the vector3 to store the result
  20372. * @returns this TransformNode.
  20373. */
  20374. TransformNode.prototype.getPivotPointToRef = function (result) {
  20375. result.x = -this._pivotMatrix.m[12];
  20376. result.y = -this._pivotMatrix.m[13];
  20377. result.z = -this._pivotMatrix.m[14];
  20378. return this;
  20379. };
  20380. /**
  20381. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20382. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20383. */
  20384. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20385. var point = BABYLON.Vector3.Zero();
  20386. this.getAbsolutePivotPointToRef(point);
  20387. return point;
  20388. };
  20389. /**
  20390. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20391. * @param result vector3 to store the result
  20392. * @returns this TransformNode.
  20393. */
  20394. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20395. result.x = this._pivotMatrix.m[12];
  20396. result.y = this._pivotMatrix.m[13];
  20397. result.z = this._pivotMatrix.m[14];
  20398. this.getPivotPointToRef(result);
  20399. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20400. return this;
  20401. };
  20402. /**
  20403. * Defines the passed node as the parent of the current node.
  20404. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20405. * @param node the node ot set as the parent
  20406. * @returns this TransformNode.
  20407. */
  20408. TransformNode.prototype.setParent = function (node) {
  20409. if (!node && !this.parent) {
  20410. return this;
  20411. }
  20412. var quatRotation = BABYLON.Tmp.Quaternion[0];
  20413. var position = BABYLON.Tmp.Vector3[0];
  20414. var scale = BABYLON.Tmp.Vector3[1];
  20415. if (!node) {
  20416. if (this.parent && this.parent.computeWorldMatrix) {
  20417. this.parent.computeWorldMatrix(true);
  20418. }
  20419. this.computeWorldMatrix(true);
  20420. this.getWorldMatrix().decompose(scale, quatRotation, position);
  20421. }
  20422. else {
  20423. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20424. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20425. this.computeWorldMatrix(true);
  20426. node.computeWorldMatrix(true);
  20427. node.getWorldMatrix().invertToRef(invParentMatrix);
  20428. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20429. diffMatrix.decompose(scale, quatRotation, position);
  20430. }
  20431. if (this.rotationQuaternion) {
  20432. this.rotationQuaternion.copyFrom(quatRotation);
  20433. }
  20434. else {
  20435. quatRotation.toEulerAnglesToRef(this.rotation);
  20436. }
  20437. this.scaling.copyFrom(scale);
  20438. this.position.copyFrom(position);
  20439. this.parent = node;
  20440. return this;
  20441. };
  20442. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20443. /**
  20444. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20445. */
  20446. get: function () {
  20447. return this._nonUniformScaling;
  20448. },
  20449. enumerable: true,
  20450. configurable: true
  20451. });
  20452. /** @hidden */
  20453. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20454. if (this._nonUniformScaling === value) {
  20455. return false;
  20456. }
  20457. this._nonUniformScaling = value;
  20458. return true;
  20459. };
  20460. /**
  20461. * Attach the current TransformNode to another TransformNode associated with a bone
  20462. * @param bone Bone affecting the TransformNode
  20463. * @param affectedTransformNode TransformNode associated with the bone
  20464. * @returns this object
  20465. */
  20466. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20467. this._transformToBoneReferal = affectedTransformNode;
  20468. this.parent = bone;
  20469. if (bone.getWorldMatrix().determinant() < 0) {
  20470. this.scalingDeterminant *= -1;
  20471. }
  20472. return this;
  20473. };
  20474. /**
  20475. * Detach the transform node if its associated with a bone
  20476. * @returns this object
  20477. */
  20478. TransformNode.prototype.detachFromBone = function () {
  20479. if (!this.parent) {
  20480. return this;
  20481. }
  20482. if (this.parent.getWorldMatrix().determinant() < 0) {
  20483. this.scalingDeterminant *= -1;
  20484. }
  20485. this._transformToBoneReferal = null;
  20486. this.parent = null;
  20487. return this;
  20488. };
  20489. /**
  20490. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20491. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20492. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20493. * The passed axis is also normalized.
  20494. * @param axis the axis to rotate around
  20495. * @param amount the amount to rotate in radians
  20496. * @param space Space to rotate in (Default: local)
  20497. * @returns the TransformNode.
  20498. */
  20499. TransformNode.prototype.rotate = function (axis, amount, space) {
  20500. axis.normalize();
  20501. if (!this.rotationQuaternion) {
  20502. this.rotationQuaternion = this.rotation.toQuaternion();
  20503. this.rotation.setAll(0);
  20504. }
  20505. var rotationQuaternion;
  20506. if (!space || space === BABYLON.Space.LOCAL) {
  20507. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20508. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20509. }
  20510. else {
  20511. if (this.parent) {
  20512. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20513. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20514. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20515. }
  20516. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20517. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20518. }
  20519. return this;
  20520. };
  20521. /**
  20522. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20523. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20524. * The passed axis is also normalized. .
  20525. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20526. * @param point the point to rotate around
  20527. * @param axis the axis to rotate around
  20528. * @param amount the amount to rotate in radians
  20529. * @returns the TransformNode
  20530. */
  20531. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20532. axis.normalize();
  20533. if (!this.rotationQuaternion) {
  20534. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20535. this.rotation.setAll(0);
  20536. }
  20537. var tmpVector = BABYLON.Tmp.Vector3[0];
  20538. var finalScale = BABYLON.Tmp.Vector3[1];
  20539. var finalTranslation = BABYLON.Tmp.Vector3[2];
  20540. var finalRotation = BABYLON.Tmp.Quaternion[0];
  20541. var translationMatrix = BABYLON.Tmp.Matrix[0]; // T
  20542. var translationMatrixInv = BABYLON.Tmp.Matrix[1]; // T'
  20543. var rotationMatrix = BABYLON.Tmp.Matrix[2]; // R
  20544. var finalMatrix = BABYLON.Tmp.Matrix[3]; // T' x R x T
  20545. point.subtractToRef(this.position, tmpVector);
  20546. BABYLON.Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T
  20547. BABYLON.Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'
  20548. BABYLON.Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R
  20549. translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R
  20550. finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T
  20551. finalMatrix.decompose(finalScale, finalRotation, finalTranslation);
  20552. this.position.addInPlace(finalTranslation);
  20553. finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20554. return this;
  20555. };
  20556. /**
  20557. * Translates the mesh along the axis vector for the passed distance in the given space.
  20558. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20559. * @param axis the axis to translate in
  20560. * @param distance the distance to translate
  20561. * @param space Space to rotate in (Default: local)
  20562. * @returns the TransformNode.
  20563. */
  20564. TransformNode.prototype.translate = function (axis, distance, space) {
  20565. var displacementVector = axis.scale(distance);
  20566. if (!space || space === BABYLON.Space.LOCAL) {
  20567. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20568. this.setPositionWithLocalVector(tempV3);
  20569. }
  20570. else {
  20571. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20572. }
  20573. return this;
  20574. };
  20575. /**
  20576. * Adds a rotation step to the mesh current rotation.
  20577. * x, y, z are Euler angles expressed in radians.
  20578. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20579. * This means this rotation is made in the mesh local space only.
  20580. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20581. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20582. * ```javascript
  20583. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20584. * ```
  20585. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20586. * 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.
  20587. * @param x Rotation to add
  20588. * @param y Rotation to add
  20589. * @param z Rotation to add
  20590. * @returns the TransformNode.
  20591. */
  20592. TransformNode.prototype.addRotation = function (x, y, z) {
  20593. var rotationQuaternion;
  20594. if (this.rotationQuaternion) {
  20595. rotationQuaternion = this.rotationQuaternion;
  20596. }
  20597. else {
  20598. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20599. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20600. }
  20601. var accumulation = BABYLON.Tmp.Quaternion[0];
  20602. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20603. rotationQuaternion.multiplyInPlace(accumulation);
  20604. if (!this.rotationQuaternion) {
  20605. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20606. }
  20607. return this;
  20608. };
  20609. /**
  20610. * Computes the world matrix of the node
  20611. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20612. * @returns the world matrix
  20613. */
  20614. TransformNode.prototype.computeWorldMatrix = function (force) {
  20615. if (this._isWorldMatrixFrozen) {
  20616. return this._worldMatrix;
  20617. }
  20618. if (!force && this.isSynchronized()) {
  20619. this._currentRenderId = this.getScene().getRenderId();
  20620. return this._worldMatrix;
  20621. }
  20622. this._updateCache();
  20623. this._cache.position.copyFrom(this.position);
  20624. this._cache.scaling.copyFrom(this.scaling);
  20625. this._cache.pivotMatrixUpdated = false;
  20626. this._cache.billboardMode = this.billboardMode;
  20627. this._currentRenderId = this.getScene().getRenderId();
  20628. this._childRenderId = this.getScene().getRenderId();
  20629. this._isDirty = false;
  20630. // Scaling
  20631. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20632. // Rotation
  20633. //rotate, if quaternion is set and rotation was used
  20634. if (this.rotationQuaternion) {
  20635. var len = this.rotation.length();
  20636. if (len) {
  20637. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20638. this.rotation.copyFromFloats(0, 0, 0);
  20639. }
  20640. }
  20641. if (this.rotationQuaternion) {
  20642. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20643. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20644. }
  20645. else {
  20646. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20647. this._cache.rotation.copyFrom(this.rotation);
  20648. }
  20649. // Translation
  20650. var camera = this.getScene().activeCamera;
  20651. if (this.infiniteDistance && !this.parent && camera) {
  20652. var cameraWorldMatrix = camera.getWorldMatrix();
  20653. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20654. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20655. }
  20656. else {
  20657. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20658. }
  20659. // Composing transformations
  20660. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20661. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20662. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20663. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20664. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20665. // Need to decompose each rotation here
  20666. var currentPosition = BABYLON.Tmp.Vector3[3];
  20667. if (this.parent && this.parent.getWorldMatrix) {
  20668. if (this._transformToBoneReferal) {
  20669. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20670. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20671. }
  20672. else {
  20673. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20674. }
  20675. }
  20676. else {
  20677. currentPosition.copyFrom(this.position);
  20678. }
  20679. currentPosition.subtractInPlace(camera.globalPosition);
  20680. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20681. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20682. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20683. }
  20684. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20685. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20686. }
  20687. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20688. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20689. }
  20690. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20691. }
  20692. else {
  20693. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20694. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20695. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20696. }
  20697. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20698. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20699. }
  20700. // Post multiply inverse of pivotMatrix
  20701. if (this._postMultiplyPivotMatrix) {
  20702. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20703. }
  20704. // Local world
  20705. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localWorld);
  20706. // Parent
  20707. if (this.parent && this.parent.getWorldMatrix) {
  20708. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20709. if (this._transformToBoneReferal) {
  20710. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20711. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20712. }
  20713. else {
  20714. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20715. }
  20716. this._localWorld.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20717. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20718. this._worldMatrix.copyFrom(this._localWorld);
  20719. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20720. }
  20721. else {
  20722. if (this._transformToBoneReferal) {
  20723. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20724. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20725. }
  20726. else {
  20727. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20728. }
  20729. }
  20730. this._markSyncedWithParent();
  20731. }
  20732. else {
  20733. this._worldMatrix.copyFrom(this._localWorld);
  20734. }
  20735. // Normal matrix
  20736. if (!this.ignoreNonUniformScaling) {
  20737. if (this.scaling.isNonUniform) {
  20738. this._updateNonUniformScalingState(true);
  20739. }
  20740. else if (this.parent && this.parent._nonUniformScaling) {
  20741. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20742. }
  20743. else {
  20744. this._updateNonUniformScalingState(false);
  20745. }
  20746. }
  20747. else {
  20748. this._updateNonUniformScalingState(false);
  20749. }
  20750. this._afterComputeWorldMatrix();
  20751. // Absolute position
  20752. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  20753. // Callbacks
  20754. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  20755. if (!this._poseMatrix) {
  20756. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  20757. }
  20758. // Cache the determinant
  20759. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  20760. return this._worldMatrix;
  20761. };
  20762. TransformNode.prototype._afterComputeWorldMatrix = function () {
  20763. };
  20764. /**
  20765. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  20766. * @param func callback function to add
  20767. *
  20768. * @returns the TransformNode.
  20769. */
  20770. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  20771. this.onAfterWorldMatrixUpdateObservable.add(func);
  20772. return this;
  20773. };
  20774. /**
  20775. * Removes a registered callback function.
  20776. * @param func callback function to remove
  20777. * @returns the TransformNode.
  20778. */
  20779. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  20780. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  20781. return this;
  20782. };
  20783. /**
  20784. * Gets the position of the current mesh in camera space
  20785. * @param camera defines the camera to use
  20786. * @returns a position
  20787. */
  20788. TransformNode.prototype.getPositionInCameraSpace = function (camera) {
  20789. if (camera === void 0) { camera = null; }
  20790. if (!camera) {
  20791. camera = this.getScene().activeCamera;
  20792. }
  20793. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  20794. };
  20795. /**
  20796. * Returns the distance from the mesh to the active camera
  20797. * @param camera defines the camera to use
  20798. * @returns the distance
  20799. */
  20800. TransformNode.prototype.getDistanceToCamera = function (camera) {
  20801. if (camera === void 0) { camera = null; }
  20802. if (!camera) {
  20803. camera = this.getScene().activeCamera;
  20804. }
  20805. return this.absolutePosition.subtract(camera.position).length();
  20806. };
  20807. /**
  20808. * Clone the current transform node
  20809. * @param name Name of the new clone
  20810. * @param newParent New parent for the clone
  20811. * @param doNotCloneChildren Do not clone children hierarchy
  20812. * @returns the new transform node
  20813. */
  20814. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  20815. var _this = this;
  20816. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  20817. result.name = name;
  20818. result.id = name;
  20819. if (newParent) {
  20820. result.parent = newParent;
  20821. }
  20822. if (!doNotCloneChildren) {
  20823. // Children
  20824. var directDescendants = this.getDescendants(true);
  20825. for (var index = 0; index < directDescendants.length; index++) {
  20826. var child = directDescendants[index];
  20827. if (child.clone) {
  20828. child.clone(name + "." + child.name, result);
  20829. }
  20830. }
  20831. }
  20832. return result;
  20833. };
  20834. /**
  20835. * Serializes the objects information.
  20836. * @param currentSerializationObject defines the object to serialize in
  20837. * @returns the serialized object
  20838. */
  20839. TransformNode.prototype.serialize = function (currentSerializationObject) {
  20840. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  20841. serializationObject.type = this.getClassName();
  20842. // Parent
  20843. if (this.parent) {
  20844. serializationObject.parentId = this.parent.id;
  20845. }
  20846. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  20847. serializationObject.tags = BABYLON.Tags.GetTags(this);
  20848. }
  20849. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  20850. serializationObject.isEnabled = this.isEnabled();
  20851. // Parent
  20852. if (this.parent) {
  20853. serializationObject.parentId = this.parent.id;
  20854. }
  20855. return serializationObject;
  20856. };
  20857. // Statics
  20858. /**
  20859. * Returns a new TransformNode object parsed from the source provided.
  20860. * @param parsedTransformNode is the source.
  20861. * @param scene the scne the object belongs to
  20862. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  20863. * @returns a new TransformNode object parsed from the source provided.
  20864. */
  20865. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  20866. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  20867. if (BABYLON.Tags) {
  20868. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  20869. }
  20870. if (parsedTransformNode.localMatrix) {
  20871. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  20872. }
  20873. else if (parsedTransformNode.pivotMatrix) {
  20874. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  20875. }
  20876. transformNode.setEnabled(parsedTransformNode.isEnabled);
  20877. // Parent
  20878. if (parsedTransformNode.parentId) {
  20879. transformNode._waitingParentId = parsedTransformNode.parentId;
  20880. }
  20881. return transformNode;
  20882. };
  20883. /**
  20884. * Releases resources associated with this transform node.
  20885. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  20886. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  20887. */
  20888. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  20889. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  20890. // Animations
  20891. this.getScene().stopAnimation(this);
  20892. // Remove from scene
  20893. this.getScene().removeTransformNode(this);
  20894. this.onAfterWorldMatrixUpdateObservable.clear();
  20895. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  20896. };
  20897. // Statics
  20898. /**
  20899. * Object will not rotate to face the camera
  20900. */
  20901. TransformNode.BILLBOARDMODE_NONE = 0;
  20902. /**
  20903. * Object will rotate to face the camera but only on the x axis
  20904. */
  20905. TransformNode.BILLBOARDMODE_X = 1;
  20906. /**
  20907. * Object will rotate to face the camera but only on the y axis
  20908. */
  20909. TransformNode.BILLBOARDMODE_Y = 2;
  20910. /**
  20911. * Object will rotate to face the camera but only on the z axis
  20912. */
  20913. TransformNode.BILLBOARDMODE_Z = 4;
  20914. /**
  20915. * Object will rotate to face the camera
  20916. */
  20917. TransformNode.BILLBOARDMODE_ALL = 7;
  20918. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  20919. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  20920. __decorate([
  20921. BABYLON.serializeAsVector3("position")
  20922. ], TransformNode.prototype, "_position", void 0);
  20923. __decorate([
  20924. BABYLON.serializeAsVector3("rotation")
  20925. ], TransformNode.prototype, "_rotation", void 0);
  20926. __decorate([
  20927. BABYLON.serializeAsQuaternion("rotationQuaternion")
  20928. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  20929. __decorate([
  20930. BABYLON.serializeAsVector3("scaling")
  20931. ], TransformNode.prototype, "_scaling", void 0);
  20932. __decorate([
  20933. BABYLON.serialize()
  20934. ], TransformNode.prototype, "billboardMode", void 0);
  20935. __decorate([
  20936. BABYLON.serialize()
  20937. ], TransformNode.prototype, "scalingDeterminant", void 0);
  20938. __decorate([
  20939. BABYLON.serialize()
  20940. ], TransformNode.prototype, "infiniteDistance", void 0);
  20941. __decorate([
  20942. BABYLON.serialize()
  20943. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  20944. return TransformNode;
  20945. }(BABYLON.Node));
  20946. BABYLON.TransformNode = TransformNode;
  20947. })(BABYLON || (BABYLON = {}));
  20948. //# sourceMappingURL=babylon.transformNode.js.map
  20949. var BABYLON;
  20950. (function (BABYLON) {
  20951. /** @hidden */
  20952. var _FacetDataStorage = /** @class */ (function () {
  20953. function _FacetDataStorage() {
  20954. this.facetNb = 0; // facet number
  20955. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  20956. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  20957. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  20958. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  20959. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  20960. this.subDiv = {
  20961. max: 1,
  20962. X: 1,
  20963. Y: 1,
  20964. Z: 1
  20965. };
  20966. this.facetDepthSort = false; // is the facet depth sort to be computed
  20967. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  20968. }
  20969. return _FacetDataStorage;
  20970. }());
  20971. /**
  20972. * Class used to store all common mesh properties
  20973. */
  20974. var AbstractMesh = /** @class */ (function (_super) {
  20975. __extends(AbstractMesh, _super);
  20976. // Constructor
  20977. /**
  20978. * Creates a new AbstractMesh
  20979. * @param name defines the name of the mesh
  20980. * @param scene defines the hosting scene
  20981. */
  20982. function AbstractMesh(name, scene) {
  20983. if (scene === void 0) { scene = null; }
  20984. var _this = _super.call(this, name, scene, false) || this;
  20985. _this._facetData = new _FacetDataStorage();
  20986. /** Gets ot sets the culling strategy to use to find visible meshes */
  20987. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  20988. // Events
  20989. /**
  20990. * An event triggered when this mesh collides with another one
  20991. */
  20992. _this.onCollideObservable = new BABYLON.Observable();
  20993. /**
  20994. * An event triggered when the collision's position changes
  20995. */
  20996. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  20997. /**
  20998. * An event triggered when material is changed
  20999. */
  21000. _this.onMaterialChangedObservable = new BABYLON.Observable();
  21001. // Properties
  21002. /**
  21003. * Gets or sets the orientation for POV movement & rotation
  21004. */
  21005. _this.definedFacingForward = true;
  21006. _this._visibility = 1.0;
  21007. /** Gets or sets the alpha index used to sort transparent meshes
  21008. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  21009. */
  21010. _this.alphaIndex = Number.MAX_VALUE;
  21011. /**
  21012. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  21013. */
  21014. _this.isVisible = true;
  21015. /**
  21016. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  21017. */
  21018. _this.isPickable = true;
  21019. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  21020. _this.showSubMeshesBoundingBox = false;
  21021. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  21022. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  21023. */
  21024. _this.isBlocker = false;
  21025. /**
  21026. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  21027. */
  21028. _this.enablePointerMoveEvents = false;
  21029. /**
  21030. * Specifies the rendering group id for this mesh (0 by default)
  21031. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  21032. */
  21033. _this.renderingGroupId = 0;
  21034. _this._receiveShadows = false;
  21035. /** Defines color to use when rendering outline */
  21036. _this.outlineColor = BABYLON.Color3.Red();
  21037. /** Define width to use when rendering outline */
  21038. _this.outlineWidth = 0.02;
  21039. /** Defines color to use when rendering overlay */
  21040. _this.overlayColor = BABYLON.Color3.Red();
  21041. /** Defines alpha to use when rendering overlay */
  21042. _this.overlayAlpha = 0.5;
  21043. _this._hasVertexAlpha = false;
  21044. _this._useVertexColors = true;
  21045. _this._computeBonesUsingShaders = true;
  21046. _this._numBoneInfluencers = 4;
  21047. _this._applyFog = true;
  21048. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  21049. _this.useOctreeForRenderingSelection = true;
  21050. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  21051. _this.useOctreeForPicking = true;
  21052. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  21053. _this.useOctreeForCollisions = true;
  21054. _this._layerMask = 0x0FFFFFFF;
  21055. /**
  21056. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  21057. */
  21058. _this.alwaysSelectAsActiveMesh = false;
  21059. /**
  21060. * Gets or sets the current action manager
  21061. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  21062. */
  21063. _this.actionManager = null;
  21064. // Collisions
  21065. _this._checkCollisions = false;
  21066. _this._collisionMask = -1;
  21067. _this._collisionGroup = -1;
  21068. /**
  21069. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  21070. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21071. */
  21072. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  21073. /**
  21074. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  21075. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21076. */
  21077. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  21078. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21079. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21080. // Edges
  21081. /**
  21082. * Defines edge width used when edgesRenderer is enabled
  21083. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21084. */
  21085. _this.edgesWidth = 1;
  21086. /**
  21087. * Defines edge color used when edgesRenderer is enabled
  21088. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21089. */
  21090. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  21091. /** @hidden */
  21092. _this._renderId = 0;
  21093. /** @hidden */
  21094. _this._intersectionsInProgress = new Array();
  21095. /** @hidden */
  21096. _this._unIndexed = false;
  21097. /** @hidden */
  21098. _this._lightSources = new Array();
  21099. /**
  21100. * An event triggered when the mesh is rebuilt.
  21101. */
  21102. _this.onRebuildObservable = new BABYLON.Observable();
  21103. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  21104. if (collidedMesh === void 0) { collidedMesh = null; }
  21105. //TODO move this to the collision coordinator!
  21106. if (_this.getScene().workerCollisions) {
  21107. newPosition.multiplyInPlace(_this._collider._radius);
  21108. }
  21109. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  21110. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  21111. _this.position.addInPlace(_this._diffPositionForCollisions);
  21112. }
  21113. if (collidedMesh) {
  21114. _this.onCollideObservable.notifyObservers(collidedMesh);
  21115. }
  21116. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  21117. };
  21118. _this.getScene().addMesh(_this);
  21119. _this._resyncLightSources();
  21120. return _this;
  21121. }
  21122. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  21123. /**
  21124. * No billboard
  21125. */
  21126. get: function () {
  21127. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  21128. },
  21129. enumerable: true,
  21130. configurable: true
  21131. });
  21132. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  21133. /** Billboard on X axis */
  21134. get: function () {
  21135. return BABYLON.TransformNode.BILLBOARDMODE_X;
  21136. },
  21137. enumerable: true,
  21138. configurable: true
  21139. });
  21140. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  21141. /** Billboard on Y axis */
  21142. get: function () {
  21143. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  21144. },
  21145. enumerable: true,
  21146. configurable: true
  21147. });
  21148. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  21149. /** Billboard on Z axis */
  21150. get: function () {
  21151. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  21152. },
  21153. enumerable: true,
  21154. configurable: true
  21155. });
  21156. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  21157. /** Billboard on all axes */
  21158. get: function () {
  21159. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  21160. },
  21161. enumerable: true,
  21162. configurable: true
  21163. });
  21164. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  21165. /**
  21166. * Gets the number of facets in the mesh
  21167. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21168. */
  21169. get: function () {
  21170. return this._facetData.facetNb;
  21171. },
  21172. enumerable: true,
  21173. configurable: true
  21174. });
  21175. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  21176. /**
  21177. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  21178. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21179. */
  21180. get: function () {
  21181. return this._facetData.partitioningSubdivisions;
  21182. },
  21183. set: function (nb) {
  21184. this._facetData.partitioningSubdivisions = nb;
  21185. },
  21186. enumerable: true,
  21187. configurable: true
  21188. });
  21189. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  21190. /**
  21191. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  21192. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  21193. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21194. */
  21195. get: function () {
  21196. return this._facetData.partitioningBBoxRatio;
  21197. },
  21198. set: function (ratio) {
  21199. this._facetData.partitioningBBoxRatio = ratio;
  21200. },
  21201. enumerable: true,
  21202. configurable: true
  21203. });
  21204. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21205. /**
  21206. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21207. * Works only for updatable meshes.
  21208. * Doesn't work with multi-materials
  21209. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21210. */
  21211. get: function () {
  21212. return this._facetData.facetDepthSort;
  21213. },
  21214. set: function (sort) {
  21215. this._facetData.facetDepthSort = sort;
  21216. },
  21217. enumerable: true,
  21218. configurable: true
  21219. });
  21220. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21221. /**
  21222. * The location (Vector3) where the facet depth sort must be computed from.
  21223. * By default, the active camera position.
  21224. * Used only when facet depth sort is enabled
  21225. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21226. */
  21227. get: function () {
  21228. return this._facetData.facetDepthSortFrom;
  21229. },
  21230. set: function (location) {
  21231. this._facetData.facetDepthSortFrom = location;
  21232. },
  21233. enumerable: true,
  21234. configurable: true
  21235. });
  21236. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21237. /**
  21238. * gets a boolean indicating if facetData is enabled
  21239. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21240. */
  21241. get: function () {
  21242. return this._facetData.facetDataEnabled;
  21243. },
  21244. enumerable: true,
  21245. configurable: true
  21246. });
  21247. /** @hidden */
  21248. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21249. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21250. return false;
  21251. }
  21252. this._markSubMeshesAsMiscDirty();
  21253. return true;
  21254. };
  21255. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21256. /** Set a function to call when this mesh collides with another one */
  21257. set: function (callback) {
  21258. if (this._onCollideObserver) {
  21259. this.onCollideObservable.remove(this._onCollideObserver);
  21260. }
  21261. this._onCollideObserver = this.onCollideObservable.add(callback);
  21262. },
  21263. enumerable: true,
  21264. configurable: true
  21265. });
  21266. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21267. /** Set a function to call when the collision's position changes */
  21268. set: function (callback) {
  21269. if (this._onCollisionPositionChangeObserver) {
  21270. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21271. }
  21272. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21273. },
  21274. enumerable: true,
  21275. configurable: true
  21276. });
  21277. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21278. /**
  21279. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21280. */
  21281. get: function () {
  21282. return this._visibility;
  21283. },
  21284. /**
  21285. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21286. */
  21287. set: function (value) {
  21288. if (this._visibility === value) {
  21289. return;
  21290. }
  21291. this._visibility = value;
  21292. this._markSubMeshesAsMiscDirty();
  21293. },
  21294. enumerable: true,
  21295. configurable: true
  21296. });
  21297. Object.defineProperty(AbstractMesh.prototype, "material", {
  21298. /** Gets or sets current material */
  21299. get: function () {
  21300. return this._material;
  21301. },
  21302. set: function (value) {
  21303. if (this._material === value) {
  21304. return;
  21305. }
  21306. // remove from material mesh map id needed
  21307. if (this._material && this._material.meshMap) {
  21308. this._material.meshMap[this.uniqueId] = undefined;
  21309. }
  21310. this._material = value;
  21311. if (value && value.meshMap) {
  21312. value.meshMap[this.uniqueId] = this;
  21313. }
  21314. if (this.onMaterialChangedObservable.hasObservers) {
  21315. this.onMaterialChangedObservable.notifyObservers(this);
  21316. }
  21317. if (!this.subMeshes) {
  21318. return;
  21319. }
  21320. this._unBindEffect();
  21321. },
  21322. enumerable: true,
  21323. configurable: true
  21324. });
  21325. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21326. /**
  21327. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21328. * @see http://doc.babylonjs.com/babylon101/shadows
  21329. */
  21330. get: function () {
  21331. return this._receiveShadows;
  21332. },
  21333. set: function (value) {
  21334. if (this._receiveShadows === value) {
  21335. return;
  21336. }
  21337. this._receiveShadows = value;
  21338. this._markSubMeshesAsLightDirty();
  21339. },
  21340. enumerable: true,
  21341. configurable: true
  21342. });
  21343. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21344. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21345. get: function () {
  21346. return this._hasVertexAlpha;
  21347. },
  21348. set: function (value) {
  21349. if (this._hasVertexAlpha === value) {
  21350. return;
  21351. }
  21352. this._hasVertexAlpha = value;
  21353. this._markSubMeshesAsAttributesDirty();
  21354. this._markSubMeshesAsMiscDirty();
  21355. },
  21356. enumerable: true,
  21357. configurable: true
  21358. });
  21359. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21360. /** 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) */
  21361. get: function () {
  21362. return this._useVertexColors;
  21363. },
  21364. set: function (value) {
  21365. if (this._useVertexColors === value) {
  21366. return;
  21367. }
  21368. this._useVertexColors = value;
  21369. this._markSubMeshesAsAttributesDirty();
  21370. },
  21371. enumerable: true,
  21372. configurable: true
  21373. });
  21374. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21375. /**
  21376. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21377. */
  21378. get: function () {
  21379. return this._computeBonesUsingShaders;
  21380. },
  21381. set: function (value) {
  21382. if (this._computeBonesUsingShaders === value) {
  21383. return;
  21384. }
  21385. this._computeBonesUsingShaders = value;
  21386. this._markSubMeshesAsAttributesDirty();
  21387. },
  21388. enumerable: true,
  21389. configurable: true
  21390. });
  21391. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21392. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21393. get: function () {
  21394. return this._numBoneInfluencers;
  21395. },
  21396. set: function (value) {
  21397. if (this._numBoneInfluencers === value) {
  21398. return;
  21399. }
  21400. this._numBoneInfluencers = value;
  21401. this._markSubMeshesAsAttributesDirty();
  21402. },
  21403. enumerable: true,
  21404. configurable: true
  21405. });
  21406. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21407. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21408. get: function () {
  21409. return this._applyFog;
  21410. },
  21411. set: function (value) {
  21412. if (this._applyFog === value) {
  21413. return;
  21414. }
  21415. this._applyFog = value;
  21416. this._markSubMeshesAsMiscDirty();
  21417. },
  21418. enumerable: true,
  21419. configurable: true
  21420. });
  21421. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21422. /**
  21423. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21424. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21425. */
  21426. get: function () {
  21427. return this._layerMask;
  21428. },
  21429. set: function (value) {
  21430. if (value === this._layerMask) {
  21431. return;
  21432. }
  21433. this._layerMask = value;
  21434. this._resyncLightSources();
  21435. },
  21436. enumerable: true,
  21437. configurable: true
  21438. });
  21439. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21440. /**
  21441. * Gets or sets a collision mask used to mask collisions (default is -1).
  21442. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21443. */
  21444. get: function () {
  21445. return this._collisionMask;
  21446. },
  21447. set: function (mask) {
  21448. this._collisionMask = !isNaN(mask) ? mask : -1;
  21449. },
  21450. enumerable: true,
  21451. configurable: true
  21452. });
  21453. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21454. /**
  21455. * Gets or sets the current collision group mask (-1 by default).
  21456. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21457. */
  21458. get: function () {
  21459. return this._collisionGroup;
  21460. },
  21461. set: function (mask) {
  21462. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21463. },
  21464. enumerable: true,
  21465. configurable: true
  21466. });
  21467. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21468. /** @hidden */
  21469. get: function () {
  21470. return null;
  21471. },
  21472. enumerable: true,
  21473. configurable: true
  21474. });
  21475. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21476. get: function () {
  21477. return this._skeleton;
  21478. },
  21479. /**
  21480. * Gets or sets a skeleton to apply skining transformations
  21481. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21482. */
  21483. set: function (value) {
  21484. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21485. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21486. }
  21487. if (value && value.needInitialSkinMatrix) {
  21488. value._registerMeshWithPoseMatrix(this);
  21489. }
  21490. this._skeleton = value;
  21491. if (!this._skeleton) {
  21492. this._bonesTransformMatrices = null;
  21493. }
  21494. this._markSubMeshesAsAttributesDirty();
  21495. },
  21496. enumerable: true,
  21497. configurable: true
  21498. });
  21499. /**
  21500. * Returns the string "AbstractMesh"
  21501. * @returns "AbstractMesh"
  21502. */
  21503. AbstractMesh.prototype.getClassName = function () {
  21504. return "AbstractMesh";
  21505. };
  21506. /**
  21507. * Gets a string representation of the current mesh
  21508. * @param fullDetails defines a boolean indicating if full details must be included
  21509. * @returns a string representation of the current mesh
  21510. */
  21511. AbstractMesh.prototype.toString = function (fullDetails) {
  21512. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21513. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21514. if (this._skeleton) {
  21515. ret += ", skeleton: " + this._skeleton.name;
  21516. }
  21517. if (fullDetails) {
  21518. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21519. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21520. }
  21521. return ret;
  21522. };
  21523. /** @hidden */
  21524. AbstractMesh.prototype._rebuild = function () {
  21525. this.onRebuildObservable.notifyObservers(this);
  21526. if (this._occlusionQuery) {
  21527. this._occlusionQuery = null;
  21528. }
  21529. if (!this.subMeshes) {
  21530. return;
  21531. }
  21532. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21533. var subMesh = _a[_i];
  21534. subMesh._rebuild();
  21535. }
  21536. };
  21537. /** @hidden */
  21538. AbstractMesh.prototype._resyncLightSources = function () {
  21539. this._lightSources.length = 0;
  21540. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21541. var light = _a[_i];
  21542. if (!light.isEnabled()) {
  21543. continue;
  21544. }
  21545. if (light.canAffectMesh(this)) {
  21546. this._lightSources.push(light);
  21547. }
  21548. }
  21549. this._markSubMeshesAsLightDirty();
  21550. };
  21551. /** @hidden */
  21552. AbstractMesh.prototype._resyncLighSource = function (light) {
  21553. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21554. var index = this._lightSources.indexOf(light);
  21555. if (index === -1) {
  21556. if (!isIn) {
  21557. return;
  21558. }
  21559. this._lightSources.push(light);
  21560. }
  21561. else {
  21562. if (isIn) {
  21563. return;
  21564. }
  21565. this._lightSources.splice(index, 1);
  21566. }
  21567. this._markSubMeshesAsLightDirty();
  21568. };
  21569. /** @hidden */
  21570. AbstractMesh.prototype._unBindEffect = function () {
  21571. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21572. var subMesh = _a[_i];
  21573. subMesh.setEffect(null);
  21574. }
  21575. };
  21576. /** @hidden */
  21577. AbstractMesh.prototype._removeLightSource = function (light) {
  21578. var index = this._lightSources.indexOf(light);
  21579. if (index === -1) {
  21580. return;
  21581. }
  21582. this._lightSources.splice(index, 1);
  21583. this._markSubMeshesAsLightDirty();
  21584. };
  21585. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21586. if (!this.subMeshes) {
  21587. return;
  21588. }
  21589. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21590. var subMesh = _a[_i];
  21591. if (subMesh._materialDefines) {
  21592. func(subMesh._materialDefines);
  21593. }
  21594. }
  21595. };
  21596. /** @hidden */
  21597. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21598. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21599. };
  21600. /** @hidden */
  21601. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21602. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21603. };
  21604. /** @hidden */
  21605. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21606. if (!this.subMeshes) {
  21607. return;
  21608. }
  21609. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21610. var subMesh = _a[_i];
  21611. var material = subMesh.getMaterial();
  21612. if (material) {
  21613. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21614. }
  21615. }
  21616. };
  21617. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21618. /**
  21619. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21620. */
  21621. get: function () {
  21622. return this._scaling;
  21623. },
  21624. set: function (newScaling) {
  21625. this._scaling = newScaling;
  21626. if (this.physicsImpostor) {
  21627. this.physicsImpostor.forceUpdate();
  21628. }
  21629. },
  21630. enumerable: true,
  21631. configurable: true
  21632. });
  21633. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21634. // Methods
  21635. /**
  21636. * Returns true if the mesh is blocked. Implemented by child classes
  21637. */
  21638. get: function () {
  21639. return false;
  21640. },
  21641. enumerable: true,
  21642. configurable: true
  21643. });
  21644. /**
  21645. * Returns the mesh itself by default. Implemented by child classes
  21646. * @param camera defines the camera to use to pick the right LOD level
  21647. * @returns the currentAbstractMesh
  21648. */
  21649. AbstractMesh.prototype.getLOD = function (camera) {
  21650. return this;
  21651. };
  21652. /**
  21653. * Returns 0 by default. Implemented by child classes
  21654. * @returns an integer
  21655. */
  21656. AbstractMesh.prototype.getTotalVertices = function () {
  21657. return 0;
  21658. };
  21659. /**
  21660. * Returns null by default. Implemented by child classes
  21661. * @returns null
  21662. */
  21663. AbstractMesh.prototype.getIndices = function () {
  21664. return null;
  21665. };
  21666. /**
  21667. * Returns the array of the requested vertex data kind. Implemented by child classes
  21668. * @param kind defines the vertex data kind to use
  21669. * @returns null
  21670. */
  21671. AbstractMesh.prototype.getVerticesData = function (kind) {
  21672. return null;
  21673. };
  21674. /**
  21675. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21676. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21677. * Note that a new underlying VertexBuffer object is created each call.
  21678. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21679. * @param kind defines vertex data kind:
  21680. * * BABYLON.VertexBuffer.PositionKind
  21681. * * BABYLON.VertexBuffer.UVKind
  21682. * * BABYLON.VertexBuffer.UV2Kind
  21683. * * BABYLON.VertexBuffer.UV3Kind
  21684. * * BABYLON.VertexBuffer.UV4Kind
  21685. * * BABYLON.VertexBuffer.UV5Kind
  21686. * * BABYLON.VertexBuffer.UV6Kind
  21687. * * BABYLON.VertexBuffer.ColorKind
  21688. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21689. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21690. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21691. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21692. * @param data defines the data source
  21693. * @param updatable defines if the data must be flagged as updatable (or static)
  21694. * @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
  21695. * @returns the current mesh
  21696. */
  21697. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21698. return this;
  21699. };
  21700. /**
  21701. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21702. * If the mesh has no geometry, it is simply returned as it is.
  21703. * @param kind defines vertex data kind:
  21704. * * BABYLON.VertexBuffer.PositionKind
  21705. * * BABYLON.VertexBuffer.UVKind
  21706. * * BABYLON.VertexBuffer.UV2Kind
  21707. * * BABYLON.VertexBuffer.UV3Kind
  21708. * * BABYLON.VertexBuffer.UV4Kind
  21709. * * BABYLON.VertexBuffer.UV5Kind
  21710. * * BABYLON.VertexBuffer.UV6Kind
  21711. * * BABYLON.VertexBuffer.ColorKind
  21712. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21713. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21714. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21715. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21716. * @param data defines the data source
  21717. * @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
  21718. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21719. * @returns the current mesh
  21720. */
  21721. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21722. return this;
  21723. };
  21724. /**
  21725. * Sets the mesh indices,
  21726. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  21727. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  21728. * @param totalVertices Defines the total number of vertices
  21729. * @returns the current mesh
  21730. */
  21731. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  21732. return this;
  21733. };
  21734. /**
  21735. * Gets a boolean indicating if specific vertex data is present
  21736. * @param kind defines the vertex data kind to use
  21737. * @returns true is data kind is present
  21738. */
  21739. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  21740. return false;
  21741. };
  21742. /**
  21743. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  21744. * @returns a BoundingInfo
  21745. */
  21746. AbstractMesh.prototype.getBoundingInfo = function () {
  21747. if (this._masterMesh) {
  21748. return this._masterMesh.getBoundingInfo();
  21749. }
  21750. if (!this._boundingInfo) {
  21751. // this._boundingInfo is being created here
  21752. this._updateBoundingInfo();
  21753. }
  21754. // cannot be null.
  21755. return this._boundingInfo;
  21756. };
  21757. /**
  21758. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  21759. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  21760. * @returns the current mesh
  21761. */
  21762. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  21763. if (includeDescendants === void 0) { includeDescendants = true; }
  21764. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  21765. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  21766. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  21767. if (maxDimension === 0) {
  21768. return this;
  21769. }
  21770. var scale = 1 / maxDimension;
  21771. this.scaling.scaleInPlace(scale);
  21772. return this;
  21773. };
  21774. /**
  21775. * Overwrite the current bounding info
  21776. * @param boundingInfo defines the new bounding info
  21777. * @returns the current mesh
  21778. */
  21779. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  21780. this._boundingInfo = boundingInfo;
  21781. return this;
  21782. };
  21783. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  21784. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  21785. get: function () {
  21786. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  21787. },
  21788. enumerable: true,
  21789. configurable: true
  21790. });
  21791. /** @hidden */
  21792. AbstractMesh.prototype._preActivate = function () {
  21793. };
  21794. /** @hidden */
  21795. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  21796. };
  21797. /** @hidden */
  21798. AbstractMesh.prototype._activate = function (renderId) {
  21799. this._renderId = renderId;
  21800. };
  21801. /**
  21802. * Gets the current world matrix
  21803. * @returns a Matrix
  21804. */
  21805. AbstractMesh.prototype.getWorldMatrix = function () {
  21806. if (this._masterMesh) {
  21807. return this._masterMesh.getWorldMatrix();
  21808. }
  21809. return _super.prototype.getWorldMatrix.call(this);
  21810. };
  21811. /** @hidden */
  21812. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  21813. if (this._masterMesh) {
  21814. return this._masterMesh._getWorldMatrixDeterminant();
  21815. }
  21816. return _super.prototype._getWorldMatrixDeterminant.call(this);
  21817. };
  21818. // ================================== Point of View Movement =================================
  21819. /**
  21820. * Perform relative position change from the point of view of behind the front of the mesh.
  21821. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21822. * Supports definition of mesh facing forward or backward
  21823. * @param amountRight defines the distance on the right axis
  21824. * @param amountUp defines the distance on the up axis
  21825. * @param amountForward defines the distance on the forward axis
  21826. * @returns the current mesh
  21827. */
  21828. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  21829. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  21830. return this;
  21831. };
  21832. /**
  21833. * Calculate relative position change from the point of view of behind the front of the mesh.
  21834. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21835. * Supports definition of mesh facing forward or backward
  21836. * @param amountRight defines the distance on the right axis
  21837. * @param amountUp defines the distance on the up axis
  21838. * @param amountForward defines the distance on the forward axis
  21839. * @returns the new displacement vector
  21840. */
  21841. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  21842. var rotMatrix = new BABYLON.Matrix();
  21843. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  21844. rotQuaternion.toRotationMatrix(rotMatrix);
  21845. var translationDelta = BABYLON.Vector3.Zero();
  21846. var defForwardMult = this.definedFacingForward ? -1 : 1;
  21847. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  21848. return translationDelta;
  21849. };
  21850. // ================================== Point of View Rotation =================================
  21851. /**
  21852. * Perform relative rotation change from the point of view of behind the front of the mesh.
  21853. * Supports definition of mesh facing forward or backward
  21854. * @param flipBack defines the flip
  21855. * @param twirlClockwise defines the twirl
  21856. * @param tiltRight defines the tilt
  21857. * @returns the current mesh
  21858. */
  21859. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  21860. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  21861. return this;
  21862. };
  21863. /**
  21864. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  21865. * Supports definition of mesh facing forward or backward.
  21866. * @param flipBack defines the flip
  21867. * @param twirlClockwise defines the twirl
  21868. * @param tiltRight defines the tilt
  21869. * @returns the new rotation vector
  21870. */
  21871. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  21872. var defForwardMult = this.definedFacingForward ? 1 : -1;
  21873. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  21874. };
  21875. /**
  21876. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  21877. * @param includeDescendants Include bounding info from descendants as well (true by default)
  21878. * @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
  21879. * @returns the new bounding vectors
  21880. */
  21881. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  21882. if (includeDescendants === void 0) { includeDescendants = true; }
  21883. if (predicate === void 0) { predicate = null; }
  21884. // Ensures that all world matrix will be recomputed.
  21885. this.getScene().incrementRenderId();
  21886. this.computeWorldMatrix(true);
  21887. var min;
  21888. var max;
  21889. var boundingInfo = this.getBoundingInfo();
  21890. if (!this.subMeshes) {
  21891. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  21892. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  21893. }
  21894. else {
  21895. min = boundingInfo.boundingBox.minimumWorld;
  21896. max = boundingInfo.boundingBox.maximumWorld;
  21897. }
  21898. if (includeDescendants) {
  21899. var descendants = this.getDescendants(false);
  21900. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  21901. var descendant = descendants_1[_i];
  21902. var childMesh = descendant;
  21903. childMesh.computeWorldMatrix(true);
  21904. // Filters meshes based on custom predicate function.
  21905. if (predicate && !predicate(childMesh)) {
  21906. continue;
  21907. }
  21908. //make sure we have the needed params to get mix and max
  21909. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  21910. continue;
  21911. }
  21912. var childBoundingInfo = childMesh.getBoundingInfo();
  21913. var boundingBox = childBoundingInfo.boundingBox;
  21914. var minBox = boundingBox.minimumWorld;
  21915. var maxBox = boundingBox.maximumWorld;
  21916. BABYLON.Tools.CheckExtends(minBox, min, max);
  21917. BABYLON.Tools.CheckExtends(maxBox, min, max);
  21918. }
  21919. }
  21920. return {
  21921. min: min,
  21922. max: max
  21923. };
  21924. };
  21925. /**
  21926. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  21927. * This means the mesh underlying bounding box and sphere are recomputed.
  21928. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  21929. * @returns the current mesh
  21930. */
  21931. AbstractMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  21932. if (applySkeleton === void 0) { applySkeleton = false; }
  21933. if (this._boundingInfo && this._boundingInfo.isLocked) {
  21934. return this;
  21935. }
  21936. this._refreshBoundingInfo(this._getPositionData(applySkeleton), null);
  21937. return this;
  21938. };
  21939. /** @hidden */
  21940. AbstractMesh.prototype._refreshBoundingInfo = function (data, bias) {
  21941. if (data) {
  21942. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  21943. if (this._boundingInfo) {
  21944. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  21945. }
  21946. else {
  21947. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  21948. }
  21949. }
  21950. if (this.subMeshes) {
  21951. for (var index = 0; index < this.subMeshes.length; index++) {
  21952. this.subMeshes[index].refreshBoundingInfo();
  21953. }
  21954. }
  21955. this._updateBoundingInfo();
  21956. };
  21957. /** @hidden */
  21958. AbstractMesh.prototype._getPositionData = function (applySkeleton) {
  21959. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  21960. if (data && applySkeleton && this.skeleton) {
  21961. data = BABYLON.Tools.Slice(data);
  21962. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  21963. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  21964. if (matricesWeightsData && matricesIndicesData) {
  21965. var needExtras = this.numBoneInfluencers > 4;
  21966. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  21967. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  21968. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  21969. var tempVector = BABYLON.Tmp.Vector3[0];
  21970. var finalMatrix = BABYLON.Tmp.Matrix[0];
  21971. var tempMatrix = BABYLON.Tmp.Matrix[1];
  21972. var matWeightIdx = 0;
  21973. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  21974. finalMatrix.reset();
  21975. var inf;
  21976. var weight;
  21977. for (inf = 0; inf < 4; inf++) {
  21978. weight = matricesWeightsData[matWeightIdx + inf];
  21979. if (weight > 0) {
  21980. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  21981. finalMatrix.addToSelf(tempMatrix);
  21982. }
  21983. }
  21984. if (needExtras) {
  21985. for (inf = 0; inf < 4; inf++) {
  21986. weight = matricesWeightsExtraData[matWeightIdx + inf];
  21987. if (weight > 0) {
  21988. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  21989. finalMatrix.addToSelf(tempMatrix);
  21990. }
  21991. }
  21992. }
  21993. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  21994. tempVector.toArray(data, index);
  21995. }
  21996. }
  21997. }
  21998. return data;
  21999. };
  22000. /** @hidden */
  22001. AbstractMesh.prototype._updateBoundingInfo = function () {
  22002. if (this._boundingInfo) {
  22003. this._boundingInfo.update(this.worldMatrixFromCache);
  22004. }
  22005. else {
  22006. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);
  22007. }
  22008. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  22009. return this;
  22010. };
  22011. /** @hidden */
  22012. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  22013. if (!this.subMeshes) {
  22014. return this;
  22015. }
  22016. var count = this.subMeshes.length;
  22017. for (var subIndex = 0; subIndex < count; subIndex++) {
  22018. var subMesh = this.subMeshes[subIndex];
  22019. if (count > 1 || !subMesh.IsGlobal) {
  22020. subMesh.updateBoundingInfo(matrix);
  22021. }
  22022. }
  22023. return this;
  22024. };
  22025. /** @hidden */
  22026. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  22027. // Bounding info
  22028. this._updateBoundingInfo();
  22029. };
  22030. /**
  22031. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  22032. * A mesh is in the frustum if its bounding box intersects the frustum
  22033. * @param frustumPlanes defines the frustum to test
  22034. * @returns true if the mesh is in the frustum planes
  22035. */
  22036. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  22037. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  22038. };
  22039. /**
  22040. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  22041. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  22042. * @param frustumPlanes defines the frustum to test
  22043. * @returns true if the mesh is completely in the frustum planes
  22044. */
  22045. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  22046. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  22047. };
  22048. /**
  22049. * True if the mesh intersects another mesh or a SolidParticle object
  22050. * @param mesh defines a target mesh or SolidParticle to test
  22051. * @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)
  22052. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  22053. * @returns true if there is an intersection
  22054. */
  22055. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  22056. if (precise === void 0) { precise = false; }
  22057. if (!this._boundingInfo || !mesh._boundingInfo) {
  22058. return false;
  22059. }
  22060. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  22061. return true;
  22062. }
  22063. if (includeDescendants) {
  22064. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  22065. var child = _a[_i];
  22066. if (child.intersectsMesh(mesh, precise, true)) {
  22067. return true;
  22068. }
  22069. }
  22070. }
  22071. return false;
  22072. };
  22073. /**
  22074. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  22075. * @param point defines the point to test
  22076. * @returns true if there is an intersection
  22077. */
  22078. AbstractMesh.prototype.intersectsPoint = function (point) {
  22079. if (!this._boundingInfo) {
  22080. return false;
  22081. }
  22082. return this._boundingInfo.intersectsPoint(point);
  22083. };
  22084. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  22085. // Collisions
  22086. /**
  22087. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  22088. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22089. */
  22090. get: function () {
  22091. return this._checkCollisions;
  22092. },
  22093. set: function (collisionEnabled) {
  22094. this._checkCollisions = collisionEnabled;
  22095. if (this.getScene().workerCollisions) {
  22096. this.getScene().collisionCoordinator.onMeshUpdated(this);
  22097. }
  22098. },
  22099. enumerable: true,
  22100. configurable: true
  22101. });
  22102. Object.defineProperty(AbstractMesh.prototype, "collider", {
  22103. /**
  22104. * Gets Collider object used to compute collisions (not physics)
  22105. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22106. */
  22107. get: function () {
  22108. return this._collider;
  22109. },
  22110. enumerable: true,
  22111. configurable: true
  22112. });
  22113. /**
  22114. * Move the mesh using collision engine
  22115. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22116. * @param displacement defines the requested displacement vector
  22117. * @returns the current mesh
  22118. */
  22119. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  22120. var globalPosition = this.getAbsolutePosition();
  22121. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  22122. if (!this._collider) {
  22123. this._collider = new BABYLON.Collider();
  22124. }
  22125. this._collider._radius = this.ellipsoid;
  22126. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  22127. return this;
  22128. };
  22129. // Collisions
  22130. /** @hidden */
  22131. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  22132. this._generatePointsArray();
  22133. if (!this._positions) {
  22134. return this;
  22135. }
  22136. // Transformation
  22137. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  22138. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  22139. subMesh._lastColliderWorldVertices = [];
  22140. subMesh._trianglePlanes = [];
  22141. var start = subMesh.verticesStart;
  22142. var end = (subMesh.verticesStart + subMesh.verticesCount);
  22143. for (var i = start; i < end; i++) {
  22144. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  22145. }
  22146. }
  22147. // Collide
  22148. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  22149. if (collider.collisionFound) {
  22150. collider.collidedMesh = this;
  22151. }
  22152. return this;
  22153. };
  22154. /** @hidden */
  22155. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  22156. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  22157. var len = subMeshes.length;
  22158. for (var index = 0; index < len; index++) {
  22159. var subMesh = subMeshes.data[index];
  22160. // Bounding test
  22161. if (len > 1 && !subMesh._checkCollision(collider)) {
  22162. continue;
  22163. }
  22164. this._collideForSubMesh(subMesh, transformMatrix, collider);
  22165. }
  22166. return this;
  22167. };
  22168. /** @hidden */
  22169. AbstractMesh.prototype._checkCollision = function (collider) {
  22170. // Bounding box test
  22171. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  22172. return this;
  22173. }
  22174. // Transformation matrix
  22175. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  22176. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  22177. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  22178. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  22179. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  22180. return this;
  22181. };
  22182. // Picking
  22183. /** @hidden */
  22184. AbstractMesh.prototype._generatePointsArray = function () {
  22185. return false;
  22186. };
  22187. /**
  22188. * Checks if the passed Ray intersects with the mesh
  22189. * @param ray defines the ray to use
  22190. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  22191. * @returns the picking info
  22192. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  22193. */
  22194. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  22195. var pickingInfo = new BABYLON.PickingInfo();
  22196. var intersectionThreshold = this.getClassName() === "InstancedLinesMesh" || this.getClassName() === "LinesMesh" ? this.intersectionThreshold : 0;
  22197. var boundingInfo = this._boundingInfo;
  22198. if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionThreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionThreshold)) {
  22199. return pickingInfo;
  22200. }
  22201. if (!this._generatePointsArray()) {
  22202. return pickingInfo;
  22203. }
  22204. var intersectInfo = null;
  22205. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  22206. var len = subMeshes.length;
  22207. for (var index = 0; index < len; index++) {
  22208. var subMesh = subMeshes.data[index];
  22209. // Bounding test
  22210. if (len > 1 && !subMesh.canIntersects(ray)) {
  22211. continue;
  22212. }
  22213. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  22214. if (currentIntersectInfo) {
  22215. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  22216. intersectInfo = currentIntersectInfo;
  22217. intersectInfo.subMeshId = index;
  22218. if (fastCheck) {
  22219. break;
  22220. }
  22221. }
  22222. }
  22223. }
  22224. if (intersectInfo) {
  22225. // Get picked point
  22226. var world = this.getWorldMatrix();
  22227. var worldOrigin = BABYLON.Tmp.Vector3[0];
  22228. var direction = BABYLON.Tmp.Vector3[1];
  22229. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, world, worldOrigin);
  22230. ray.direction.scaleToRef(intersectInfo.distance, direction);
  22231. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  22232. var pickedPoint = worldDirection.addInPlace(worldOrigin);
  22233. // Return result
  22234. pickingInfo.hit = true;
  22235. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  22236. pickingInfo.pickedPoint = pickedPoint;
  22237. pickingInfo.pickedMesh = this;
  22238. pickingInfo.bu = intersectInfo.bu || 0;
  22239. pickingInfo.bv = intersectInfo.bv || 0;
  22240. pickingInfo.faceId = intersectInfo.faceId;
  22241. pickingInfo.subMeshId = intersectInfo.subMeshId;
  22242. return pickingInfo;
  22243. }
  22244. return pickingInfo;
  22245. };
  22246. /**
  22247. * Clones the current mesh
  22248. * @param name defines the mesh name
  22249. * @param newParent defines the new mesh parent
  22250. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  22251. * @returns the new mesh
  22252. */
  22253. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  22254. return null;
  22255. };
  22256. /**
  22257. * Disposes all the submeshes of the current meshnp
  22258. * @returns the current mesh
  22259. */
  22260. AbstractMesh.prototype.releaseSubMeshes = function () {
  22261. if (this.subMeshes) {
  22262. while (this.subMeshes.length) {
  22263. this.subMeshes[0].dispose();
  22264. }
  22265. }
  22266. else {
  22267. this.subMeshes = new Array();
  22268. }
  22269. return this;
  22270. };
  22271. /**
  22272. * Releases resources associated with this abstract mesh.
  22273. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22274. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22275. */
  22276. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22277. var _this = this;
  22278. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22279. var index;
  22280. // Smart Array Retainers.
  22281. this.getScene().freeActiveMeshes();
  22282. this.getScene().freeRenderingGroups();
  22283. // Action manager
  22284. if (this.actionManager !== undefined && this.actionManager !== null) {
  22285. this.actionManager.dispose();
  22286. this.actionManager = null;
  22287. }
  22288. // Skeleton
  22289. this._skeleton = null;
  22290. // Intersections in progress
  22291. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22292. var other = this._intersectionsInProgress[index];
  22293. var pos = other._intersectionsInProgress.indexOf(this);
  22294. other._intersectionsInProgress.splice(pos, 1);
  22295. }
  22296. this._intersectionsInProgress = [];
  22297. // Lights
  22298. var lights = this.getScene().lights;
  22299. lights.forEach(function (light) {
  22300. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22301. if (meshIndex !== -1) {
  22302. light.includedOnlyMeshes.splice(meshIndex, 1);
  22303. }
  22304. meshIndex = light.excludedMeshes.indexOf(_this);
  22305. if (meshIndex !== -1) {
  22306. light.excludedMeshes.splice(meshIndex, 1);
  22307. }
  22308. // Shadow generators
  22309. var generator = light.getShadowGenerator();
  22310. if (generator) {
  22311. var shadowMap = generator.getShadowMap();
  22312. if (shadowMap && shadowMap.renderList) {
  22313. meshIndex = shadowMap.renderList.indexOf(_this);
  22314. if (meshIndex !== -1) {
  22315. shadowMap.renderList.splice(meshIndex, 1);
  22316. }
  22317. }
  22318. }
  22319. });
  22320. // SubMeshes
  22321. if (this.getClassName() !== "InstancedMesh" || this.getClassName() !== "InstancedLinesMesh") {
  22322. this.releaseSubMeshes();
  22323. }
  22324. // Query
  22325. var engine = this.getScene().getEngine();
  22326. if (this._occlusionQuery) {
  22327. this.isOcclusionQueryInProgress = false;
  22328. engine.deleteQuery(this._occlusionQuery);
  22329. this._occlusionQuery = null;
  22330. }
  22331. // Engine
  22332. engine.wipeCaches();
  22333. // Remove from scene
  22334. this.getScene().removeMesh(this);
  22335. if (disposeMaterialAndTextures) {
  22336. if (this.material) {
  22337. this.material.dispose(false, true);
  22338. }
  22339. }
  22340. if (!doNotRecurse) {
  22341. // Particles
  22342. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22343. if (this.getScene().particleSystems[index].emitter === this) {
  22344. this.getScene().particleSystems[index].dispose();
  22345. index--;
  22346. }
  22347. }
  22348. }
  22349. // facet data
  22350. if (this._facetData.facetDataEnabled) {
  22351. this.disableFacetData();
  22352. }
  22353. this.onAfterWorldMatrixUpdateObservable.clear();
  22354. this.onCollideObservable.clear();
  22355. this.onCollisionPositionChangeObservable.clear();
  22356. this.onRebuildObservable.clear();
  22357. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22358. };
  22359. /**
  22360. * Adds the passed mesh as a child to the current mesh
  22361. * @param mesh defines the child mesh
  22362. * @returns the current mesh
  22363. */
  22364. AbstractMesh.prototype.addChild = function (mesh) {
  22365. mesh.setParent(this);
  22366. return this;
  22367. };
  22368. /**
  22369. * Removes the passed mesh from the current mesh children list
  22370. * @param mesh defines the child mesh
  22371. * @returns the current mesh
  22372. */
  22373. AbstractMesh.prototype.removeChild = function (mesh) {
  22374. mesh.setParent(null);
  22375. return this;
  22376. };
  22377. // Facet data
  22378. /** @hidden */
  22379. AbstractMesh.prototype._initFacetData = function () {
  22380. var data = this._facetData;
  22381. if (!data.facetNormals) {
  22382. data.facetNormals = new Array();
  22383. }
  22384. if (!data.facetPositions) {
  22385. data.facetPositions = new Array();
  22386. }
  22387. if (!data.facetPartitioning) {
  22388. data.facetPartitioning = new Array();
  22389. }
  22390. data.facetNb = (this.getIndices().length / 3) | 0;
  22391. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22392. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22393. for (var f = 0; f < data.facetNb; f++) {
  22394. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22395. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22396. }
  22397. data.facetDataEnabled = true;
  22398. return this;
  22399. };
  22400. /**
  22401. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22402. * This method can be called within the render loop.
  22403. * 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
  22404. * @returns the current mesh
  22405. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22406. */
  22407. AbstractMesh.prototype.updateFacetData = function () {
  22408. var data = this._facetData;
  22409. if (!data.facetDataEnabled) {
  22410. this._initFacetData();
  22411. }
  22412. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22413. var indices = this.getIndices();
  22414. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22415. var bInfo = this.getBoundingInfo();
  22416. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22417. // init arrays, matrix and sort function on first call
  22418. data.facetDepthSortEnabled = true;
  22419. if (indices instanceof Uint16Array) {
  22420. data.depthSortedIndices = new Uint16Array(indices);
  22421. }
  22422. else if (indices instanceof Uint32Array) {
  22423. data.depthSortedIndices = new Uint32Array(indices);
  22424. }
  22425. else {
  22426. var needs32bits = false;
  22427. for (var i = 0; i < indices.length; i++) {
  22428. if (indices[i] > 65535) {
  22429. needs32bits = true;
  22430. break;
  22431. }
  22432. }
  22433. if (needs32bits) {
  22434. data.depthSortedIndices = new Uint32Array(indices);
  22435. }
  22436. else {
  22437. data.depthSortedIndices = new Uint16Array(indices);
  22438. }
  22439. }
  22440. data.facetDepthSortFunction = function (f1, f2) {
  22441. return (f2.sqDistance - f1.sqDistance);
  22442. };
  22443. if (!data.facetDepthSortFrom) {
  22444. var camera = this.getScene().activeCamera;
  22445. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22446. }
  22447. data.depthSortedFacets = [];
  22448. for (var f = 0; f < data.facetNb; f++) {
  22449. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22450. data.depthSortedFacets.push(depthSortedFacet);
  22451. }
  22452. data.invertedMatrix = BABYLON.Matrix.Identity();
  22453. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22454. }
  22455. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22456. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22457. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22458. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22459. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22460. data.subDiv.max = data.partitioningSubdivisions;
  22461. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22462. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22463. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22464. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22465. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22466. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22467. // set the parameters for ComputeNormals()
  22468. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22469. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22470. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22471. data.facetParameters.bInfo = bInfo;
  22472. data.facetParameters.bbSize = data.bbSize;
  22473. data.facetParameters.subDiv = data.subDiv;
  22474. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22475. data.facetParameters.depthSort = data.facetDepthSort;
  22476. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22477. this.computeWorldMatrix(true);
  22478. this._worldMatrix.invertToRef(data.invertedMatrix);
  22479. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22480. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22481. }
  22482. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22483. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22484. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22485. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22486. var l = (data.depthSortedIndices.length / 3) | 0;
  22487. for (var f = 0; f < l; f++) {
  22488. var sind = data.depthSortedFacets[f].ind;
  22489. data.depthSortedIndices[f * 3] = indices[sind];
  22490. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22491. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22492. }
  22493. this.updateIndices(data.depthSortedIndices);
  22494. }
  22495. return this;
  22496. };
  22497. /**
  22498. * Returns the facetLocalNormals array.
  22499. * The normals are expressed in the mesh local spac
  22500. * @returns an array of Vector3
  22501. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22502. */
  22503. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22504. if (!this._facetData.facetNormals) {
  22505. this.updateFacetData();
  22506. }
  22507. return this._facetData.facetNormals;
  22508. };
  22509. /**
  22510. * Returns the facetLocalPositions array.
  22511. * The facet positions are expressed in the mesh local space
  22512. * @returns an array of Vector3
  22513. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22514. */
  22515. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22516. if (!this._facetData.facetPositions) {
  22517. this.updateFacetData();
  22518. }
  22519. return this._facetData.facetPositions;
  22520. };
  22521. /**
  22522. * Returns the facetLocalPartioning array
  22523. * @returns an array of array of numbers
  22524. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22525. */
  22526. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22527. if (!this._facetData.facetPartitioning) {
  22528. this.updateFacetData();
  22529. }
  22530. return this._facetData.facetPartitioning;
  22531. };
  22532. /**
  22533. * Returns the i-th facet position in the world system.
  22534. * This method allocates a new Vector3 per call
  22535. * @param i defines the facet index
  22536. * @returns a new Vector3
  22537. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22538. */
  22539. AbstractMesh.prototype.getFacetPosition = function (i) {
  22540. var pos = BABYLON.Vector3.Zero();
  22541. this.getFacetPositionToRef(i, pos);
  22542. return pos;
  22543. };
  22544. /**
  22545. * Sets the reference Vector3 with the i-th facet position in the world system
  22546. * @param i defines the facet index
  22547. * @param ref defines the target vector
  22548. * @returns the current mesh
  22549. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22550. */
  22551. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22552. var localPos = (this.getFacetLocalPositions())[i];
  22553. var world = this.getWorldMatrix();
  22554. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22555. return this;
  22556. };
  22557. /**
  22558. * Returns the i-th facet normal in the world system.
  22559. * This method allocates a new Vector3 per call
  22560. * @param i defines the facet index
  22561. * @returns a new Vector3
  22562. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22563. */
  22564. AbstractMesh.prototype.getFacetNormal = function (i) {
  22565. var norm = BABYLON.Vector3.Zero();
  22566. this.getFacetNormalToRef(i, norm);
  22567. return norm;
  22568. };
  22569. /**
  22570. * Sets the reference Vector3 with the i-th facet normal in the world system
  22571. * @param i defines the facet index
  22572. * @param ref defines the target vector
  22573. * @returns the current mesh
  22574. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22575. */
  22576. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22577. var localNorm = (this.getFacetLocalNormals())[i];
  22578. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22579. return this;
  22580. };
  22581. /**
  22582. * 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)
  22583. * @param x defines x coordinate
  22584. * @param y defines y coordinate
  22585. * @param z defines z coordinate
  22586. * @returns the array of facet indexes
  22587. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22588. */
  22589. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22590. var bInfo = this.getBoundingInfo();
  22591. var data = this._facetData;
  22592. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22593. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22594. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22595. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22596. return null;
  22597. }
  22598. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22599. };
  22600. /**
  22601. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22602. * @param projected sets as the (x,y,z) world projection on the facet
  22603. * @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
  22604. * @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
  22605. * @param x defines x coordinate
  22606. * @param y defines y coordinate
  22607. * @param z defines z coordinate
  22608. * @returns the face index if found (or null instead)
  22609. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22610. */
  22611. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22612. if (checkFace === void 0) { checkFace = false; }
  22613. if (facing === void 0) { facing = true; }
  22614. var world = this.getWorldMatrix();
  22615. var invMat = BABYLON.Tmp.Matrix[5];
  22616. world.invertToRef(invMat);
  22617. var invVect = BABYLON.Tmp.Vector3[8];
  22618. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22619. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22620. if (projected) {
  22621. // tranform the local computed projected vector to world coordinates
  22622. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22623. }
  22624. return closest;
  22625. };
  22626. /**
  22627. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22628. * @param projected sets as the (x,y,z) local projection on the facet
  22629. * @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
  22630. * @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
  22631. * @param x defines x coordinate
  22632. * @param y defines y coordinate
  22633. * @param z defines z coordinate
  22634. * @returns the face index if found (or null instead)
  22635. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22636. */
  22637. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22638. if (checkFace === void 0) { checkFace = false; }
  22639. if (facing === void 0) { facing = true; }
  22640. var closest = null;
  22641. var tmpx = 0.0;
  22642. var tmpy = 0.0;
  22643. var tmpz = 0.0;
  22644. var d = 0.0; // tmp dot facet normal * facet position
  22645. var t0 = 0.0;
  22646. var projx = 0.0;
  22647. var projy = 0.0;
  22648. var projz = 0.0;
  22649. // Get all the facets in the same partitioning block than (x, y, z)
  22650. var facetPositions = this.getFacetLocalPositions();
  22651. var facetNormals = this.getFacetLocalNormals();
  22652. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22653. if (!facetsInBlock) {
  22654. return null;
  22655. }
  22656. // Get the closest facet to (x, y, z)
  22657. var shortest = Number.MAX_VALUE; // init distance vars
  22658. var tmpDistance = shortest;
  22659. var fib; // current facet in the block
  22660. var norm; // current facet normal
  22661. var p0; // current facet barycenter position
  22662. // loop on all the facets in the current partitioning block
  22663. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22664. fib = facetsInBlock[idx];
  22665. norm = facetNormals[fib];
  22666. p0 = facetPositions[fib];
  22667. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22668. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22669. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22670. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22671. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22672. projx = x + norm.x * t0;
  22673. projy = y + norm.y * t0;
  22674. projz = z + norm.z * t0;
  22675. tmpx = projx - x;
  22676. tmpy = projy - y;
  22677. tmpz = projz - z;
  22678. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22679. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22680. shortest = tmpDistance;
  22681. closest = fib;
  22682. if (projected) {
  22683. projected.x = projx;
  22684. projected.y = projy;
  22685. projected.z = projz;
  22686. }
  22687. }
  22688. }
  22689. }
  22690. return closest;
  22691. };
  22692. /**
  22693. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22694. * @returns the parameters
  22695. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22696. */
  22697. AbstractMesh.prototype.getFacetDataParameters = function () {
  22698. return this._facetData.facetParameters;
  22699. };
  22700. /**
  22701. * Disables the feature FacetData and frees the related memory
  22702. * @returns the current mesh
  22703. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22704. */
  22705. AbstractMesh.prototype.disableFacetData = function () {
  22706. if (this._facetData.facetDataEnabled) {
  22707. this._facetData.facetDataEnabled = false;
  22708. this._facetData.facetPositions = new Array();
  22709. this._facetData.facetNormals = new Array();
  22710. this._facetData.facetPartitioning = new Array();
  22711. this._facetData.facetParameters = null;
  22712. this._facetData.depthSortedIndices = new Uint32Array(0);
  22713. }
  22714. return this;
  22715. };
  22716. /**
  22717. * Updates the AbstractMesh indices array
  22718. * @param indices defines the data source
  22719. * @returns the current mesh
  22720. */
  22721. AbstractMesh.prototype.updateIndices = function (indices) {
  22722. return this;
  22723. };
  22724. /**
  22725. * Creates new normals data for the mesh
  22726. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  22727. * @returns the current mesh
  22728. */
  22729. AbstractMesh.prototype.createNormals = function (updatable) {
  22730. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22731. var indices = this.getIndices();
  22732. var normals;
  22733. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22734. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22735. }
  22736. else {
  22737. normals = [];
  22738. }
  22739. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  22740. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  22741. return this;
  22742. };
  22743. /**
  22744. * Align the mesh with a normal
  22745. * @param normal defines the normal to use
  22746. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  22747. * @returns the current mesh
  22748. */
  22749. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  22750. if (!upDirection) {
  22751. upDirection = BABYLON.Axis.Y;
  22752. }
  22753. var axisX = BABYLON.Tmp.Vector3[0];
  22754. var axisZ = BABYLON.Tmp.Vector3[1];
  22755. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  22756. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  22757. if (this.rotationQuaternion) {
  22758. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  22759. }
  22760. else {
  22761. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  22762. }
  22763. return this;
  22764. };
  22765. /** @hidden */
  22766. AbstractMesh.prototype._checkOcclusionQuery = function () {
  22767. return false;
  22768. };
  22769. /** No occlusion */
  22770. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  22771. /** Occlusion set to optimisitic */
  22772. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  22773. /** Occlusion set to strict */
  22774. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  22775. /** Use an accurante occlusion algorithm */
  22776. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  22777. /** Use a conservative occlusion algorithm */
  22778. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  22779. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  22780. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  22781. /** Culling strategy with bounding sphere only and then frustum culling */
  22782. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  22783. return AbstractMesh;
  22784. }(BABYLON.TransformNode));
  22785. BABYLON.AbstractMesh = AbstractMesh;
  22786. })(BABYLON || (BABYLON = {}));
  22787. //# sourceMappingURL=babylon.abstractMesh.js.map
  22788. var BABYLON;
  22789. (function (BABYLON) {
  22790. /**
  22791. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  22792. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  22793. * 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.
  22794. */
  22795. var Light = /** @class */ (function (_super) {
  22796. __extends(Light, _super);
  22797. /**
  22798. * Creates a Light object in the scene.
  22799. * Documentation : http://doc.babylonjs.com/tutorials/lights
  22800. * @param name The firendly name of the light
  22801. * @param scene The scene the light belongs too
  22802. */
  22803. function Light(name, scene) {
  22804. var _this = _super.call(this, name, scene) || this;
  22805. /**
  22806. * Diffuse gives the basic color to an object.
  22807. */
  22808. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  22809. /**
  22810. * Specular produces a highlight color on an object.
  22811. * Note: This is note affecting PBR materials.
  22812. */
  22813. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  22814. /**
  22815. * Defines the falloff type for this light. This lets overrriding how punctual light are
  22816. * falling off base on range or angle.
  22817. * This can be set to any values in Light.FALLOFF_x.
  22818. *
  22819. * Note: This is only usefull for PBR Materials at the moment. This could be extended if required to
  22820. * other types of materials.
  22821. */
  22822. _this.falloffType = Light.FALLOFF_DEFAULT;
  22823. /**
  22824. * Strength of the light.
  22825. * Note: By default it is define in the framework own unit.
  22826. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  22827. */
  22828. _this.intensity = 1.0;
  22829. _this._range = Number.MAX_VALUE;
  22830. _this._inverseSquaredRange = 0;
  22831. /**
  22832. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  22833. * of light.
  22834. */
  22835. _this._photometricScale = 1.0;
  22836. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  22837. _this._radius = 0.00001;
  22838. /**
  22839. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  22840. * exceeding the number allowed of the materials.
  22841. */
  22842. _this.renderPriority = 0;
  22843. _this._shadowEnabled = true;
  22844. _this._excludeWithLayerMask = 0;
  22845. _this._includeOnlyWithLayerMask = 0;
  22846. _this._lightmapMode = 0;
  22847. /**
  22848. * @hidden Internal use only.
  22849. */
  22850. _this._excludedMeshesIds = new Array();
  22851. /**
  22852. * @hidden Internal use only.
  22853. */
  22854. _this._includedOnlyMeshesIds = new Array();
  22855. _this.getScene().addLight(_this);
  22856. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  22857. _this._buildUniformLayout();
  22858. _this.includedOnlyMeshes = new Array();
  22859. _this.excludedMeshes = new Array();
  22860. _this._resyncMeshes();
  22861. return _this;
  22862. }
  22863. Object.defineProperty(Light.prototype, "range", {
  22864. /**
  22865. * Defines how far from the source the light is impacting in scene units.
  22866. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  22867. */
  22868. get: function () {
  22869. return this._range;
  22870. },
  22871. /**
  22872. * Defines how far from the source the light is impacting in scene units.
  22873. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  22874. */
  22875. set: function (value) {
  22876. this._range = value;
  22877. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  22878. },
  22879. enumerable: true,
  22880. configurable: true
  22881. });
  22882. Object.defineProperty(Light.prototype, "intensityMode", {
  22883. /**
  22884. * Gets the photometric scale used to interpret the intensity.
  22885. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  22886. */
  22887. get: function () {
  22888. return this._intensityMode;
  22889. },
  22890. /**
  22891. * Sets the photometric scale used to interpret the intensity.
  22892. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  22893. */
  22894. set: function (value) {
  22895. this._intensityMode = value;
  22896. this._computePhotometricScale();
  22897. },
  22898. enumerable: true,
  22899. configurable: true
  22900. });
  22901. Object.defineProperty(Light.prototype, "radius", {
  22902. /**
  22903. * Gets the light radius used by PBR Materials to simulate soft area lights.
  22904. */
  22905. get: function () {
  22906. return this._radius;
  22907. },
  22908. /**
  22909. * sets the light radius used by PBR Materials to simulate soft area lights.
  22910. */
  22911. set: function (value) {
  22912. this._radius = value;
  22913. this._computePhotometricScale();
  22914. },
  22915. enumerable: true,
  22916. configurable: true
  22917. });
  22918. Object.defineProperty(Light.prototype, "shadowEnabled", {
  22919. /**
  22920. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  22921. * the current shadow generator.
  22922. */
  22923. get: function () {
  22924. return this._shadowEnabled;
  22925. },
  22926. /**
  22927. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  22928. * the current shadow generator.
  22929. */
  22930. set: function (value) {
  22931. if (this._shadowEnabled === value) {
  22932. return;
  22933. }
  22934. this._shadowEnabled = value;
  22935. this._markMeshesAsLightDirty();
  22936. },
  22937. enumerable: true,
  22938. configurable: true
  22939. });
  22940. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  22941. /**
  22942. * Gets the only meshes impacted by this light.
  22943. */
  22944. get: function () {
  22945. return this._includedOnlyMeshes;
  22946. },
  22947. /**
  22948. * Sets the only meshes impacted by this light.
  22949. */
  22950. set: function (value) {
  22951. this._includedOnlyMeshes = value;
  22952. this._hookArrayForIncludedOnly(value);
  22953. },
  22954. enumerable: true,
  22955. configurable: true
  22956. });
  22957. Object.defineProperty(Light.prototype, "excludedMeshes", {
  22958. /**
  22959. * Gets the meshes not impacted by this light.
  22960. */
  22961. get: function () {
  22962. return this._excludedMeshes;
  22963. },
  22964. /**
  22965. * Sets the meshes not impacted by this light.
  22966. */
  22967. set: function (value) {
  22968. this._excludedMeshes = value;
  22969. this._hookArrayForExcluded(value);
  22970. },
  22971. enumerable: true,
  22972. configurable: true
  22973. });
  22974. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  22975. /**
  22976. * Gets the layer id use to find what meshes are not impacted by the light.
  22977. * Inactive if 0
  22978. */
  22979. get: function () {
  22980. return this._excludeWithLayerMask;
  22981. },
  22982. /**
  22983. * Sets the layer id use to find what meshes are not impacted by the light.
  22984. * Inactive if 0
  22985. */
  22986. set: function (value) {
  22987. this._excludeWithLayerMask = value;
  22988. this._resyncMeshes();
  22989. },
  22990. enumerable: true,
  22991. configurable: true
  22992. });
  22993. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  22994. /**
  22995. * Gets the layer id use to find what meshes are impacted by the light.
  22996. * Inactive if 0
  22997. */
  22998. get: function () {
  22999. return this._includeOnlyWithLayerMask;
  23000. },
  23001. /**
  23002. * Sets the layer id use to find what meshes are impacted by the light.
  23003. * Inactive if 0
  23004. */
  23005. set: function (value) {
  23006. this._includeOnlyWithLayerMask = value;
  23007. this._resyncMeshes();
  23008. },
  23009. enumerable: true,
  23010. configurable: true
  23011. });
  23012. Object.defineProperty(Light.prototype, "lightmapMode", {
  23013. /**
  23014. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23015. */
  23016. get: function () {
  23017. return this._lightmapMode;
  23018. },
  23019. /**
  23020. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23021. */
  23022. set: function (value) {
  23023. if (this._lightmapMode === value) {
  23024. return;
  23025. }
  23026. this._lightmapMode = value;
  23027. this._markMeshesAsLightDirty();
  23028. },
  23029. enumerable: true,
  23030. configurable: true
  23031. });
  23032. /**
  23033. * Returns the string "Light".
  23034. * @returns the class name
  23035. */
  23036. Light.prototype.getClassName = function () {
  23037. return "Light";
  23038. };
  23039. /**
  23040. * Converts the light information to a readable string for debug purpose.
  23041. * @param fullDetails Supports for multiple levels of logging within scene loading
  23042. * @returns the human readable light info
  23043. */
  23044. Light.prototype.toString = function (fullDetails) {
  23045. var ret = "Name: " + this.name;
  23046. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  23047. if (this.animations) {
  23048. for (var i = 0; i < this.animations.length; i++) {
  23049. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23050. }
  23051. }
  23052. if (fullDetails) {
  23053. }
  23054. return ret;
  23055. };
  23056. /** @hidden */
  23057. Light.prototype._syncParentEnabledState = function () {
  23058. _super.prototype._syncParentEnabledState.call(this);
  23059. this._resyncMeshes();
  23060. };
  23061. /**
  23062. * Set the enabled state of this node.
  23063. * @param value - the new enabled state
  23064. */
  23065. Light.prototype.setEnabled = function (value) {
  23066. _super.prototype.setEnabled.call(this, value);
  23067. this._resyncMeshes();
  23068. };
  23069. /**
  23070. * Returns the Light associated shadow generator if any.
  23071. * @return the associated shadow generator.
  23072. */
  23073. Light.prototype.getShadowGenerator = function () {
  23074. return this._shadowGenerator;
  23075. };
  23076. /**
  23077. * Returns a Vector3, the absolute light position in the World.
  23078. * @returns the world space position of the light
  23079. */
  23080. Light.prototype.getAbsolutePosition = function () {
  23081. return BABYLON.Vector3.Zero();
  23082. };
  23083. /**
  23084. * Specifies if the light will affect the passed mesh.
  23085. * @param mesh The mesh to test against the light
  23086. * @return true the mesh is affected otherwise, false.
  23087. */
  23088. Light.prototype.canAffectMesh = function (mesh) {
  23089. if (!mesh) {
  23090. return true;
  23091. }
  23092. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  23093. return false;
  23094. }
  23095. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  23096. return false;
  23097. }
  23098. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  23099. return false;
  23100. }
  23101. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  23102. return false;
  23103. }
  23104. return true;
  23105. };
  23106. /**
  23107. * Sort function to order lights for rendering.
  23108. * @param a First Light object to compare to second.
  23109. * @param b Second Light object to compare first.
  23110. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  23111. */
  23112. Light.CompareLightsPriority = function (a, b) {
  23113. //shadow-casting lights have priority over non-shadow-casting lights
  23114. //the renderPrioirty is a secondary sort criterion
  23115. if (a.shadowEnabled !== b.shadowEnabled) {
  23116. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  23117. }
  23118. return b.renderPriority - a.renderPriority;
  23119. };
  23120. /**
  23121. * Releases resources associated with this node.
  23122. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23123. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23124. */
  23125. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23126. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23127. if (this._shadowGenerator) {
  23128. this._shadowGenerator.dispose();
  23129. this._shadowGenerator = null;
  23130. }
  23131. // Animations
  23132. this.getScene().stopAnimation(this);
  23133. // Remove from meshes
  23134. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23135. var mesh = _a[_i];
  23136. mesh._removeLightSource(this);
  23137. }
  23138. this._uniformBuffer.dispose();
  23139. // Remove from scene
  23140. this.getScene().removeLight(this);
  23141. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23142. };
  23143. /**
  23144. * Returns the light type ID (integer).
  23145. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  23146. */
  23147. Light.prototype.getTypeID = function () {
  23148. return 0;
  23149. };
  23150. /**
  23151. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  23152. * @returns the scaled intensity in intensity mode unit
  23153. */
  23154. Light.prototype.getScaledIntensity = function () {
  23155. return this._photometricScale * this.intensity;
  23156. };
  23157. /**
  23158. * Returns a new Light object, named "name", from the current one.
  23159. * @param name The name of the cloned light
  23160. * @returns the new created light
  23161. */
  23162. Light.prototype.clone = function (name) {
  23163. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  23164. if (!constructor) {
  23165. return null;
  23166. }
  23167. return BABYLON.SerializationHelper.Clone(constructor, this);
  23168. };
  23169. /**
  23170. * Serializes the current light into a Serialization object.
  23171. * @returns the serialized object.
  23172. */
  23173. Light.prototype.serialize = function () {
  23174. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  23175. // Type
  23176. serializationObject.type = this.getTypeID();
  23177. // Parent
  23178. if (this.parent) {
  23179. serializationObject.parentId = this.parent.id;
  23180. }
  23181. // Inclusion / exclusions
  23182. if (this.excludedMeshes.length > 0) {
  23183. serializationObject.excludedMeshesIds = [];
  23184. this.excludedMeshes.forEach(function (mesh) {
  23185. serializationObject.excludedMeshesIds.push(mesh.id);
  23186. });
  23187. }
  23188. if (this.includedOnlyMeshes.length > 0) {
  23189. serializationObject.includedOnlyMeshesIds = [];
  23190. this.includedOnlyMeshes.forEach(function (mesh) {
  23191. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  23192. });
  23193. }
  23194. // Animations
  23195. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  23196. serializationObject.ranges = this.serializeAnimationRanges();
  23197. return serializationObject;
  23198. };
  23199. /**
  23200. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  23201. * This new light is named "name" and added to the passed scene.
  23202. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  23203. * @param name The friendly name of the light
  23204. * @param scene The scene the new light will belong to
  23205. * @returns the constructor function
  23206. */
  23207. Light.GetConstructorFromName = function (type, name, scene) {
  23208. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  23209. if (constructorFunc) {
  23210. return constructorFunc;
  23211. }
  23212. // Default to no light for none present once.
  23213. return null;
  23214. };
  23215. /**
  23216. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  23217. * @param parsedLight The JSON representation of the light
  23218. * @param scene The scene to create the parsed light in
  23219. * @returns the created light after parsing
  23220. */
  23221. Light.Parse = function (parsedLight, scene) {
  23222. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  23223. if (!constructor) {
  23224. return null;
  23225. }
  23226. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  23227. // Inclusion / exclusions
  23228. if (parsedLight.excludedMeshesIds) {
  23229. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  23230. }
  23231. if (parsedLight.includedOnlyMeshesIds) {
  23232. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  23233. }
  23234. // Parent
  23235. if (parsedLight.parentId) {
  23236. light._waitingParentId = parsedLight.parentId;
  23237. }
  23238. // Animations
  23239. if (parsedLight.animations) {
  23240. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  23241. var parsedAnimation = parsedLight.animations[animationIndex];
  23242. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  23243. }
  23244. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  23245. }
  23246. if (parsedLight.autoAnimate) {
  23247. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  23248. }
  23249. return light;
  23250. };
  23251. Light.prototype._hookArrayForExcluded = function (array) {
  23252. var _this = this;
  23253. var oldPush = array.push;
  23254. array.push = function () {
  23255. var items = [];
  23256. for (var _i = 0; _i < arguments.length; _i++) {
  23257. items[_i] = arguments[_i];
  23258. }
  23259. var result = oldPush.apply(array, items);
  23260. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23261. var item = items_1[_a];
  23262. item._resyncLighSource(_this);
  23263. }
  23264. return result;
  23265. };
  23266. var oldSplice = array.splice;
  23267. array.splice = function (index, deleteCount) {
  23268. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23269. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23270. var item = deleted_1[_i];
  23271. item._resyncLighSource(_this);
  23272. }
  23273. return deleted;
  23274. };
  23275. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23276. var item = array_1[_i];
  23277. item._resyncLighSource(this);
  23278. }
  23279. };
  23280. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23281. var _this = this;
  23282. var oldPush = array.push;
  23283. array.push = function () {
  23284. var items = [];
  23285. for (var _i = 0; _i < arguments.length; _i++) {
  23286. items[_i] = arguments[_i];
  23287. }
  23288. var result = oldPush.apply(array, items);
  23289. _this._resyncMeshes();
  23290. return result;
  23291. };
  23292. var oldSplice = array.splice;
  23293. array.splice = function (index, deleteCount) {
  23294. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23295. _this._resyncMeshes();
  23296. return deleted;
  23297. };
  23298. this._resyncMeshes();
  23299. };
  23300. Light.prototype._resyncMeshes = function () {
  23301. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23302. var mesh = _a[_i];
  23303. mesh._resyncLighSource(this);
  23304. }
  23305. };
  23306. /**
  23307. * Forces the meshes to update their light related information in their rendering used effects
  23308. * @hidden Internal Use Only
  23309. */
  23310. Light.prototype._markMeshesAsLightDirty = function () {
  23311. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23312. var mesh = _a[_i];
  23313. if (mesh._lightSources.indexOf(this) !== -1) {
  23314. mesh._markSubMeshesAsLightDirty();
  23315. }
  23316. }
  23317. };
  23318. /**
  23319. * Recomputes the cached photometric scale if needed.
  23320. */
  23321. Light.prototype._computePhotometricScale = function () {
  23322. this._photometricScale = this._getPhotometricScale();
  23323. this.getScene().resetCachedMaterial();
  23324. };
  23325. /**
  23326. * Returns the Photometric Scale according to the light type and intensity mode.
  23327. */
  23328. Light.prototype._getPhotometricScale = function () {
  23329. var photometricScale = 0.0;
  23330. var lightTypeID = this.getTypeID();
  23331. //get photometric mode
  23332. var photometricMode = this.intensityMode;
  23333. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23334. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23335. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23336. }
  23337. else {
  23338. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23339. }
  23340. }
  23341. //compute photometric scale
  23342. switch (lightTypeID) {
  23343. case Light.LIGHTTYPEID_POINTLIGHT:
  23344. case Light.LIGHTTYPEID_SPOTLIGHT:
  23345. switch (photometricMode) {
  23346. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23347. photometricScale = 1.0 / (4.0 * Math.PI);
  23348. break;
  23349. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23350. photometricScale = 1.0;
  23351. break;
  23352. case Light.INTENSITYMODE_LUMINANCE:
  23353. photometricScale = this.radius * this.radius;
  23354. break;
  23355. }
  23356. break;
  23357. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23358. switch (photometricMode) {
  23359. case Light.INTENSITYMODE_ILLUMINANCE:
  23360. photometricScale = 1.0;
  23361. break;
  23362. case Light.INTENSITYMODE_LUMINANCE:
  23363. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23364. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23365. var apexAngleRadians = this.radius;
  23366. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23367. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23368. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23369. photometricScale = solidAngle;
  23370. break;
  23371. }
  23372. break;
  23373. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23374. // No fall off in hemisperic light.
  23375. photometricScale = 1.0;
  23376. break;
  23377. }
  23378. return photometricScale;
  23379. };
  23380. /**
  23381. * Reorder the light in the scene according to their defined priority.
  23382. * @hidden Internal Use Only
  23383. */
  23384. Light.prototype._reorderLightsInScene = function () {
  23385. var scene = this.getScene();
  23386. if (this._renderPriority != 0) {
  23387. scene.requireLightSorting = true;
  23388. }
  23389. this.getScene().sortLightsByPriority();
  23390. };
  23391. /**
  23392. * Falloff Default: light is falling off following the material specification:
  23393. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23394. */
  23395. Light.FALLOFF_DEFAULT = 0;
  23396. /**
  23397. * Falloff Physical: light is falling off following the inverse squared distance law.
  23398. */
  23399. Light.FALLOFF_PHYSICAL = 1;
  23400. /**
  23401. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23402. * to enhance interoperability with other engines.
  23403. */
  23404. Light.FALLOFF_GLTF = 2;
  23405. /**
  23406. * Falloff Standard: light is falling off like in the standard material
  23407. * to enhance interoperability with other materials.
  23408. */
  23409. Light.FALLOFF_STANDARD = 3;
  23410. //lightmapMode Consts
  23411. /**
  23412. * If every light affecting the material is in this lightmapMode,
  23413. * material.lightmapTexture adds or multiplies
  23414. * (depends on material.useLightmapAsShadowmap)
  23415. * after every other light calculations.
  23416. */
  23417. Light.LIGHTMAP_DEFAULT = 0;
  23418. /**
  23419. * material.lightmapTexture as only diffuse lighting from this light
  23420. * adds only specular lighting from this light
  23421. * adds dynamic shadows
  23422. */
  23423. Light.LIGHTMAP_SPECULAR = 1;
  23424. /**
  23425. * material.lightmapTexture as only lighting
  23426. * no light calculation from this light
  23427. * only adds dynamic shadows from this light
  23428. */
  23429. Light.LIGHTMAP_SHADOWSONLY = 2;
  23430. // Intensity Mode Consts
  23431. /**
  23432. * Each light type uses the default quantity according to its type:
  23433. * point/spot lights use luminous intensity
  23434. * directional lights use illuminance
  23435. */
  23436. Light.INTENSITYMODE_AUTOMATIC = 0;
  23437. /**
  23438. * lumen (lm)
  23439. */
  23440. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23441. /**
  23442. * candela (lm/sr)
  23443. */
  23444. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23445. /**
  23446. * lux (lm/m^2)
  23447. */
  23448. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23449. /**
  23450. * nit (cd/m^2)
  23451. */
  23452. Light.INTENSITYMODE_LUMINANCE = 4;
  23453. // Light types ids const.
  23454. /**
  23455. * Light type const id of the point light.
  23456. */
  23457. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23458. /**
  23459. * Light type const id of the directional light.
  23460. */
  23461. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23462. /**
  23463. * Light type const id of the spot light.
  23464. */
  23465. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23466. /**
  23467. * Light type const id of the hemispheric light.
  23468. */
  23469. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23470. __decorate([
  23471. BABYLON.serializeAsColor3()
  23472. ], Light.prototype, "diffuse", void 0);
  23473. __decorate([
  23474. BABYLON.serializeAsColor3()
  23475. ], Light.prototype, "specular", void 0);
  23476. __decorate([
  23477. BABYLON.serialize()
  23478. ], Light.prototype, "falloffType", void 0);
  23479. __decorate([
  23480. BABYLON.serialize()
  23481. ], Light.prototype, "intensity", void 0);
  23482. __decorate([
  23483. BABYLON.serialize()
  23484. ], Light.prototype, "range", null);
  23485. __decorate([
  23486. BABYLON.serialize()
  23487. ], Light.prototype, "intensityMode", null);
  23488. __decorate([
  23489. BABYLON.serialize()
  23490. ], Light.prototype, "radius", null);
  23491. __decorate([
  23492. BABYLON.serialize()
  23493. ], Light.prototype, "_renderPriority", void 0);
  23494. __decorate([
  23495. BABYLON.expandToProperty("_reorderLightsInScene")
  23496. ], Light.prototype, "renderPriority", void 0);
  23497. __decorate([
  23498. BABYLON.serialize("shadowEnabled")
  23499. ], Light.prototype, "_shadowEnabled", void 0);
  23500. __decorate([
  23501. BABYLON.serialize("excludeWithLayerMask")
  23502. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23503. __decorate([
  23504. BABYLON.serialize("includeOnlyWithLayerMask")
  23505. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23506. __decorate([
  23507. BABYLON.serialize("lightmapMode")
  23508. ], Light.prototype, "_lightmapMode", void 0);
  23509. return Light;
  23510. }(BABYLON.Node));
  23511. BABYLON.Light = Light;
  23512. })(BABYLON || (BABYLON = {}));
  23513. //# sourceMappingURL=babylon.light.js.map
  23514. var BABYLON;
  23515. (function (BABYLON) {
  23516. /**
  23517. * This is the base class of all the camera used in the application.
  23518. * @see http://doc.babylonjs.com/features/cameras
  23519. */
  23520. var Camera = /** @class */ (function (_super) {
  23521. __extends(Camera, _super);
  23522. /**
  23523. * Instantiates a new camera object.
  23524. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23525. * @see http://doc.babylonjs.com/features/cameras
  23526. * @param name Defines the name of the camera in the scene
  23527. * @param position Defines the position of the camera
  23528. * @param scene Defines the scene the camera belongs too
  23529. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23530. */
  23531. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23532. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23533. var _this = _super.call(this, name, scene) || this;
  23534. /**
  23535. * The vector the camera should consider as up.
  23536. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23537. */
  23538. _this.upVector = BABYLON.Vector3.Up();
  23539. /**
  23540. * Define the current limit on the left side for an orthographic camera
  23541. * In scene unit
  23542. */
  23543. _this.orthoLeft = null;
  23544. /**
  23545. * Define the current limit on the right side for an orthographic camera
  23546. * In scene unit
  23547. */
  23548. _this.orthoRight = null;
  23549. /**
  23550. * Define the current limit on the bottom side for an orthographic camera
  23551. * In scene unit
  23552. */
  23553. _this.orthoBottom = null;
  23554. /**
  23555. * Define the current limit on the top side for an orthographic camera
  23556. * In scene unit
  23557. */
  23558. _this.orthoTop = null;
  23559. /**
  23560. * Field Of View is set in Radians. (default is 0.8)
  23561. */
  23562. _this.fov = 0.8;
  23563. /**
  23564. * Define the minimum distance the camera can see from.
  23565. * This is important to note that the depth buffer are not infinite and the closer it starts
  23566. * the more your scene might encounter depth fighting issue.
  23567. */
  23568. _this.minZ = 1;
  23569. /**
  23570. * Define the maximum distance the camera can see to.
  23571. * This is important to note that the depth buffer are not infinite and the further it end
  23572. * the more your scene might encounter depth fighting issue.
  23573. */
  23574. _this.maxZ = 10000.0;
  23575. /**
  23576. * Define the default inertia of the camera.
  23577. * This helps giving a smooth feeling to the camera movement.
  23578. */
  23579. _this.inertia = 0.9;
  23580. /**
  23581. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23582. */
  23583. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23584. /**
  23585. * Define wether the camera is intermediate.
  23586. * This is usefull to not present the output directly to the screen in case of rig without post process for instance
  23587. */
  23588. _this.isIntermediate = false;
  23589. /**
  23590. * Define the viewport of the camera.
  23591. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23592. */
  23593. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23594. /**
  23595. * Restricts the camera to viewing objects with the same layerMask.
  23596. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23597. */
  23598. _this.layerMask = 0x0FFFFFFF;
  23599. /**
  23600. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23601. */
  23602. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23603. /**
  23604. * Rig mode of the camera.
  23605. * This is usefull to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23606. * This is normally controlled byt the camera themselves as internal use.
  23607. */
  23608. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23609. /**
  23610. * 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
  23611. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23612. * else in the scene.
  23613. */
  23614. _this.customRenderTargets = new Array();
  23615. /**
  23616. * When set, the camera will render to this render target instead of the default canvas
  23617. */
  23618. _this.outputRenderTarget = null;
  23619. /**
  23620. * Observable triggered when the camera view matrix has changed.
  23621. */
  23622. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23623. /**
  23624. * Observable triggered when the camera Projection matrix has changed.
  23625. */
  23626. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23627. /**
  23628. * Observable triggered when the inputs have been processed.
  23629. */
  23630. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23631. /**
  23632. * Observable triggered when reset has been called and applied to the camera.
  23633. */
  23634. _this.onRestoreStateObservable = new BABYLON.Observable();
  23635. /** @hidden */
  23636. _this._rigCameras = new Array();
  23637. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23638. /** @hidden */
  23639. _this._skipRendering = false;
  23640. /** @hidden */
  23641. _this._projectionMatrix = new BABYLON.Matrix();
  23642. /** @hidden */
  23643. _this._postProcesses = new Array();
  23644. /** @hidden */
  23645. _this._activeMeshes = new BABYLON.SmartArray(256);
  23646. _this._globalPosition = BABYLON.Vector3.Zero();
  23647. /** hidden */
  23648. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23649. _this._doNotComputeProjectionMatrix = false;
  23650. _this._transformMatrix = BABYLON.Matrix.Zero();
  23651. _this._refreshFrustumPlanes = true;
  23652. _this.getScene().addCamera(_this);
  23653. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23654. _this.getScene().activeCamera = _this;
  23655. }
  23656. _this.position = position;
  23657. return _this;
  23658. }
  23659. /**
  23660. * Store current camera state (fov, position, etc..)
  23661. * @returns the camera
  23662. */
  23663. Camera.prototype.storeState = function () {
  23664. this._stateStored = true;
  23665. this._storedFov = this.fov;
  23666. return this;
  23667. };
  23668. /**
  23669. * Restores the camera state values if it has been stored. You must call storeState() first
  23670. */
  23671. Camera.prototype._restoreStateValues = function () {
  23672. if (!this._stateStored) {
  23673. return false;
  23674. }
  23675. this.fov = this._storedFov;
  23676. return true;
  23677. };
  23678. /**
  23679. * Restored camera state. You must call storeState() first.
  23680. * @returns true if restored and false otherwise
  23681. */
  23682. Camera.prototype.restoreState = function () {
  23683. if (this._restoreStateValues()) {
  23684. this.onRestoreStateObservable.notifyObservers(this);
  23685. return true;
  23686. }
  23687. return false;
  23688. };
  23689. /**
  23690. * Gets the class name of the camera.
  23691. * @returns the class name
  23692. */
  23693. Camera.prototype.getClassName = function () {
  23694. return "Camera";
  23695. };
  23696. /**
  23697. * Gets a string representation of the camera usefull for debug purpose.
  23698. * @param fullDetails Defines that a more verboe level of logging is required
  23699. * @returns the string representation
  23700. */
  23701. Camera.prototype.toString = function (fullDetails) {
  23702. var ret = "Name: " + this.name;
  23703. ret += ", type: " + this.getClassName();
  23704. if (this.animations) {
  23705. for (var i = 0; i < this.animations.length; i++) {
  23706. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23707. }
  23708. }
  23709. if (fullDetails) {
  23710. }
  23711. return ret;
  23712. };
  23713. Object.defineProperty(Camera.prototype, "globalPosition", {
  23714. /**
  23715. * Gets the current world space position of the camera.
  23716. */
  23717. get: function () {
  23718. return this._globalPosition;
  23719. },
  23720. enumerable: true,
  23721. configurable: true
  23722. });
  23723. /**
  23724. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  23725. * @returns the active meshe list
  23726. */
  23727. Camera.prototype.getActiveMeshes = function () {
  23728. return this._activeMeshes;
  23729. };
  23730. /**
  23731. * Check wether a mesh is part of the current active mesh list of the camera
  23732. * @param mesh Defines the mesh to check
  23733. * @returns true if active, false otherwise
  23734. */
  23735. Camera.prototype.isActiveMesh = function (mesh) {
  23736. return (this._activeMeshes.indexOf(mesh) !== -1);
  23737. };
  23738. /**
  23739. * Is this camera ready to be used/rendered
  23740. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  23741. * @return true if the camera is ready
  23742. */
  23743. Camera.prototype.isReady = function (completeCheck) {
  23744. if (completeCheck === void 0) { completeCheck = false; }
  23745. if (completeCheck) {
  23746. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  23747. var pp = _a[_i];
  23748. if (pp && !pp.isReady()) {
  23749. return false;
  23750. }
  23751. }
  23752. }
  23753. return _super.prototype.isReady.call(this, completeCheck);
  23754. };
  23755. /** @hidden */
  23756. Camera.prototype._initCache = function () {
  23757. _super.prototype._initCache.call(this);
  23758. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23759. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23760. this._cache.mode = undefined;
  23761. this._cache.minZ = undefined;
  23762. this._cache.maxZ = undefined;
  23763. this._cache.fov = undefined;
  23764. this._cache.fovMode = undefined;
  23765. this._cache.aspectRatio = undefined;
  23766. this._cache.orthoLeft = undefined;
  23767. this._cache.orthoRight = undefined;
  23768. this._cache.orthoBottom = undefined;
  23769. this._cache.orthoTop = undefined;
  23770. this._cache.renderWidth = undefined;
  23771. this._cache.renderHeight = undefined;
  23772. };
  23773. /** @hidden */
  23774. Camera.prototype._updateCache = function (ignoreParentClass) {
  23775. if (!ignoreParentClass) {
  23776. _super.prototype._updateCache.call(this);
  23777. }
  23778. this._cache.position.copyFrom(this.position);
  23779. this._cache.upVector.copyFrom(this.upVector);
  23780. };
  23781. /** @hidden */
  23782. Camera.prototype._isSynchronized = function () {
  23783. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  23784. };
  23785. /** @hidden */
  23786. Camera.prototype._isSynchronizedViewMatrix = function () {
  23787. if (!_super.prototype._isSynchronized.call(this)) {
  23788. return false;
  23789. }
  23790. return this._cache.position.equals(this.position)
  23791. && this._cache.upVector.equals(this.upVector)
  23792. && this.isSynchronizedWithParent();
  23793. };
  23794. /** @hidden */
  23795. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  23796. var check = this._cache.mode === this.mode
  23797. && this._cache.minZ === this.minZ
  23798. && this._cache.maxZ === this.maxZ;
  23799. if (!check) {
  23800. return false;
  23801. }
  23802. var engine = this.getEngine();
  23803. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  23804. check = this._cache.fov === this.fov
  23805. && this._cache.fovMode === this.fovMode
  23806. && this._cache.aspectRatio === engine.getAspectRatio(this);
  23807. }
  23808. else {
  23809. check = this._cache.orthoLeft === this.orthoLeft
  23810. && this._cache.orthoRight === this.orthoRight
  23811. && this._cache.orthoBottom === this.orthoBottom
  23812. && this._cache.orthoTop === this.orthoTop
  23813. && this._cache.renderWidth === engine.getRenderWidth()
  23814. && this._cache.renderHeight === engine.getRenderHeight();
  23815. }
  23816. return check;
  23817. };
  23818. /**
  23819. * Attach the input controls to a specific dom element to get the input from.
  23820. * @param element Defines the element the controls should be listened from
  23821. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  23822. */
  23823. Camera.prototype.attachControl = function (element, noPreventDefault) {
  23824. };
  23825. /**
  23826. * Detach the current controls from the specified dom element.
  23827. * @param element Defines the element to stop listening the inputs from
  23828. */
  23829. Camera.prototype.detachControl = function (element) {
  23830. };
  23831. /**
  23832. * Update the camera state according to the different inputs gathered during the frame.
  23833. */
  23834. Camera.prototype.update = function () {
  23835. this._checkInputs();
  23836. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23837. this._updateRigCameras();
  23838. }
  23839. };
  23840. /** @hidden */
  23841. Camera.prototype._checkInputs = function () {
  23842. this.onAfterCheckInputsObservable.notifyObservers(this);
  23843. };
  23844. Object.defineProperty(Camera.prototype, "rigCameras", {
  23845. /** @hidden */
  23846. get: function () {
  23847. return this._rigCameras;
  23848. },
  23849. enumerable: true,
  23850. configurable: true
  23851. });
  23852. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  23853. /**
  23854. * Gets the post process used by the rig cameras
  23855. */
  23856. get: function () {
  23857. return this._rigPostProcess;
  23858. },
  23859. enumerable: true,
  23860. configurable: true
  23861. });
  23862. /**
  23863. * Internal, gets the first post proces.
  23864. * @returns the first post process to be run on this camera.
  23865. */
  23866. Camera.prototype._getFirstPostProcess = function () {
  23867. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  23868. if (this._postProcesses[ppIndex] !== null) {
  23869. return this._postProcesses[ppIndex];
  23870. }
  23871. }
  23872. return null;
  23873. };
  23874. Camera.prototype._cascadePostProcessesToRigCams = function () {
  23875. // invalidate framebuffer
  23876. var firstPostProcess = this._getFirstPostProcess();
  23877. if (firstPostProcess) {
  23878. firstPostProcess.markTextureDirty();
  23879. }
  23880. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  23881. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  23882. var cam = this._rigCameras[i];
  23883. var rigPostProcess = cam._rigPostProcess;
  23884. // for VR rig, there does not have to be a post process
  23885. if (rigPostProcess) {
  23886. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  23887. if (isPass) {
  23888. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  23889. cam.isIntermediate = this._postProcesses.length === 0;
  23890. }
  23891. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  23892. rigPostProcess.markTextureDirty();
  23893. }
  23894. else {
  23895. cam._postProcesses = this._postProcesses.slice(0);
  23896. }
  23897. }
  23898. };
  23899. /**
  23900. * Attach a post process to the camera.
  23901. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  23902. * @param postProcess The post process to attach to the camera
  23903. * @param insertAt The position of the post process in case several of them are in use in the scene
  23904. * @returns the position the post process has been inserted at
  23905. */
  23906. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  23907. if (insertAt === void 0) { insertAt = null; }
  23908. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  23909. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  23910. return 0;
  23911. }
  23912. if (insertAt == null || insertAt < 0) {
  23913. this._postProcesses.push(postProcess);
  23914. }
  23915. else if (this._postProcesses[insertAt] === null) {
  23916. this._postProcesses[insertAt] = postProcess;
  23917. }
  23918. else {
  23919. this._postProcesses.splice(insertAt, 0, postProcess);
  23920. }
  23921. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  23922. return this._postProcesses.indexOf(postProcess);
  23923. };
  23924. /**
  23925. * Detach a post process to the camera.
  23926. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  23927. * @param postProcess The post process to detach from the camera
  23928. */
  23929. Camera.prototype.detachPostProcess = function (postProcess) {
  23930. var idx = this._postProcesses.indexOf(postProcess);
  23931. if (idx !== -1) {
  23932. this._postProcesses[idx] = null;
  23933. }
  23934. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  23935. };
  23936. /**
  23937. * Gets the current world matrix of the camera
  23938. */
  23939. Camera.prototype.getWorldMatrix = function () {
  23940. if (this._isSynchronizedViewMatrix()) {
  23941. return this._worldMatrix;
  23942. }
  23943. // Getting the the view matrix will also compute the world matrix.
  23944. this.getViewMatrix();
  23945. return this._worldMatrix;
  23946. };
  23947. /** @hidden */
  23948. Camera.prototype._getViewMatrix = function () {
  23949. return BABYLON.Matrix.Identity();
  23950. };
  23951. /**
  23952. * Gets the current view matrix of the camera.
  23953. * @param force forces the camera to recompute the matrix without looking at the cached state
  23954. * @returns the view matrix
  23955. */
  23956. Camera.prototype.getViewMatrix = function (force) {
  23957. if (!force && this._isSynchronizedViewMatrix()) {
  23958. return this._computedViewMatrix;
  23959. }
  23960. this.updateCache();
  23961. this._computedViewMatrix = this._getViewMatrix();
  23962. this._currentRenderId = this.getScene().getRenderId();
  23963. this._childRenderId = this._currentRenderId;
  23964. this._refreshFrustumPlanes = true;
  23965. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  23966. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  23967. }
  23968. this.onViewMatrixChangedObservable.notifyObservers(this);
  23969. this._computedViewMatrix.invertToRef(this._worldMatrix);
  23970. return this._computedViewMatrix;
  23971. };
  23972. /**
  23973. * Freeze the projection matrix.
  23974. * It will prevent the cache check of the camera projection compute and can speed up perf
  23975. * if no parameter of the camera are meant to change
  23976. * @param projection Defines manually a projection if necessary
  23977. */
  23978. Camera.prototype.freezeProjectionMatrix = function (projection) {
  23979. this._doNotComputeProjectionMatrix = true;
  23980. if (projection !== undefined) {
  23981. this._projectionMatrix = projection;
  23982. }
  23983. };
  23984. /**
  23985. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  23986. */
  23987. Camera.prototype.unfreezeProjectionMatrix = function () {
  23988. this._doNotComputeProjectionMatrix = false;
  23989. };
  23990. /**
  23991. * Gets the current projection matrix of the camera.
  23992. * @param force forces the camera to recompute the matrix without looking at the cached state
  23993. * @returns the projection matrix
  23994. */
  23995. Camera.prototype.getProjectionMatrix = function (force) {
  23996. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  23997. return this._projectionMatrix;
  23998. }
  23999. // Cache
  24000. this._cache.mode = this.mode;
  24001. this._cache.minZ = this.minZ;
  24002. this._cache.maxZ = this.maxZ;
  24003. // Matrix
  24004. this._refreshFrustumPlanes = true;
  24005. var engine = this.getEngine();
  24006. var scene = this.getScene();
  24007. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24008. this._cache.fov = this.fov;
  24009. this._cache.fovMode = this.fovMode;
  24010. this._cache.aspectRatio = engine.getAspectRatio(this);
  24011. if (this.minZ <= 0) {
  24012. this.minZ = 0.1;
  24013. }
  24014. if (scene.useRightHandedSystem) {
  24015. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24016. }
  24017. else {
  24018. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24019. }
  24020. }
  24021. else {
  24022. var halfWidth = engine.getRenderWidth() / 2.0;
  24023. var halfHeight = engine.getRenderHeight() / 2.0;
  24024. if (scene.useRightHandedSystem) {
  24025. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24026. }
  24027. else {
  24028. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24029. }
  24030. this._cache.orthoLeft = this.orthoLeft;
  24031. this._cache.orthoRight = this.orthoRight;
  24032. this._cache.orthoBottom = this.orthoBottom;
  24033. this._cache.orthoTop = this.orthoTop;
  24034. this._cache.renderWidth = engine.getRenderWidth();
  24035. this._cache.renderHeight = engine.getRenderHeight();
  24036. }
  24037. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  24038. return this._projectionMatrix;
  24039. };
  24040. /**
  24041. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  24042. * @returns a Matrix
  24043. */
  24044. Camera.prototype.getTransformationMatrix = function () {
  24045. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  24046. return this._transformMatrix;
  24047. };
  24048. Camera.prototype._updateFrustumPlanes = function () {
  24049. if (!this._refreshFrustumPlanes) {
  24050. return;
  24051. }
  24052. this.getTransformationMatrix();
  24053. if (!this._frustumPlanes) {
  24054. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  24055. }
  24056. else {
  24057. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  24058. }
  24059. this._refreshFrustumPlanes = false;
  24060. };
  24061. /**
  24062. * Checks if a cullable object (mesh...) is in the camera frustum
  24063. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  24064. * @param target The object to check
  24065. * @returns true if the object is in frustum otherwise false
  24066. */
  24067. Camera.prototype.isInFrustum = function (target) {
  24068. this._updateFrustumPlanes();
  24069. return target.isInFrustum(this._frustumPlanes);
  24070. };
  24071. /**
  24072. * Checks if a cullable object (mesh...) is in the camera frustum
  24073. * Unlike isInFrustum this cheks the full bounding box
  24074. * @param target The object to check
  24075. * @returns true if the object is in frustum otherwise false
  24076. */
  24077. Camera.prototype.isCompletelyInFrustum = function (target) {
  24078. this._updateFrustumPlanes();
  24079. return target.isCompletelyInFrustum(this._frustumPlanes);
  24080. };
  24081. /**
  24082. * Gets a ray in the forward direction from the camera.
  24083. * @param length Defines the length of the ray to create
  24084. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  24085. * @param origin Defines the start point of the ray which defaults to the camera position
  24086. * @returns the forward ray
  24087. */
  24088. Camera.prototype.getForwardRay = function (length, transform, origin) {
  24089. if (length === void 0) { length = 100; }
  24090. if (!transform) {
  24091. transform = this.getWorldMatrix();
  24092. }
  24093. if (!origin) {
  24094. origin = this.position;
  24095. }
  24096. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  24097. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  24098. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  24099. return new BABYLON.Ray(origin, direction, length);
  24100. };
  24101. /**
  24102. * Releases resources associated with this node.
  24103. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24104. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24105. */
  24106. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  24107. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  24108. // Observables
  24109. this.onViewMatrixChangedObservable.clear();
  24110. this.onProjectionMatrixChangedObservable.clear();
  24111. this.onAfterCheckInputsObservable.clear();
  24112. this.onRestoreStateObservable.clear();
  24113. // Inputs
  24114. if (this.inputs) {
  24115. this.inputs.clear();
  24116. }
  24117. // Animations
  24118. this.getScene().stopAnimation(this);
  24119. // Remove from scene
  24120. this.getScene().removeCamera(this);
  24121. while (this._rigCameras.length > 0) {
  24122. var camera = this._rigCameras.pop();
  24123. if (camera) {
  24124. camera.dispose();
  24125. }
  24126. }
  24127. // Postprocesses
  24128. if (this._rigPostProcess) {
  24129. this._rigPostProcess.dispose(this);
  24130. this._rigPostProcess = null;
  24131. this._postProcesses = [];
  24132. }
  24133. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24134. this._rigPostProcess = null;
  24135. this._postProcesses = [];
  24136. }
  24137. else {
  24138. var i = this._postProcesses.length;
  24139. while (--i >= 0) {
  24140. var postProcess = this._postProcesses[i];
  24141. if (postProcess) {
  24142. postProcess.dispose(this);
  24143. }
  24144. }
  24145. }
  24146. // Render targets
  24147. var i = this.customRenderTargets.length;
  24148. while (--i >= 0) {
  24149. this.customRenderTargets[i].dispose();
  24150. }
  24151. this.customRenderTargets = [];
  24152. // Active Meshes
  24153. this._activeMeshes.dispose();
  24154. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  24155. };
  24156. Object.defineProperty(Camera.prototype, "leftCamera", {
  24157. /**
  24158. * Gets the left camera of a rig setup in case of Rigged Camera
  24159. */
  24160. get: function () {
  24161. if (this._rigCameras.length < 1) {
  24162. return null;
  24163. }
  24164. return this._rigCameras[0];
  24165. },
  24166. enumerable: true,
  24167. configurable: true
  24168. });
  24169. Object.defineProperty(Camera.prototype, "rightCamera", {
  24170. /**
  24171. * Gets the right camera of a rig setup in case of Rigged Camera
  24172. */
  24173. get: function () {
  24174. if (this._rigCameras.length < 2) {
  24175. return null;
  24176. }
  24177. return this._rigCameras[1];
  24178. },
  24179. enumerable: true,
  24180. configurable: true
  24181. });
  24182. /**
  24183. * Gets the left camera target of a rig setup in case of Rigged Camera
  24184. * @returns the target position
  24185. */
  24186. Camera.prototype.getLeftTarget = function () {
  24187. if (this._rigCameras.length < 1) {
  24188. return null;
  24189. }
  24190. return this._rigCameras[0].getTarget();
  24191. };
  24192. /**
  24193. * Gets the right camera target of a rig setup in case of Rigged Camera
  24194. * @returns the target position
  24195. */
  24196. Camera.prototype.getRightTarget = function () {
  24197. if (this._rigCameras.length < 2) {
  24198. return null;
  24199. }
  24200. return this._rigCameras[1].getTarget();
  24201. };
  24202. /**
  24203. * @hidden
  24204. */
  24205. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  24206. if (this.cameraRigMode === mode) {
  24207. return;
  24208. }
  24209. while (this._rigCameras.length > 0) {
  24210. var camera = this._rigCameras.pop();
  24211. if (camera) {
  24212. camera.dispose();
  24213. }
  24214. }
  24215. this.cameraRigMode = mode;
  24216. this._cameraRigParams = {};
  24217. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  24218. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  24219. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  24220. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  24221. // create the rig cameras, unless none
  24222. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24223. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  24224. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  24225. if (leftCamera && rightCamera) {
  24226. this._rigCameras.push(leftCamera);
  24227. this._rigCameras.push(rightCamera);
  24228. }
  24229. }
  24230. switch (this.cameraRigMode) {
  24231. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  24232. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24233. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  24234. break;
  24235. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  24236. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  24237. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  24238. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  24239. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24240. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  24241. break;
  24242. case Camera.RIG_MODE_VR:
  24243. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  24244. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  24245. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24246. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24247. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  24248. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  24249. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  24250. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  24251. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24252. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24253. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  24254. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  24255. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  24256. if (metrics.compensateDistortion) {
  24257. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  24258. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  24259. }
  24260. break;
  24261. case Camera.RIG_MODE_WEBVR:
  24262. if (rigParams.vrDisplay) {
  24263. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24264. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24265. //Left eye
  24266. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24267. this._rigCameras[0].setCameraRigParameter("left", true);
  24268. //leaving this for future reference
  24269. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24270. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24271. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24272. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24273. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24274. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24275. this._rigCameras[0].parent = this;
  24276. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24277. //Right eye
  24278. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24279. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24280. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24281. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24282. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24283. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24284. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24285. this._rigCameras[1].parent = this;
  24286. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24287. if (Camera.UseAlternateWebVRRendering) {
  24288. this._rigCameras[1]._skipRendering = true;
  24289. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24290. }
  24291. }
  24292. break;
  24293. }
  24294. this._cascadePostProcessesToRigCams();
  24295. this.update();
  24296. };
  24297. Camera.prototype._getVRProjectionMatrix = function () {
  24298. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24299. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24300. return this._projectionMatrix;
  24301. };
  24302. Camera.prototype._updateCameraRotationMatrix = function () {
  24303. //Here for WebVR
  24304. };
  24305. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24306. //Here for WebVR
  24307. };
  24308. /**
  24309. * This function MUST be overwritten by the different WebVR cameras available.
  24310. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24311. */
  24312. Camera.prototype._getWebVRProjectionMatrix = function () {
  24313. return BABYLON.Matrix.Identity();
  24314. };
  24315. /**
  24316. * This function MUST be overwritten by the different WebVR cameras available.
  24317. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24318. */
  24319. Camera.prototype._getWebVRViewMatrix = function () {
  24320. return BABYLON.Matrix.Identity();
  24321. };
  24322. /** @hidden */
  24323. Camera.prototype.setCameraRigParameter = function (name, value) {
  24324. if (!this._cameraRigParams) {
  24325. this._cameraRigParams = {};
  24326. }
  24327. this._cameraRigParams[name] = value;
  24328. //provisionnally:
  24329. if (name === "interaxialDistance") {
  24330. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24331. }
  24332. };
  24333. /**
  24334. * needs to be overridden by children so sub has required properties to be copied
  24335. * @hidden
  24336. */
  24337. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24338. return null;
  24339. };
  24340. /**
  24341. * May need to be overridden by children
  24342. * @hidden
  24343. */
  24344. Camera.prototype._updateRigCameras = function () {
  24345. for (var i = 0; i < this._rigCameras.length; i++) {
  24346. this._rigCameras[i].minZ = this.minZ;
  24347. this._rigCameras[i].maxZ = this.maxZ;
  24348. this._rigCameras[i].fov = this.fov;
  24349. }
  24350. // only update viewport when ANAGLYPH
  24351. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24352. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24353. }
  24354. };
  24355. /** @hidden */
  24356. Camera.prototype._setupInputs = function () {
  24357. };
  24358. /**
  24359. * Serialiaze the camera setup to a json represention
  24360. * @returns the JSON representation
  24361. */
  24362. Camera.prototype.serialize = function () {
  24363. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24364. // Type
  24365. serializationObject.type = this.getClassName();
  24366. // Parent
  24367. if (this.parent) {
  24368. serializationObject.parentId = this.parent.id;
  24369. }
  24370. if (this.inputs) {
  24371. this.inputs.serialize(serializationObject);
  24372. }
  24373. // Animations
  24374. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24375. serializationObject.ranges = this.serializeAnimationRanges();
  24376. return serializationObject;
  24377. };
  24378. /**
  24379. * Clones the current camera.
  24380. * @param name The cloned camera name
  24381. * @returns the cloned camera
  24382. */
  24383. Camera.prototype.clone = function (name) {
  24384. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24385. };
  24386. /**
  24387. * Gets the direction of the camera relative to a given local axis.
  24388. * @param localAxis Defines the reference axis to provide a relative direction.
  24389. * @return the direction
  24390. */
  24391. Camera.prototype.getDirection = function (localAxis) {
  24392. var result = BABYLON.Vector3.Zero();
  24393. this.getDirectionToRef(localAxis, result);
  24394. return result;
  24395. };
  24396. /**
  24397. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24398. * @param localAxis Defines the reference axis to provide a relative direction.
  24399. * @param result Defines the vector to store the result in
  24400. */
  24401. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24402. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24403. };
  24404. /**
  24405. * Gets a camera constructor for a given camera type
  24406. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24407. * @param name The name of the camera the result will be able to instantiate
  24408. * @param scene The scene the result will construct the camera in
  24409. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24410. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24411. * @returns a factory method to construc the camera
  24412. */
  24413. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24414. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24415. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24416. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24417. interaxial_distance: interaxial_distance,
  24418. isStereoscopicSideBySide: isStereoscopicSideBySide
  24419. });
  24420. if (constructorFunc) {
  24421. return constructorFunc;
  24422. }
  24423. // Default to universal camera
  24424. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24425. };
  24426. /**
  24427. * Compute the world matrix of the camera.
  24428. * @returns the camera workd matrix
  24429. */
  24430. Camera.prototype.computeWorldMatrix = function () {
  24431. return this.getWorldMatrix();
  24432. };
  24433. /**
  24434. * Parse a JSON and creates the camera from the parsed information
  24435. * @param parsedCamera The JSON to parse
  24436. * @param scene The scene to instantiate the camera in
  24437. * @returns the newly constructed camera
  24438. */
  24439. Camera.Parse = function (parsedCamera, scene) {
  24440. var type = parsedCamera.type;
  24441. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24442. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24443. // Parent
  24444. if (parsedCamera.parentId) {
  24445. camera._waitingParentId = parsedCamera.parentId;
  24446. }
  24447. //If camera has an input manager, let it parse inputs settings
  24448. if (camera.inputs) {
  24449. camera.inputs.parse(parsedCamera);
  24450. camera._setupInputs();
  24451. }
  24452. if (camera.setPosition) { // need to force position
  24453. camera.position.copyFromFloats(0, 0, 0);
  24454. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24455. }
  24456. // Target
  24457. if (parsedCamera.target) {
  24458. if (camera.setTarget) {
  24459. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24460. }
  24461. }
  24462. // Apply 3d rig, when found
  24463. if (parsedCamera.cameraRigMode) {
  24464. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24465. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24466. }
  24467. // Animations
  24468. if (parsedCamera.animations) {
  24469. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24470. var parsedAnimation = parsedCamera.animations[animationIndex];
  24471. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24472. }
  24473. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24474. }
  24475. if (parsedCamera.autoAnimate) {
  24476. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24477. }
  24478. return camera;
  24479. };
  24480. /**
  24481. * This is the default projection mode used by the cameras.
  24482. * It helps recreating a feeling of perspective and better appreciate depth.
  24483. * This is the best way to simulate real life cameras.
  24484. */
  24485. Camera.PERSPECTIVE_CAMERA = 0;
  24486. /**
  24487. * This helps creating camera with an orthographic mode.
  24488. * 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.
  24489. */
  24490. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24491. /**
  24492. * This is the default FOV mode for perspective cameras.
  24493. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24494. */
  24495. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24496. /**
  24497. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24498. */
  24499. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24500. /**
  24501. * This specifies ther is no need for a camera rig.
  24502. * Basically only one eye is rendered corresponding to the camera.
  24503. */
  24504. Camera.RIG_MODE_NONE = 0;
  24505. /**
  24506. * Simulates a camera Rig with one blue eye and one red eye.
  24507. * This can be use with 3d blue and red glasses.
  24508. */
  24509. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24510. /**
  24511. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24512. */
  24513. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24514. /**
  24515. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24516. */
  24517. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24518. /**
  24519. * Defines that both eyes of the camera will be rendered over under each other.
  24520. */
  24521. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24522. /**
  24523. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24524. */
  24525. Camera.RIG_MODE_VR = 20;
  24526. /**
  24527. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24528. */
  24529. Camera.RIG_MODE_WEBVR = 21;
  24530. /**
  24531. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  24532. */
  24533. Camera.RIG_MODE_CUSTOM = 22;
  24534. /**
  24535. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24536. */
  24537. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24538. /**
  24539. * @hidden
  24540. * Might be removed once multiview will be a thing
  24541. */
  24542. Camera.UseAlternateWebVRRendering = false;
  24543. __decorate([
  24544. BABYLON.serializeAsVector3()
  24545. ], Camera.prototype, "position", void 0);
  24546. __decorate([
  24547. BABYLON.serializeAsVector3()
  24548. ], Camera.prototype, "upVector", void 0);
  24549. __decorate([
  24550. BABYLON.serialize()
  24551. ], Camera.prototype, "orthoLeft", void 0);
  24552. __decorate([
  24553. BABYLON.serialize()
  24554. ], Camera.prototype, "orthoRight", void 0);
  24555. __decorate([
  24556. BABYLON.serialize()
  24557. ], Camera.prototype, "orthoBottom", void 0);
  24558. __decorate([
  24559. BABYLON.serialize()
  24560. ], Camera.prototype, "orthoTop", void 0);
  24561. __decorate([
  24562. BABYLON.serialize()
  24563. ], Camera.prototype, "fov", void 0);
  24564. __decorate([
  24565. BABYLON.serialize()
  24566. ], Camera.prototype, "minZ", void 0);
  24567. __decorate([
  24568. BABYLON.serialize()
  24569. ], Camera.prototype, "maxZ", void 0);
  24570. __decorate([
  24571. BABYLON.serialize()
  24572. ], Camera.prototype, "inertia", void 0);
  24573. __decorate([
  24574. BABYLON.serialize()
  24575. ], Camera.prototype, "mode", void 0);
  24576. __decorate([
  24577. BABYLON.serialize()
  24578. ], Camera.prototype, "layerMask", void 0);
  24579. __decorate([
  24580. BABYLON.serialize()
  24581. ], Camera.prototype, "fovMode", void 0);
  24582. __decorate([
  24583. BABYLON.serialize()
  24584. ], Camera.prototype, "cameraRigMode", void 0);
  24585. __decorate([
  24586. BABYLON.serialize()
  24587. ], Camera.prototype, "interaxialDistance", void 0);
  24588. __decorate([
  24589. BABYLON.serialize()
  24590. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24591. return Camera;
  24592. }(BABYLON.Node));
  24593. BABYLON.Camera = Camera;
  24594. })(BABYLON || (BABYLON = {}));
  24595. //# sourceMappingURL=babylon.camera.js.map
  24596. var BABYLON;
  24597. (function (BABYLON) {
  24598. /**
  24599. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24600. * It is enable to manage the different groups as well as the different necessary sort functions.
  24601. * This should not be used directly aside of the few static configurations
  24602. */
  24603. var RenderingManager = /** @class */ (function () {
  24604. /**
  24605. * Instantiates a new rendering group for a particular scene
  24606. * @param scene Defines the scene the groups belongs to
  24607. */
  24608. function RenderingManager(scene) {
  24609. /**
  24610. * @hidden
  24611. */
  24612. this._useSceneAutoClearSetup = false;
  24613. this._renderingGroups = new Array();
  24614. this._autoClearDepthStencil = {};
  24615. this._customOpaqueSortCompareFn = {};
  24616. this._customAlphaTestSortCompareFn = {};
  24617. this._customTransparentSortCompareFn = {};
  24618. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24619. this._scene = scene;
  24620. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24621. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24622. }
  24623. }
  24624. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24625. if (depth === void 0) { depth = true; }
  24626. if (stencil === void 0) { stencil = true; }
  24627. if (this._depthStencilBufferAlreadyCleaned) {
  24628. return;
  24629. }
  24630. this._scene.getEngine().clear(null, false, depth, stencil);
  24631. this._depthStencilBufferAlreadyCleaned = true;
  24632. };
  24633. /**
  24634. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24635. * @hidden
  24636. */
  24637. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24638. // Update the observable context (not null as it only goes away on dispose)
  24639. var info = this._renderingGroupInfo;
  24640. info.scene = this._scene;
  24641. info.camera = this._scene.activeCamera;
  24642. // Dispatch sprites
  24643. if (this._scene.spriteManagers && renderSprites) {
  24644. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24645. var manager = this._scene.spriteManagers[index];
  24646. this.dispatchSprites(manager);
  24647. }
  24648. }
  24649. // Render
  24650. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24651. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24652. var renderingGroup = this._renderingGroups[index];
  24653. if (!renderingGroup) {
  24654. continue;
  24655. }
  24656. var renderingGroupMask = Math.pow(2, index);
  24657. info.renderingGroupId = index;
  24658. // Before Observable
  24659. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24660. // Clear depth/stencil if needed
  24661. if (RenderingManager.AUTOCLEAR) {
  24662. var autoClear = this._useSceneAutoClearSetup ?
  24663. this._scene.getAutoClearDepthStencilSetup(index) :
  24664. this._autoClearDepthStencil[index];
  24665. if (autoClear && autoClear.autoClear) {
  24666. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24667. }
  24668. }
  24669. // Render
  24670. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24671. var step = _a[_i];
  24672. step.action(index);
  24673. }
  24674. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24675. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24676. var step = _c[_b];
  24677. step.action(index);
  24678. }
  24679. // After Observable
  24680. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24681. }
  24682. };
  24683. /**
  24684. * Resets the different information of the group to prepare a new frame
  24685. * @hidden
  24686. */
  24687. RenderingManager.prototype.reset = function () {
  24688. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24689. var renderingGroup = this._renderingGroups[index];
  24690. if (renderingGroup) {
  24691. renderingGroup.prepare();
  24692. }
  24693. }
  24694. };
  24695. /**
  24696. * Dispose and release the group and its associated resources.
  24697. * @hidden
  24698. */
  24699. RenderingManager.prototype.dispose = function () {
  24700. this.freeRenderingGroups();
  24701. this._renderingGroups.length = 0;
  24702. this._renderingGroupInfo = null;
  24703. };
  24704. /**
  24705. * Clear the info related to rendering groups preventing retention points during dispose.
  24706. */
  24707. RenderingManager.prototype.freeRenderingGroups = function () {
  24708. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24709. var renderingGroup = this._renderingGroups[index];
  24710. if (renderingGroup) {
  24711. renderingGroup.dispose();
  24712. }
  24713. }
  24714. };
  24715. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  24716. if (this._renderingGroups[renderingGroupId] === undefined) {
  24717. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  24718. }
  24719. };
  24720. /**
  24721. * Add a sprite manager to the rendering manager in order to render it this frame.
  24722. * @param spriteManager Define the sprite manager to render
  24723. */
  24724. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  24725. var renderingGroupId = spriteManager.renderingGroupId || 0;
  24726. this._prepareRenderingGroup(renderingGroupId);
  24727. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  24728. };
  24729. /**
  24730. * Add a particle system to the rendering manager in order to render it this frame.
  24731. * @param particleSystem Define the particle system to render
  24732. */
  24733. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  24734. var renderingGroupId = particleSystem.renderingGroupId || 0;
  24735. this._prepareRenderingGroup(renderingGroupId);
  24736. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  24737. };
  24738. /**
  24739. * Add a submesh to the manager in order to render it this frame
  24740. * @param subMesh The submesh to dispatch
  24741. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24742. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24743. */
  24744. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  24745. if (mesh === undefined) {
  24746. mesh = subMesh.getMesh();
  24747. }
  24748. var renderingGroupId = mesh.renderingGroupId || 0;
  24749. this._prepareRenderingGroup(renderingGroupId);
  24750. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  24751. };
  24752. /**
  24753. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  24754. * This allowed control for front to back rendering or reversly depending of the special needs.
  24755. *
  24756. * @param renderingGroupId The rendering group id corresponding to its index
  24757. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  24758. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  24759. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  24760. */
  24761. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24762. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24763. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24764. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24765. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  24766. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  24767. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  24768. if (this._renderingGroups[renderingGroupId]) {
  24769. var group = this._renderingGroups[renderingGroupId];
  24770. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  24771. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  24772. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  24773. }
  24774. };
  24775. /**
  24776. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  24777. *
  24778. * @param renderingGroupId The rendering group id corresponding to its index
  24779. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  24780. * @param depth Automatically clears depth between groups if true and autoClear is true.
  24781. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  24782. */
  24783. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  24784. if (depth === void 0) { depth = true; }
  24785. if (stencil === void 0) { stencil = true; }
  24786. this._autoClearDepthStencil[renderingGroupId] = {
  24787. autoClear: autoClearDepthStencil,
  24788. depth: depth,
  24789. stencil: stencil
  24790. };
  24791. };
  24792. /**
  24793. * Gets the current auto clear configuration for one rendering group of the rendering
  24794. * manager.
  24795. * @param index the rendering group index to get the information for
  24796. * @returns The auto clear setup for the requested rendering group
  24797. */
  24798. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  24799. return this._autoClearDepthStencil[index];
  24800. };
  24801. /**
  24802. * The max id used for rendering groups (not included)
  24803. */
  24804. RenderingManager.MAX_RENDERINGGROUPS = 4;
  24805. /**
  24806. * The min id used for rendering groups (included)
  24807. */
  24808. RenderingManager.MIN_RENDERINGGROUPS = 0;
  24809. /**
  24810. * Used to globally prevent autoclearing scenes.
  24811. */
  24812. RenderingManager.AUTOCLEAR = true;
  24813. return RenderingManager;
  24814. }());
  24815. BABYLON.RenderingManager = RenderingManager;
  24816. })(BABYLON || (BABYLON = {}));
  24817. //# sourceMappingURL=babylon.renderingManager.js.map
  24818. var BABYLON;
  24819. (function (BABYLON) {
  24820. /**
  24821. * This represents the object necessary to create a rendering group.
  24822. * This is exclusively used and created by the rendering manager.
  24823. * To modify the behavior, you use the available helpers in your scene or meshes.
  24824. * @hidden
  24825. */
  24826. var RenderingGroup = /** @class */ (function () {
  24827. /**
  24828. * Creates a new rendering group.
  24829. * @param index The rendering group index
  24830. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  24831. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  24832. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  24833. */
  24834. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24835. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24836. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24837. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24838. this.index = index;
  24839. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  24840. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  24841. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  24842. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  24843. this._particleSystems = new BABYLON.SmartArray(256);
  24844. this._spriteManagers = new BABYLON.SmartArray(256);
  24845. this._edgesRenderers = new BABYLON.SmartArray(16);
  24846. this._scene = scene;
  24847. this.opaqueSortCompareFn = opaqueSortCompareFn;
  24848. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  24849. this.transparentSortCompareFn = transparentSortCompareFn;
  24850. }
  24851. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  24852. /**
  24853. * Set the opaque sort comparison function.
  24854. * If null the sub meshes will be render in the order they were created
  24855. */
  24856. set: function (value) {
  24857. this._opaqueSortCompareFn = value;
  24858. if (value) {
  24859. this._renderOpaque = this.renderOpaqueSorted;
  24860. }
  24861. else {
  24862. this._renderOpaque = RenderingGroup.renderUnsorted;
  24863. }
  24864. },
  24865. enumerable: true,
  24866. configurable: true
  24867. });
  24868. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  24869. /**
  24870. * Set the alpha test sort comparison function.
  24871. * If null the sub meshes will be render in the order they were created
  24872. */
  24873. set: function (value) {
  24874. this._alphaTestSortCompareFn = value;
  24875. if (value) {
  24876. this._renderAlphaTest = this.renderAlphaTestSorted;
  24877. }
  24878. else {
  24879. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  24880. }
  24881. },
  24882. enumerable: true,
  24883. configurable: true
  24884. });
  24885. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  24886. /**
  24887. * Set the transparent sort comparison function.
  24888. * If null the sub meshes will be render in the order they were created
  24889. */
  24890. set: function (value) {
  24891. if (value) {
  24892. this._transparentSortCompareFn = value;
  24893. }
  24894. else {
  24895. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  24896. }
  24897. this._renderTransparent = this.renderTransparentSorted;
  24898. },
  24899. enumerable: true,
  24900. configurable: true
  24901. });
  24902. /**
  24903. * Render all the sub meshes contained in the group.
  24904. * @param customRenderFunction Used to override the default render behaviour of the group.
  24905. * @returns true if rendered some submeshes.
  24906. */
  24907. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  24908. if (customRenderFunction) {
  24909. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  24910. return;
  24911. }
  24912. var engine = this._scene.getEngine();
  24913. // Depth only
  24914. if (this._depthOnlySubMeshes.length !== 0) {
  24915. engine.setColorWrite(false);
  24916. this._renderAlphaTest(this._depthOnlySubMeshes);
  24917. engine.setColorWrite(true);
  24918. }
  24919. // Opaque
  24920. if (this._opaqueSubMeshes.length !== 0) {
  24921. this._renderOpaque(this._opaqueSubMeshes);
  24922. }
  24923. // Alpha test
  24924. if (this._alphaTestSubMeshes.length !== 0) {
  24925. this._renderAlphaTest(this._alphaTestSubMeshes);
  24926. }
  24927. var stencilState = engine.getStencilBuffer();
  24928. engine.setStencilBuffer(false);
  24929. // Sprites
  24930. if (renderSprites) {
  24931. this._renderSprites();
  24932. }
  24933. // Particles
  24934. if (renderParticles) {
  24935. this._renderParticles(activeMeshes);
  24936. }
  24937. if (this.onBeforeTransparentRendering) {
  24938. this.onBeforeTransparentRendering();
  24939. }
  24940. // Transparent
  24941. if (this._transparentSubMeshes.length !== 0) {
  24942. this._renderTransparent(this._transparentSubMeshes);
  24943. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24944. }
  24945. // Set back stencil to false in case it changes before the edge renderer.
  24946. engine.setStencilBuffer(false);
  24947. // Edges
  24948. if (this._edgesRenderers.length) {
  24949. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  24950. this._edgesRenderers.data[edgesRendererIndex].render();
  24951. }
  24952. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24953. }
  24954. // Restore Stencil state.
  24955. engine.setStencilBuffer(stencilState);
  24956. };
  24957. /**
  24958. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  24959. * @param subMeshes The submeshes to render
  24960. */
  24961. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  24962. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  24963. };
  24964. /**
  24965. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  24966. * @param subMeshes The submeshes to render
  24967. */
  24968. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  24969. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  24970. };
  24971. /**
  24972. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  24973. * @param subMeshes The submeshes to render
  24974. */
  24975. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  24976. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  24977. };
  24978. /**
  24979. * Renders the submeshes in a specified order.
  24980. * @param subMeshes The submeshes to sort before render
  24981. * @param sortCompareFn The comparison function use to sort
  24982. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  24983. * @param transparent Specifies to activate blending if true
  24984. */
  24985. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  24986. var subIndex = 0;
  24987. var subMesh;
  24988. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  24989. for (; subIndex < subMeshes.length; subIndex++) {
  24990. subMesh = subMeshes.data[subIndex];
  24991. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  24992. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  24993. }
  24994. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  24995. if (sortCompareFn) {
  24996. sortedArray.sort(sortCompareFn);
  24997. }
  24998. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  24999. subMesh = sortedArray[subIndex];
  25000. if (transparent) {
  25001. var material = subMesh.getMaterial();
  25002. if (material && material.needDepthPrePass) {
  25003. var engine = material.getScene().getEngine();
  25004. engine.setColorWrite(false);
  25005. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25006. subMesh.render(false);
  25007. engine.setColorWrite(true);
  25008. }
  25009. }
  25010. subMesh.render(transparent);
  25011. }
  25012. };
  25013. /**
  25014. * Renders the submeshes in the order they were dispatched (no sort applied).
  25015. * @param subMeshes The submeshes to render
  25016. */
  25017. RenderingGroup.renderUnsorted = function (subMeshes) {
  25018. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  25019. var submesh = subMeshes.data[subIndex];
  25020. submesh.render(false);
  25021. }
  25022. };
  25023. /**
  25024. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25025. * are rendered back to front if in the same alpha index.
  25026. *
  25027. * @param a The first submesh
  25028. * @param b The second submesh
  25029. * @returns The result of the comparison
  25030. */
  25031. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  25032. // Alpha index first
  25033. if (a._alphaIndex > b._alphaIndex) {
  25034. return 1;
  25035. }
  25036. if (a._alphaIndex < b._alphaIndex) {
  25037. return -1;
  25038. }
  25039. // Then distance to camera
  25040. return RenderingGroup.backToFrontSortCompare(a, b);
  25041. };
  25042. /**
  25043. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25044. * are rendered back to front.
  25045. *
  25046. * @param a The first submesh
  25047. * @param b The second submesh
  25048. * @returns The result of the comparison
  25049. */
  25050. RenderingGroup.backToFrontSortCompare = function (a, b) {
  25051. // Then distance to camera
  25052. if (a._distanceToCamera < b._distanceToCamera) {
  25053. return 1;
  25054. }
  25055. if (a._distanceToCamera > b._distanceToCamera) {
  25056. return -1;
  25057. }
  25058. return 0;
  25059. };
  25060. /**
  25061. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25062. * are rendered front to back (prevent overdraw).
  25063. *
  25064. * @param a The first submesh
  25065. * @param b The second submesh
  25066. * @returns The result of the comparison
  25067. */
  25068. RenderingGroup.frontToBackSortCompare = function (a, b) {
  25069. // Then distance to camera
  25070. if (a._distanceToCamera < b._distanceToCamera) {
  25071. return -1;
  25072. }
  25073. if (a._distanceToCamera > b._distanceToCamera) {
  25074. return 1;
  25075. }
  25076. return 0;
  25077. };
  25078. /**
  25079. * Resets the different lists of submeshes to prepare a new frame.
  25080. */
  25081. RenderingGroup.prototype.prepare = function () {
  25082. this._opaqueSubMeshes.reset();
  25083. this._transparentSubMeshes.reset();
  25084. this._alphaTestSubMeshes.reset();
  25085. this._depthOnlySubMeshes.reset();
  25086. this._particleSystems.reset();
  25087. this._spriteManagers.reset();
  25088. this._edgesRenderers.reset();
  25089. };
  25090. RenderingGroup.prototype.dispose = function () {
  25091. this._opaqueSubMeshes.dispose();
  25092. this._transparentSubMeshes.dispose();
  25093. this._alphaTestSubMeshes.dispose();
  25094. this._depthOnlySubMeshes.dispose();
  25095. this._particleSystems.dispose();
  25096. this._spriteManagers.dispose();
  25097. this._edgesRenderers.dispose();
  25098. };
  25099. /**
  25100. * Inserts the submesh in its correct queue depending on its material.
  25101. * @param subMesh The submesh to dispatch
  25102. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  25103. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  25104. */
  25105. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  25106. // Get mesh and materials if not provided
  25107. if (mesh === undefined) {
  25108. mesh = subMesh.getMesh();
  25109. }
  25110. if (material === undefined) {
  25111. material = subMesh.getMaterial();
  25112. }
  25113. if (material === null || material === undefined) {
  25114. return;
  25115. }
  25116. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  25117. this._transparentSubMeshes.push(subMesh);
  25118. }
  25119. else if (material.needAlphaTesting()) { // Alpha test
  25120. if (material.needDepthPrePass) {
  25121. this._depthOnlySubMeshes.push(subMesh);
  25122. }
  25123. this._alphaTestSubMeshes.push(subMesh);
  25124. }
  25125. else {
  25126. if (material.needDepthPrePass) {
  25127. this._depthOnlySubMeshes.push(subMesh);
  25128. }
  25129. this._opaqueSubMeshes.push(subMesh); // Opaque
  25130. }
  25131. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  25132. this._edgesRenderers.push(mesh._edgesRenderer);
  25133. }
  25134. };
  25135. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  25136. this._spriteManagers.push(spriteManager);
  25137. };
  25138. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  25139. this._particleSystems.push(particleSystem);
  25140. };
  25141. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  25142. if (this._particleSystems.length === 0) {
  25143. return;
  25144. }
  25145. // Particles
  25146. var activeCamera = this._scene.activeCamera;
  25147. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  25148. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  25149. var particleSystem = this._particleSystems.data[particleIndex];
  25150. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  25151. continue;
  25152. }
  25153. var emitter = particleSystem.emitter;
  25154. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  25155. this._scene._activeParticles.addCount(particleSystem.render(), false);
  25156. }
  25157. }
  25158. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  25159. };
  25160. RenderingGroup.prototype._renderSprites = function () {
  25161. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  25162. return;
  25163. }
  25164. // Sprites
  25165. var activeCamera = this._scene.activeCamera;
  25166. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  25167. for (var id = 0; id < this._spriteManagers.length; id++) {
  25168. var spriteManager = this._spriteManagers.data[id];
  25169. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  25170. spriteManager.render();
  25171. }
  25172. }
  25173. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  25174. };
  25175. return RenderingGroup;
  25176. }());
  25177. BABYLON.RenderingGroup = RenderingGroup;
  25178. })(BABYLON || (BABYLON = {}));
  25179. //# sourceMappingURL=babylon.renderingGroup.js.map
  25180. var BABYLON;
  25181. (function (BABYLON) {
  25182. /**
  25183. * Groups all the scene component constants in one place to ease maintenance.
  25184. * @hidden
  25185. */
  25186. var SceneComponentConstants = /** @class */ (function () {
  25187. function SceneComponentConstants() {
  25188. }
  25189. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  25190. SceneComponentConstants.NAME_LAYER = "Layer";
  25191. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  25192. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  25193. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  25194. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  25195. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  25196. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  25197. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  25198. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  25199. SceneComponentConstants.NAME_SPRITE = "Sprite";
  25200. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  25201. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  25202. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  25203. SceneComponentConstants.NAME_OCTREE = "Octree";
  25204. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  25205. SceneComponentConstants.NAME_AUDIO = "Audio";
  25206. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  25207. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25208. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  25209. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25210. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  25211. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  25212. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  25213. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  25214. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  25215. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  25216. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  25217. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  25218. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  25219. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  25220. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  25221. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  25222. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  25223. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  25224. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  25225. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  25226. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  25227. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  25228. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  25229. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  25230. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  25231. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  25232. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  25233. return SceneComponentConstants;
  25234. }());
  25235. BABYLON.SceneComponentConstants = SceneComponentConstants;
  25236. /**
  25237. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  25238. * @hidden
  25239. */
  25240. var Stage = /** @class */ (function (_super) {
  25241. __extends(Stage, _super);
  25242. /**
  25243. * Hide ctor from the rest of the world.
  25244. * @param items The items to add.
  25245. */
  25246. function Stage(items) {
  25247. return _super.apply(this, items) || this;
  25248. }
  25249. /**
  25250. * Creates a new Stage.
  25251. * @returns A new instance of a Stage
  25252. */
  25253. Stage.Create = function () {
  25254. return Object.create(Stage.prototype);
  25255. };
  25256. /**
  25257. * Registers a step in an ordered way in the targeted stage.
  25258. * @param index Defines the position to register the step in
  25259. * @param component Defines the component attached to the step
  25260. * @param action Defines the action to launch during the step
  25261. */
  25262. Stage.prototype.registerStep = function (index, component, action) {
  25263. var i = 0;
  25264. var maxIndex = Number.MAX_VALUE;
  25265. for (; i < this.length; i++) {
  25266. var step = this[i];
  25267. maxIndex = step.index;
  25268. if (index < maxIndex) {
  25269. break;
  25270. }
  25271. }
  25272. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25273. };
  25274. /**
  25275. * Clears all the steps from the stage.
  25276. */
  25277. Stage.prototype.clear = function () {
  25278. this.length = 0;
  25279. };
  25280. return Stage;
  25281. }(Array));
  25282. BABYLON.Stage = Stage;
  25283. })(BABYLON || (BABYLON = {}));
  25284. //# sourceMappingURL=babylon.sceneComponent.js.map
  25285. var BABYLON;
  25286. (function (BABYLON) {
  25287. /**
  25288. * Base class of the scene acting as a container for the different elements composing a scene.
  25289. * This class is dynamically extended by the different components of the scene increasing
  25290. * flexibility and reducing coupling
  25291. */
  25292. var AbstractScene = /** @class */ (function () {
  25293. function AbstractScene() {
  25294. /**
  25295. * Gets the list of root nodes (ie. nodes with no parent)
  25296. */
  25297. this.rootNodes = new Array();
  25298. /** All of the cameras added to this scene
  25299. * @see http://doc.babylonjs.com/babylon101/cameras
  25300. */
  25301. this.cameras = new Array();
  25302. /**
  25303. * All of the lights added to this scene
  25304. * @see http://doc.babylonjs.com/babylon101/lights
  25305. */
  25306. this.lights = new Array();
  25307. /**
  25308. * All of the (abstract) meshes added to this scene
  25309. */
  25310. this.meshes = new Array();
  25311. /**
  25312. * The list of skeletons added to the scene
  25313. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25314. */
  25315. this.skeletons = new Array();
  25316. /**
  25317. * All of the particle systems added to this scene
  25318. * @see http://doc.babylonjs.com/babylon101/particles
  25319. */
  25320. this.particleSystems = new Array();
  25321. /**
  25322. * Gets a list of Animations associated with the scene
  25323. */
  25324. this.animations = [];
  25325. /**
  25326. * All of the animation groups added to this scene
  25327. * @see http://doc.babylonjs.com/how_to/group
  25328. */
  25329. this.animationGroups = new Array();
  25330. /**
  25331. * All of the multi-materials added to this scene
  25332. * @see http://doc.babylonjs.com/how_to/multi_materials
  25333. */
  25334. this.multiMaterials = new Array();
  25335. /**
  25336. * All of the materials added to this scene
  25337. * In the context of a Scene, it is not supposed to be modified manually.
  25338. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  25339. * Note also that the order of the Material wihin the array is not significant and might change.
  25340. * @see http://doc.babylonjs.com/babylon101/materials
  25341. */
  25342. this.materials = new Array();
  25343. /**
  25344. * The list of morph target managers added to the scene
  25345. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25346. */
  25347. this.morphTargetManagers = new Array();
  25348. /**
  25349. * The list of geometries used in the scene.
  25350. */
  25351. this.geometries = new Array();
  25352. /**
  25353. * All of the tranform nodes added to this scene
  25354. * In the context of a Scene, it is not supposed to be modified manually.
  25355. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  25356. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  25357. * @see http://doc.babylonjs.com/how_to/transformnode
  25358. */
  25359. this.transformNodes = new Array();
  25360. /**
  25361. * ActionManagers available on the scene.
  25362. */
  25363. this.actionManagers = new Array();
  25364. /**
  25365. * Textures to keep.
  25366. */
  25367. this.textures = new Array();
  25368. }
  25369. /**
  25370. * Adds a parser in the list of available ones
  25371. * @param name Defines the name of the parser
  25372. * @param parser Defines the parser to add
  25373. */
  25374. AbstractScene.AddParser = function (name, parser) {
  25375. this._BabylonFileParsers[name] = parser;
  25376. };
  25377. /**
  25378. * Gets a general parser from the list of avaialble ones
  25379. * @param name Defines the name of the parser
  25380. * @returns the requested parser or null
  25381. */
  25382. AbstractScene.GetParser = function (name) {
  25383. if (this._BabylonFileParsers[name]) {
  25384. return this._BabylonFileParsers[name];
  25385. }
  25386. return null;
  25387. };
  25388. /**
  25389. * Adds n individual parser in the list of available ones
  25390. * @param name Defines the name of the parser
  25391. * @param parser Defines the parser to add
  25392. */
  25393. AbstractScene.AddIndividualParser = function (name, parser) {
  25394. this._IndividualBabylonFileParsers[name] = parser;
  25395. };
  25396. /**
  25397. * Gets an individual parser from the list of avaialble ones
  25398. * @param name Defines the name of the parser
  25399. * @returns the requested parser or null
  25400. */
  25401. AbstractScene.GetIndividualParser = function (name) {
  25402. if (this._IndividualBabylonFileParsers[name]) {
  25403. return this._IndividualBabylonFileParsers[name];
  25404. }
  25405. return null;
  25406. };
  25407. /**
  25408. * Parser json data and populate both a scene and its associated container object
  25409. * @param jsonData Defines the data to parse
  25410. * @param scene Defines the scene to parse the data for
  25411. * @param container Defines the container attached to the parsing sequence
  25412. * @param rootUrl Defines the root url of the data
  25413. */
  25414. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25415. for (var parserName in this._BabylonFileParsers) {
  25416. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25417. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25418. }
  25419. }
  25420. };
  25421. /**
  25422. * Stores the list of available parsers in the application.
  25423. */
  25424. AbstractScene._BabylonFileParsers = {};
  25425. /**
  25426. * Stores the list of available individual parsers in the application.
  25427. */
  25428. AbstractScene._IndividualBabylonFileParsers = {};
  25429. return AbstractScene;
  25430. }());
  25431. BABYLON.AbstractScene = AbstractScene;
  25432. })(BABYLON || (BABYLON = {}));
  25433. //# sourceMappingURL=babylon.abstractScene.js.map
  25434. var BABYLON;
  25435. (function (BABYLON) {
  25436. /** @hidden */
  25437. var ClickInfo = /** @class */ (function () {
  25438. function ClickInfo() {
  25439. this._singleClick = false;
  25440. this._doubleClick = false;
  25441. this._hasSwiped = false;
  25442. this._ignore = false;
  25443. }
  25444. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25445. get: function () {
  25446. return this._singleClick;
  25447. },
  25448. set: function (b) {
  25449. this._singleClick = b;
  25450. },
  25451. enumerable: true,
  25452. configurable: true
  25453. });
  25454. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25455. get: function () {
  25456. return this._doubleClick;
  25457. },
  25458. set: function (b) {
  25459. this._doubleClick = b;
  25460. },
  25461. enumerable: true,
  25462. configurable: true
  25463. });
  25464. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25465. get: function () {
  25466. return this._hasSwiped;
  25467. },
  25468. set: function (b) {
  25469. this._hasSwiped = b;
  25470. },
  25471. enumerable: true,
  25472. configurable: true
  25473. });
  25474. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25475. get: function () {
  25476. return this._ignore;
  25477. },
  25478. set: function (b) {
  25479. this._ignore = b;
  25480. },
  25481. enumerable: true,
  25482. configurable: true
  25483. });
  25484. return ClickInfo;
  25485. }());
  25486. /**
  25487. * This class is used by the onRenderingGroupObservable
  25488. */
  25489. var RenderingGroupInfo = /** @class */ (function () {
  25490. function RenderingGroupInfo() {
  25491. }
  25492. return RenderingGroupInfo;
  25493. }());
  25494. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25495. /**
  25496. * Represents a scene to be rendered by the engine.
  25497. * @see http://doc.babylonjs.com/features/scene
  25498. */
  25499. var Scene = /** @class */ (function (_super) {
  25500. __extends(Scene, _super);
  25501. /**
  25502. * Creates a new Scene
  25503. * @param engine defines the engine to use to render this scene
  25504. */
  25505. function Scene(engine, options) {
  25506. var _this = _super.call(this) || this;
  25507. // Members
  25508. /**
  25509. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25510. */
  25511. _this.autoClear = true;
  25512. /**
  25513. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25514. */
  25515. _this.autoClearDepthAndStencil = true;
  25516. /**
  25517. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25518. */
  25519. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25520. /**
  25521. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25522. */
  25523. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25524. _this._forceWireframe = false;
  25525. _this._forcePointsCloud = false;
  25526. /**
  25527. * Gets or sets a boolean indicating if animations are enabled
  25528. */
  25529. _this.animationsEnabled = true;
  25530. _this._animationPropertiesOverride = null;
  25531. /**
  25532. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25533. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25534. */
  25535. _this.useConstantAnimationDeltaTime = false;
  25536. /**
  25537. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25538. * Please note that it requires to run a ray cast through the scene on every frame
  25539. */
  25540. _this.constantlyUpdateMeshUnderPointer = false;
  25541. /**
  25542. * Defines the HTML cursor to use when hovering over interactive elements
  25543. */
  25544. _this.hoverCursor = "pointer";
  25545. /**
  25546. * Defines the HTML default cursor to use (empty by default)
  25547. */
  25548. _this.defaultCursor = "";
  25549. /**
  25550. * This is used to call preventDefault() on pointer down
  25551. * in order to block unwanted artifacts like system double clicks
  25552. */
  25553. _this.preventDefaultOnPointerDown = true;
  25554. /**
  25555. * This is used to call preventDefault() on pointer up
  25556. * in order to block unwanted artifacts like system double clicks
  25557. */
  25558. _this.preventDefaultOnPointerUp = true;
  25559. // Metadata
  25560. /**
  25561. * Gets or sets user defined metadata
  25562. */
  25563. _this.metadata = null;
  25564. /**
  25565. * Use this array to add regular expressions used to disable offline support for specific urls
  25566. */
  25567. _this.disableOfflineSupportExceptionRules = new Array();
  25568. /**
  25569. * An event triggered when the scene is disposed.
  25570. */
  25571. _this.onDisposeObservable = new BABYLON.Observable();
  25572. _this._onDisposeObserver = null;
  25573. /**
  25574. * An event triggered before rendering the scene (right after animations and physics)
  25575. */
  25576. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25577. _this._onBeforeRenderObserver = null;
  25578. /**
  25579. * An event triggered after rendering the scene
  25580. */
  25581. _this.onAfterRenderObservable = new BABYLON.Observable();
  25582. _this._onAfterRenderObserver = null;
  25583. /**
  25584. * An event triggered before animating the scene
  25585. */
  25586. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25587. /**
  25588. * An event triggered after animations processing
  25589. */
  25590. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25591. /**
  25592. * An event triggered before draw calls are ready to be sent
  25593. */
  25594. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25595. /**
  25596. * An event triggered after draw calls have been sent
  25597. */
  25598. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25599. /**
  25600. * An event triggered when the scene is ready
  25601. */
  25602. _this.onReadyObservable = new BABYLON.Observable();
  25603. /**
  25604. * An event triggered before rendering a camera
  25605. */
  25606. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25607. _this._onBeforeCameraRenderObserver = null;
  25608. /**
  25609. * An event triggered after rendering a camera
  25610. */
  25611. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25612. _this._onAfterCameraRenderObserver = null;
  25613. /**
  25614. * An event triggered when active meshes evaluation is about to start
  25615. */
  25616. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25617. /**
  25618. * An event triggered when active meshes evaluation is done
  25619. */
  25620. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25621. /**
  25622. * An event triggered when particles rendering is about to start
  25623. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25624. */
  25625. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25626. /**
  25627. * An event triggered when particles rendering is done
  25628. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25629. */
  25630. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25631. /**
  25632. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25633. */
  25634. _this.onDataLoadedObservable = new BABYLON.Observable();
  25635. /**
  25636. * An event triggered when a camera is created
  25637. */
  25638. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25639. /**
  25640. * An event triggered when a camera is removed
  25641. */
  25642. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25643. /**
  25644. * An event triggered when a light is created
  25645. */
  25646. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25647. /**
  25648. * An event triggered when a light is removed
  25649. */
  25650. _this.onLightRemovedObservable = new BABYLON.Observable();
  25651. /**
  25652. * An event triggered when a geometry is created
  25653. */
  25654. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25655. /**
  25656. * An event triggered when a geometry is removed
  25657. */
  25658. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25659. /**
  25660. * An event triggered when a transform node is created
  25661. */
  25662. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25663. /**
  25664. * An event triggered when a transform node is removed
  25665. */
  25666. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25667. /**
  25668. * An event triggered when a mesh is created
  25669. */
  25670. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25671. /**
  25672. * An event triggered when a mesh is removed
  25673. */
  25674. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25675. /**
  25676. * An event triggered when a material is created
  25677. */
  25678. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25679. /**
  25680. * An event triggered when a material is removed
  25681. */
  25682. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25683. /**
  25684. * An event triggered when a texture is created
  25685. */
  25686. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25687. /**
  25688. * An event triggered when a texture is removed
  25689. */
  25690. _this.onTextureRemovedObservable = new BABYLON.Observable();
  25691. /**
  25692. * An event triggered when render targets are about to be rendered
  25693. * Can happen multiple times per frame.
  25694. */
  25695. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  25696. /**
  25697. * An event triggered when render targets were rendered.
  25698. * Can happen multiple times per frame.
  25699. */
  25700. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  25701. /**
  25702. * An event triggered before calculating deterministic simulation step
  25703. */
  25704. _this.onBeforeStepObservable = new BABYLON.Observable();
  25705. /**
  25706. * An event triggered after calculating deterministic simulation step
  25707. */
  25708. _this.onAfterStepObservable = new BABYLON.Observable();
  25709. /**
  25710. * An event triggered when the activeCamera property is updated
  25711. */
  25712. _this.onActiveCameraChanged = new BABYLON.Observable();
  25713. /**
  25714. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  25715. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25716. * 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)
  25717. */
  25718. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  25719. /**
  25720. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  25721. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25722. * 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)
  25723. */
  25724. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  25725. /**
  25726. * This Observable will when a mesh has been imported into the scene.
  25727. */
  25728. _this.onMeshImportedObservable = new BABYLON.Observable();
  25729. // Animations
  25730. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  25731. /**
  25732. * 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).
  25733. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  25734. */
  25735. _this.onPrePointerObservable = new BABYLON.Observable();
  25736. /**
  25737. * Observable event triggered each time an input event is received from the rendering canvas
  25738. */
  25739. _this.onPointerObservable = new BABYLON.Observable();
  25740. _this._meshPickProceed = false;
  25741. _this._currentPickResult = null;
  25742. _this._previousPickResult = null;
  25743. _this._totalPointersPressed = 0;
  25744. _this._doubleClickOccured = false;
  25745. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  25746. _this.cameraToUseForPointers = null;
  25747. _this._pointerX = 0;
  25748. _this._pointerY = 0;
  25749. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  25750. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  25751. _this._startingPointerTime = 0;
  25752. _this._previousStartingPointerTime = 0;
  25753. _this._pointerCaptures = {};
  25754. // Deterministic lockstep
  25755. _this._timeAccumulator = 0;
  25756. _this._currentStepId = 0;
  25757. _this._currentInternalStep = 0;
  25758. // Keyboard
  25759. /**
  25760. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  25761. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  25762. */
  25763. _this.onPreKeyboardObservable = new BABYLON.Observable();
  25764. /**
  25765. * Observable event triggered each time an keyboard event is received from the hosting window
  25766. */
  25767. _this.onKeyboardObservable = new BABYLON.Observable();
  25768. // Coordinates system
  25769. _this._useRightHandedSystem = false;
  25770. // Fog
  25771. _this._fogEnabled = true;
  25772. _this._fogMode = Scene.FOGMODE_NONE;
  25773. /**
  25774. * Gets or sets the fog color to use
  25775. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25776. * (Default is Color3(0.2, 0.2, 0.3))
  25777. */
  25778. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  25779. /**
  25780. * Gets or sets the fog density to use
  25781. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25782. * (Default is 0.1)
  25783. */
  25784. _this.fogDensity = 0.1;
  25785. /**
  25786. * Gets or sets the fog start distance to use
  25787. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25788. * (Default is 0)
  25789. */
  25790. _this.fogStart = 0;
  25791. /**
  25792. * Gets or sets the fog end distance to use
  25793. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25794. * (Default is 1000)
  25795. */
  25796. _this.fogEnd = 1000.0;
  25797. // Lights
  25798. _this._shadowsEnabled = true;
  25799. _this._lightsEnabled = true;
  25800. /** All of the active cameras added to this scene. */
  25801. _this.activeCameras = new Array();
  25802. // Textures
  25803. _this._texturesEnabled = true;
  25804. // Particles
  25805. /**
  25806. * Gets or sets a boolean indicating if particles are enabled on this scene
  25807. */
  25808. _this.particlesEnabled = true;
  25809. // Sprites
  25810. /**
  25811. * Gets or sets a boolean indicating if sprites are enabled on this scene
  25812. */
  25813. _this.spritesEnabled = true;
  25814. // Skeletons
  25815. _this._skeletonsEnabled = true;
  25816. // Lens flares
  25817. /**
  25818. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  25819. */
  25820. _this.lensFlaresEnabled = true;
  25821. // Collisions
  25822. /**
  25823. * Gets or sets a boolean indicating if collisions are enabled on this scene
  25824. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25825. */
  25826. _this.collisionsEnabled = true;
  25827. /**
  25828. * Defines the gravity applied to this scene (used only for collisions)
  25829. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25830. */
  25831. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  25832. // Postprocesses
  25833. /**
  25834. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  25835. */
  25836. _this.postProcessesEnabled = true;
  25837. /**
  25838. * The list of postprocesses added to the scene
  25839. */
  25840. _this.postProcesses = new Array();
  25841. // Customs render targets
  25842. /**
  25843. * Gets or sets a boolean indicating if render targets are enabled on this scene
  25844. */
  25845. _this.renderTargetsEnabled = true;
  25846. /**
  25847. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  25848. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  25849. */
  25850. _this.dumpNextRenderTargets = false;
  25851. /**
  25852. * The list of user defined render targets added to the scene
  25853. */
  25854. _this.customRenderTargets = new Array();
  25855. /**
  25856. * Gets the list of meshes imported to the scene through SceneLoader
  25857. */
  25858. _this.importedMeshesFiles = new Array();
  25859. // Probes
  25860. /**
  25861. * Gets or sets a boolean indicating if probes are enabled on this scene
  25862. */
  25863. _this.probesEnabled = true;
  25864. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  25865. // Procedural textures
  25866. /**
  25867. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  25868. */
  25869. _this.proceduralTexturesEnabled = true;
  25870. // Performance counters
  25871. _this._totalVertices = new BABYLON.PerfCounter();
  25872. /** @hidden */
  25873. _this._activeIndices = new BABYLON.PerfCounter();
  25874. /** @hidden */
  25875. _this._activeParticles = new BABYLON.PerfCounter();
  25876. /** @hidden */
  25877. _this._activeBones = new BABYLON.PerfCounter();
  25878. _this._animationTime = 0;
  25879. /**
  25880. * Gets or sets a general scale for animation speed
  25881. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  25882. */
  25883. _this.animationTimeScale = 1;
  25884. _this._renderId = 0;
  25885. _this._frameId = 0;
  25886. _this._executeWhenReadyTimeoutId = -1;
  25887. _this._intermediateRendering = false;
  25888. _this._viewUpdateFlag = -1;
  25889. _this._projectionUpdateFlag = -1;
  25890. _this._alternateViewUpdateFlag = -1;
  25891. _this._alternateProjectionUpdateFlag = -1;
  25892. /** @hidden */
  25893. _this._toBeDisposed = new Array(256);
  25894. _this._activeRequests = new Array();
  25895. _this._pendingData = new Array();
  25896. _this._isDisposed = false;
  25897. /**
  25898. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  25899. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  25900. */
  25901. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  25902. _this._activeMeshes = new BABYLON.SmartArray(256);
  25903. _this._processedMaterials = new BABYLON.SmartArray(256);
  25904. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  25905. /** @hidden */
  25906. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  25907. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  25908. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  25909. /** @hidden */
  25910. _this._activeAnimatables = new Array();
  25911. _this._transformMatrix = BABYLON.Matrix.Zero();
  25912. _this._useAlternateCameraConfiguration = false;
  25913. _this._alternateRendering = false;
  25914. _this._wheelEventName = "";
  25915. /**
  25916. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  25917. * This is useful if there are more lights that the maximum simulteanous authorized
  25918. */
  25919. _this.requireLightSorting = false;
  25920. /**
  25921. * @hidden
  25922. * Backing store of defined scene components.
  25923. */
  25924. _this._components = [];
  25925. /**
  25926. * @hidden
  25927. * Backing store of defined scene components.
  25928. */
  25929. _this._serializableComponents = [];
  25930. /**
  25931. * List of components to register on the next registration step.
  25932. */
  25933. _this._transientComponents = [];
  25934. /**
  25935. * @hidden
  25936. * Defines the actions happening before camera updates.
  25937. */
  25938. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  25939. /**
  25940. * @hidden
  25941. * Defines the actions happening before clear the canvas.
  25942. */
  25943. _this._beforeClearStage = BABYLON.Stage.Create();
  25944. /**
  25945. * @hidden
  25946. * Defines the actions when collecting render targets for the frame.
  25947. */
  25948. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  25949. /**
  25950. * @hidden
  25951. * Defines the actions happening for one camera in the frame.
  25952. */
  25953. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  25954. /**
  25955. * @hidden
  25956. * Defines the actions happening during the per mesh ready checks.
  25957. */
  25958. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  25959. /**
  25960. * @hidden
  25961. * Defines the actions happening before evaluate active mesh checks.
  25962. */
  25963. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  25964. /**
  25965. * @hidden
  25966. * Defines the actions happening during the evaluate sub mesh checks.
  25967. */
  25968. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  25969. /**
  25970. * @hidden
  25971. * Defines the actions happening during the active mesh stage.
  25972. */
  25973. _this._activeMeshStage = BABYLON.Stage.Create();
  25974. /**
  25975. * @hidden
  25976. * Defines the actions happening during the per camera render target step.
  25977. */
  25978. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  25979. /**
  25980. * @hidden
  25981. * Defines the actions happening just before the active camera is drawing.
  25982. */
  25983. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  25984. /**
  25985. * @hidden
  25986. * Defines the actions happening just before a rendering group is drawing.
  25987. */
  25988. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  25989. /**
  25990. * @hidden
  25991. * Defines the actions happening just before a mesh is drawing.
  25992. */
  25993. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  25994. /**
  25995. * @hidden
  25996. * Defines the actions happening just after a mesh has been drawn.
  25997. */
  25998. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  25999. /**
  26000. * @hidden
  26001. * Defines the actions happening just after a rendering group has been drawn.
  26002. */
  26003. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  26004. /**
  26005. * @hidden
  26006. * Defines the actions happening just after the active camera has been drawn.
  26007. */
  26008. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  26009. /**
  26010. * @hidden
  26011. * Defines the actions happening just after rendering all cameras and computing intersections.
  26012. */
  26013. _this._afterRenderStage = BABYLON.Stage.Create();
  26014. /**
  26015. * @hidden
  26016. * Defines the actions happening when a pointer move event happens.
  26017. */
  26018. _this._pointerMoveStage = BABYLON.Stage.Create();
  26019. /**
  26020. * @hidden
  26021. * Defines the actions happening when a pointer down event happens.
  26022. */
  26023. _this._pointerDownStage = BABYLON.Stage.Create();
  26024. /**
  26025. * @hidden
  26026. * Defines the actions happening when a pointer up event happens.
  26027. */
  26028. _this._pointerUpStage = BABYLON.Stage.Create();
  26029. /**
  26030. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  26031. */
  26032. _this.geometriesById = null;
  26033. _this._defaultMeshCandidates = {
  26034. data: [],
  26035. length: 0
  26036. };
  26037. _this._defaultSubMeshCandidates = {
  26038. data: [],
  26039. length: 0
  26040. };
  26041. _this._preventFreeActiveMeshesAndRenderingGroups = false;
  26042. _this._activeMeshesFrozen = false;
  26043. /** @hidden */
  26044. _this._allowPostProcessClearColor = true;
  26045. /**
  26046. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  26047. */
  26048. _this.getDeterministicFrameTime = function () {
  26049. return 1000.0 / 60.0; // frame time in ms
  26050. };
  26051. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  26052. _this._blockMaterialDirtyMechanism = false;
  26053. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  26054. _this._engine.scenes.push(_this);
  26055. _this._uid = null;
  26056. _this._renderingManager = new BABYLON.RenderingManager(_this);
  26057. if (BABYLON.PostProcessManager) {
  26058. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  26059. }
  26060. if (BABYLON.Tools.IsWindowObjectExist()) {
  26061. _this.attachControl();
  26062. }
  26063. //collision coordinator initialization. For now legacy per default.
  26064. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  26065. // Uniform Buffer
  26066. _this._createUbo();
  26067. // Default Image processing definition
  26068. if (BABYLON.ImageProcessingConfiguration) {
  26069. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  26070. }
  26071. _this.setDefaultCandidateProviders();
  26072. if (options && options.useGeometryIdsMap === true) {
  26073. _this.geometriesById = {};
  26074. }
  26075. _this.useMaterialMeshMap = options && options.useGeometryIdsMap || false;
  26076. _this.useClonedMeshhMap = options && options.useClonedMeshhMap || false;
  26077. return _this;
  26078. }
  26079. Object.defineProperty(Scene.prototype, "environmentTexture", {
  26080. /**
  26081. * Texture used in all pbr material as the reflection texture.
  26082. * As in the majority of the scene they are the same (exception for multi room and so on),
  26083. * this is easier to reference from here than from all the materials.
  26084. */
  26085. get: function () {
  26086. return this._environmentTexture;
  26087. },
  26088. /**
  26089. * Texture used in all pbr material as the reflection texture.
  26090. * As in the majority of the scene they are the same (exception for multi room and so on),
  26091. * this is easier to set here than in all the materials.
  26092. */
  26093. set: function (value) {
  26094. if (this._environmentTexture === value) {
  26095. return;
  26096. }
  26097. this._environmentTexture = value;
  26098. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26099. },
  26100. enumerable: true,
  26101. configurable: true
  26102. });
  26103. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  26104. /**
  26105. * Default image processing configuration used either in the rendering
  26106. * Forward main pass or through the imageProcessingPostProcess if present.
  26107. * As in the majority of the scene they are the same (exception for multi camera),
  26108. * this is easier to reference from here than from all the materials and post process.
  26109. *
  26110. * No setter as we it is a shared configuration, you can set the values instead.
  26111. */
  26112. get: function () {
  26113. return this._imageProcessingConfiguration;
  26114. },
  26115. enumerable: true,
  26116. configurable: true
  26117. });
  26118. Object.defineProperty(Scene.prototype, "forceWireframe", {
  26119. get: function () {
  26120. return this._forceWireframe;
  26121. },
  26122. /**
  26123. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  26124. */
  26125. set: function (value) {
  26126. if (this._forceWireframe === value) {
  26127. return;
  26128. }
  26129. this._forceWireframe = value;
  26130. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26131. },
  26132. enumerable: true,
  26133. configurable: true
  26134. });
  26135. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  26136. get: function () {
  26137. return this._forcePointsCloud;
  26138. },
  26139. /**
  26140. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  26141. */
  26142. set: function (value) {
  26143. if (this._forcePointsCloud === value) {
  26144. return;
  26145. }
  26146. this._forcePointsCloud = value;
  26147. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26148. },
  26149. enumerable: true,
  26150. configurable: true
  26151. });
  26152. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  26153. /**
  26154. * Gets or sets the animation properties override
  26155. */
  26156. get: function () {
  26157. return this._animationPropertiesOverride;
  26158. },
  26159. set: function (value) {
  26160. this._animationPropertiesOverride = value;
  26161. },
  26162. enumerable: true,
  26163. configurable: true
  26164. });
  26165. Object.defineProperty(Scene.prototype, "onDispose", {
  26166. /** Sets a function to be executed when this scene is disposed. */
  26167. set: function (callback) {
  26168. if (this._onDisposeObserver) {
  26169. this.onDisposeObservable.remove(this._onDisposeObserver);
  26170. }
  26171. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  26172. },
  26173. enumerable: true,
  26174. configurable: true
  26175. });
  26176. Object.defineProperty(Scene.prototype, "beforeRender", {
  26177. /** Sets a function to be executed before rendering this scene */
  26178. set: function (callback) {
  26179. if (this._onBeforeRenderObserver) {
  26180. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  26181. }
  26182. if (callback) {
  26183. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  26184. }
  26185. },
  26186. enumerable: true,
  26187. configurable: true
  26188. });
  26189. Object.defineProperty(Scene.prototype, "afterRender", {
  26190. /** Sets a function to be executed after rendering this scene */
  26191. set: function (callback) {
  26192. if (this._onAfterRenderObserver) {
  26193. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  26194. }
  26195. if (callback) {
  26196. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  26197. }
  26198. },
  26199. enumerable: true,
  26200. configurable: true
  26201. });
  26202. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  26203. /** Sets a function to be executed before rendering a camera*/
  26204. set: function (callback) {
  26205. if (this._onBeforeCameraRenderObserver) {
  26206. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  26207. }
  26208. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  26209. },
  26210. enumerable: true,
  26211. configurable: true
  26212. });
  26213. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  26214. /** Sets a function to be executed after rendering a camera*/
  26215. set: function (callback) {
  26216. if (this._onAfterCameraRenderObserver) {
  26217. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  26218. }
  26219. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  26220. },
  26221. enumerable: true,
  26222. configurable: true
  26223. });
  26224. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  26225. /**
  26226. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  26227. */
  26228. get: function () {
  26229. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  26230. },
  26231. enumerable: true,
  26232. configurable: true
  26233. });
  26234. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  26235. get: function () {
  26236. return this._useRightHandedSystem;
  26237. },
  26238. /**
  26239. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  26240. */
  26241. set: function (value) {
  26242. if (this._useRightHandedSystem === value) {
  26243. return;
  26244. }
  26245. this._useRightHandedSystem = value;
  26246. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26247. },
  26248. enumerable: true,
  26249. configurable: true
  26250. });
  26251. /**
  26252. * Sets the step Id used by deterministic lock step
  26253. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26254. * @param newStepId defines the step Id
  26255. */
  26256. Scene.prototype.setStepId = function (newStepId) {
  26257. this._currentStepId = newStepId;
  26258. };
  26259. /**
  26260. * Gets the step Id used by deterministic lock step
  26261. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26262. * @returns the step Id
  26263. */
  26264. Scene.prototype.getStepId = function () {
  26265. return this._currentStepId;
  26266. };
  26267. /**
  26268. * Gets the internal step used by deterministic lock step
  26269. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26270. * @returns the internal step
  26271. */
  26272. Scene.prototype.getInternalStep = function () {
  26273. return this._currentInternalStep;
  26274. };
  26275. Object.defineProperty(Scene.prototype, "fogEnabled", {
  26276. get: function () {
  26277. return this._fogEnabled;
  26278. },
  26279. /**
  26280. * Gets or sets a boolean indicating if fog is enabled on this scene
  26281. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26282. * (Default is true)
  26283. */
  26284. set: function (value) {
  26285. if (this._fogEnabled === value) {
  26286. return;
  26287. }
  26288. this._fogEnabled = value;
  26289. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26290. },
  26291. enumerable: true,
  26292. configurable: true
  26293. });
  26294. Object.defineProperty(Scene.prototype, "fogMode", {
  26295. get: function () {
  26296. return this._fogMode;
  26297. },
  26298. /**
  26299. * Gets or sets the fog mode to use
  26300. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26301. * | mode | value |
  26302. * | --- | --- |
  26303. * | FOGMODE_NONE | 0 |
  26304. * | FOGMODE_EXP | 1 |
  26305. * | FOGMODE_EXP2 | 2 |
  26306. * | FOGMODE_LINEAR | 3 |
  26307. */
  26308. set: function (value) {
  26309. if (this._fogMode === value) {
  26310. return;
  26311. }
  26312. this._fogMode = value;
  26313. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26314. },
  26315. enumerable: true,
  26316. configurable: true
  26317. });
  26318. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26319. get: function () {
  26320. return this._shadowsEnabled;
  26321. },
  26322. /**
  26323. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26324. */
  26325. set: function (value) {
  26326. if (this._shadowsEnabled === value) {
  26327. return;
  26328. }
  26329. this._shadowsEnabled = value;
  26330. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26331. },
  26332. enumerable: true,
  26333. configurable: true
  26334. });
  26335. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26336. get: function () {
  26337. return this._lightsEnabled;
  26338. },
  26339. /**
  26340. * Gets or sets a boolean indicating if lights are enabled on this scene
  26341. */
  26342. set: function (value) {
  26343. if (this._lightsEnabled === value) {
  26344. return;
  26345. }
  26346. this._lightsEnabled = value;
  26347. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26348. },
  26349. enumerable: true,
  26350. configurable: true
  26351. });
  26352. Object.defineProperty(Scene.prototype, "activeCamera", {
  26353. /** Gets or sets the current active camera */
  26354. get: function () {
  26355. return this._activeCamera;
  26356. },
  26357. set: function (value) {
  26358. if (value === this._activeCamera) {
  26359. return;
  26360. }
  26361. this._activeCamera = value;
  26362. this.onActiveCameraChanged.notifyObservers(this);
  26363. },
  26364. enumerable: true,
  26365. configurable: true
  26366. });
  26367. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26368. /** The default material used on meshes when no material is affected */
  26369. get: function () {
  26370. if (!this._defaultMaterial) {
  26371. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26372. }
  26373. return this._defaultMaterial;
  26374. },
  26375. /** The default material used on meshes when no material is affected */
  26376. set: function (value) {
  26377. this._defaultMaterial = value;
  26378. },
  26379. enumerable: true,
  26380. configurable: true
  26381. });
  26382. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26383. get: function () {
  26384. return this._texturesEnabled;
  26385. },
  26386. /**
  26387. * Gets or sets a boolean indicating if textures are enabled on this scene
  26388. */
  26389. set: function (value) {
  26390. if (this._texturesEnabled === value) {
  26391. return;
  26392. }
  26393. this._texturesEnabled = value;
  26394. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26395. },
  26396. enumerable: true,
  26397. configurable: true
  26398. });
  26399. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26400. get: function () {
  26401. return this._skeletonsEnabled;
  26402. },
  26403. /**
  26404. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26405. */
  26406. set: function (value) {
  26407. if (this._skeletonsEnabled === value) {
  26408. return;
  26409. }
  26410. this._skeletonsEnabled = value;
  26411. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26412. },
  26413. enumerable: true,
  26414. configurable: true
  26415. });
  26416. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26417. /** @hidden */
  26418. get: function () {
  26419. return this._alternateRendering;
  26420. },
  26421. enumerable: true,
  26422. configurable: true
  26423. });
  26424. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26425. /**
  26426. * Gets the list of frustum planes (built from the active camera)
  26427. */
  26428. get: function () {
  26429. return this._frustumPlanes;
  26430. },
  26431. enumerable: true,
  26432. configurable: true
  26433. });
  26434. /**
  26435. * Registers the transient components if needed.
  26436. */
  26437. Scene.prototype._registerTransientComponents = function () {
  26438. // Register components that have been associated lately to the scene.
  26439. if (this._transientComponents.length > 0) {
  26440. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26441. var component = _a[_i];
  26442. component.register();
  26443. }
  26444. this._transientComponents = [];
  26445. }
  26446. };
  26447. /**
  26448. * @hidden
  26449. * Add a component to the scene.
  26450. * Note that the ccomponent could be registered on th next frame if this is called after
  26451. * the register component stage.
  26452. * @param component Defines the component to add to the scene
  26453. */
  26454. Scene.prototype._addComponent = function (component) {
  26455. this._components.push(component);
  26456. this._transientComponents.push(component);
  26457. var serializableComponent = component;
  26458. if (serializableComponent.addFromContainer) {
  26459. this._serializableComponents.push(serializableComponent);
  26460. }
  26461. };
  26462. /**
  26463. * @hidden
  26464. * Gets a component from the scene.
  26465. * @param name defines the name of the component to retrieve
  26466. * @returns the component or null if not present
  26467. */
  26468. Scene.prototype._getComponent = function (name) {
  26469. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26470. var component = _a[_i];
  26471. if (component.name === name) {
  26472. return component;
  26473. }
  26474. }
  26475. return null;
  26476. };
  26477. /**
  26478. * @hidden
  26479. */
  26480. Scene.prototype._getDefaultMeshCandidates = function () {
  26481. this._defaultMeshCandidates.data = this.meshes;
  26482. this._defaultMeshCandidates.length = this.meshes.length;
  26483. return this._defaultMeshCandidates;
  26484. };
  26485. /**
  26486. * @hidden
  26487. */
  26488. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26489. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26490. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26491. return this._defaultSubMeshCandidates;
  26492. };
  26493. /**
  26494. * Sets the default candidate providers for the scene.
  26495. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26496. * and getCollidingSubMeshCandidates to their default function
  26497. */
  26498. Scene.prototype.setDefaultCandidateProviders = function () {
  26499. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26500. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26501. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26502. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26503. };
  26504. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26505. /**
  26506. * Gets a boolean indicating if collisions are processed on a web worker
  26507. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26508. */
  26509. get: function () {
  26510. return this._workerCollisions;
  26511. },
  26512. set: function (enabled) {
  26513. if (!BABYLON.CollisionCoordinatorLegacy) {
  26514. return;
  26515. }
  26516. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26517. this._workerCollisions = enabled;
  26518. if (this.collisionCoordinator) {
  26519. this.collisionCoordinator.destroy();
  26520. }
  26521. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26522. this.collisionCoordinator.init(this);
  26523. },
  26524. enumerable: true,
  26525. configurable: true
  26526. });
  26527. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26528. /**
  26529. * Gets the mesh that is currently under the pointer
  26530. */
  26531. get: function () {
  26532. return this._pointerOverMesh;
  26533. },
  26534. enumerable: true,
  26535. configurable: true
  26536. });
  26537. Object.defineProperty(Scene.prototype, "pointerX", {
  26538. /**
  26539. * Gets the current on-screen X position of the pointer
  26540. */
  26541. get: function () {
  26542. return this._pointerX;
  26543. },
  26544. enumerable: true,
  26545. configurable: true
  26546. });
  26547. Object.defineProperty(Scene.prototype, "pointerY", {
  26548. /**
  26549. * Gets the current on-screen Y position of the pointer
  26550. */
  26551. get: function () {
  26552. return this._pointerY;
  26553. },
  26554. enumerable: true,
  26555. configurable: true
  26556. });
  26557. /**
  26558. * Gets the cached material (ie. the latest rendered one)
  26559. * @returns the cached material
  26560. */
  26561. Scene.prototype.getCachedMaterial = function () {
  26562. return this._cachedMaterial;
  26563. };
  26564. /**
  26565. * Gets the cached effect (ie. the latest rendered one)
  26566. * @returns the cached effect
  26567. */
  26568. Scene.prototype.getCachedEffect = function () {
  26569. return this._cachedEffect;
  26570. };
  26571. /**
  26572. * Gets the cached visibility state (ie. the latest rendered one)
  26573. * @returns the cached visibility state
  26574. */
  26575. Scene.prototype.getCachedVisibility = function () {
  26576. return this._cachedVisibility;
  26577. };
  26578. /**
  26579. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26580. * @param material defines the current material
  26581. * @param effect defines the current effect
  26582. * @param visibility defines the current visibility state
  26583. * @returns true if one parameter is not cached
  26584. */
  26585. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26586. if (visibility === void 0) { visibility = 1; }
  26587. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26588. };
  26589. /**
  26590. * Gets the engine associated with the scene
  26591. * @returns an Engine
  26592. */
  26593. Scene.prototype.getEngine = function () {
  26594. return this._engine;
  26595. };
  26596. /**
  26597. * Gets the total number of vertices rendered per frame
  26598. * @returns the total number of vertices rendered per frame
  26599. */
  26600. Scene.prototype.getTotalVertices = function () {
  26601. return this._totalVertices.current;
  26602. };
  26603. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26604. /**
  26605. * Gets the performance counter for total vertices
  26606. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26607. */
  26608. get: function () {
  26609. return this._totalVertices;
  26610. },
  26611. enumerable: true,
  26612. configurable: true
  26613. });
  26614. /**
  26615. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26616. * @returns the total number of active indices rendered per frame
  26617. */
  26618. Scene.prototype.getActiveIndices = function () {
  26619. return this._activeIndices.current;
  26620. };
  26621. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26622. /**
  26623. * Gets the performance counter for active indices
  26624. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26625. */
  26626. get: function () {
  26627. return this._activeIndices;
  26628. },
  26629. enumerable: true,
  26630. configurable: true
  26631. });
  26632. /**
  26633. * Gets the total number of active particles rendered per frame
  26634. * @returns the total number of active particles rendered per frame
  26635. */
  26636. Scene.prototype.getActiveParticles = function () {
  26637. return this._activeParticles.current;
  26638. };
  26639. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26640. /**
  26641. * Gets the performance counter for active particles
  26642. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26643. */
  26644. get: function () {
  26645. return this._activeParticles;
  26646. },
  26647. enumerable: true,
  26648. configurable: true
  26649. });
  26650. /**
  26651. * Gets the total number of active bones rendered per frame
  26652. * @returns the total number of active bones rendered per frame
  26653. */
  26654. Scene.prototype.getActiveBones = function () {
  26655. return this._activeBones.current;
  26656. };
  26657. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26658. /**
  26659. * Gets the performance counter for active bones
  26660. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26661. */
  26662. get: function () {
  26663. return this._activeBones;
  26664. },
  26665. enumerable: true,
  26666. configurable: true
  26667. });
  26668. /**
  26669. * Gets the array of active meshes
  26670. * @returns an array of AbstractMesh
  26671. */
  26672. Scene.prototype.getActiveMeshes = function () {
  26673. return this._activeMeshes;
  26674. };
  26675. /**
  26676. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26677. * @returns a number
  26678. */
  26679. Scene.prototype.getAnimationRatio = function () {
  26680. return this._animationRatio !== undefined ? this._animationRatio : 1;
  26681. };
  26682. /**
  26683. * Gets an unique Id for the current render phase
  26684. * @returns a number
  26685. */
  26686. Scene.prototype.getRenderId = function () {
  26687. return this._renderId;
  26688. };
  26689. /**
  26690. * Gets an unique Id for the current frame
  26691. * @returns a number
  26692. */
  26693. Scene.prototype.getFrameId = function () {
  26694. return this._frameId;
  26695. };
  26696. /** Call this function if you want to manually increment the render Id*/
  26697. Scene.prototype.incrementRenderId = function () {
  26698. this._renderId++;
  26699. };
  26700. Scene.prototype._updatePointerPosition = function (evt) {
  26701. var canvasRect = this._engine.getRenderingCanvasClientRect();
  26702. if (!canvasRect) {
  26703. return;
  26704. }
  26705. this._pointerX = evt.clientX - canvasRect.left;
  26706. this._pointerY = evt.clientY - canvasRect.top;
  26707. this._unTranslatedPointerX = this._pointerX;
  26708. this._unTranslatedPointerY = this._pointerY;
  26709. };
  26710. Scene.prototype._createUbo = function () {
  26711. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26712. this._sceneUbo.addUniform("viewProjection", 16);
  26713. this._sceneUbo.addUniform("view", 16);
  26714. };
  26715. Scene.prototype._createAlternateUbo = function () {
  26716. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26717. this._alternateSceneUbo.addUniform("viewProjection", 16);
  26718. this._alternateSceneUbo.addUniform("view", 16);
  26719. };
  26720. // Pointers handling
  26721. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  26722. if (pointerInfo.pickInfo) {
  26723. if (!pointerInfo.pickInfo.ray) {
  26724. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  26725. }
  26726. }
  26727. };
  26728. /**
  26729. * Use this method to simulate a pointer move on a mesh
  26730. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26731. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26732. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26733. * @returns the current scene
  26734. */
  26735. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  26736. var evt = new PointerEvent("pointermove", pointerEventInit);
  26737. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  26738. return this;
  26739. }
  26740. return this._processPointerMove(pickResult, evt);
  26741. };
  26742. Scene.prototype._processPointerMove = function (pickResult, evt) {
  26743. var canvas = this._engine.getRenderingCanvas();
  26744. if (!canvas) {
  26745. return this;
  26746. }
  26747. // Restore pointer
  26748. canvas.style.cursor = this.defaultCursor;
  26749. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  26750. if (isMeshPicked) {
  26751. this.setPointerOverMesh(pickResult.pickedMesh);
  26752. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  26753. if (this._pointerOverMesh.actionManager.hoverCursor) {
  26754. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  26755. }
  26756. else {
  26757. canvas.style.cursor = this.hoverCursor;
  26758. }
  26759. }
  26760. }
  26761. else {
  26762. this.setPointerOverMesh(null);
  26763. }
  26764. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  26765. var step = _a[_i];
  26766. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  26767. }
  26768. if (pickResult) {
  26769. var type = evt.type === this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  26770. if (this.onPointerMove) {
  26771. this.onPointerMove(evt, pickResult, type);
  26772. }
  26773. if (this.onPointerObservable.hasObservers()) {
  26774. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26775. this._setRayOnPointerInfo(pi);
  26776. this.onPointerObservable.notifyObservers(pi, type);
  26777. }
  26778. }
  26779. return this;
  26780. };
  26781. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  26782. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  26783. if (pickResult) {
  26784. pi.ray = pickResult.ray;
  26785. }
  26786. this.onPrePointerObservable.notifyObservers(pi, type);
  26787. if (pi.skipOnPointerObservable) {
  26788. return true;
  26789. }
  26790. else {
  26791. return false;
  26792. }
  26793. };
  26794. /**
  26795. * Use this method to simulate a pointer down on a mesh
  26796. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26797. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26798. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26799. * @returns the current scene
  26800. */
  26801. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  26802. var evt = new PointerEvent("pointerdown", pointerEventInit);
  26803. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  26804. return this;
  26805. }
  26806. return this._processPointerDown(pickResult, evt);
  26807. };
  26808. Scene.prototype._processPointerDown = function (pickResult, evt) {
  26809. var _this = this;
  26810. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  26811. this._pickedDownMesh = pickResult.pickedMesh;
  26812. var actionManager = pickResult.pickedMesh.actionManager;
  26813. if (actionManager) {
  26814. if (actionManager.hasPickTriggers) {
  26815. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26816. switch (evt.button) {
  26817. case 0:
  26818. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26819. break;
  26820. case 1:
  26821. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26822. break;
  26823. case 2:
  26824. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26825. break;
  26826. }
  26827. }
  26828. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  26829. window.setTimeout(function () {
  26830. 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);
  26831. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  26832. if (_this._totalPointersPressed !== 0 &&
  26833. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  26834. !_this._isPointerSwiping()) {
  26835. _this._startingPointerTime = 0;
  26836. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26837. }
  26838. }
  26839. }, Scene.LongPressDelay);
  26840. }
  26841. }
  26842. }
  26843. else {
  26844. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  26845. var step = _a[_i];
  26846. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  26847. }
  26848. }
  26849. if (pickResult) {
  26850. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  26851. if (this.onPointerDown) {
  26852. this.onPointerDown(evt, pickResult, type);
  26853. }
  26854. if (this.onPointerObservable.hasObservers()) {
  26855. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26856. this._setRayOnPointerInfo(pi);
  26857. this.onPointerObservable.notifyObservers(pi, type);
  26858. }
  26859. }
  26860. return this;
  26861. };
  26862. /**
  26863. * Use this method to simulate a pointer up on a mesh
  26864. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26865. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26866. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26867. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  26868. * @returns the current scene
  26869. */
  26870. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {
  26871. var evt = new PointerEvent("pointerup", pointerEventInit);
  26872. var clickInfo = new ClickInfo();
  26873. if (doubleTap) {
  26874. clickInfo.doubleClick = true;
  26875. }
  26876. else {
  26877. clickInfo.singleClick = true;
  26878. }
  26879. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  26880. return this;
  26881. }
  26882. return this._processPointerUp(pickResult, evt, clickInfo);
  26883. };
  26884. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  26885. if (pickResult && pickResult && pickResult.pickedMesh) {
  26886. this._pickedUpMesh = pickResult.pickedMesh;
  26887. if (this._pickedDownMesh === this._pickedUpMesh) {
  26888. if (this.onPointerPick) {
  26889. this.onPointerPick(evt, pickResult);
  26890. }
  26891. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  26892. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  26893. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  26894. this._setRayOnPointerInfo(pi);
  26895. this.onPointerObservable.notifyObservers(pi, type_1);
  26896. }
  26897. }
  26898. if (pickResult.pickedMesh.actionManager) {
  26899. if (clickInfo.ignore) {
  26900. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26901. }
  26902. if (!clickInfo.hasSwiped && !clickInfo.ignore && clickInfo.singleClick) {
  26903. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26904. }
  26905. if (clickInfo.doubleClick && !clickInfo.ignore && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  26906. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26907. }
  26908. }
  26909. }
  26910. else {
  26911. if (!clickInfo.ignore) {
  26912. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  26913. var step = _a[_i];
  26914. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  26915. }
  26916. }
  26917. }
  26918. if (this._pickedDownMesh &&
  26919. this._pickedDownMesh.actionManager &&
  26920. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  26921. this._pickedDownMesh !== this._pickedUpMesh) {
  26922. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  26923. }
  26924. var type = 0;
  26925. if (this.onPointerObservable.hasObservers()) {
  26926. if (!clickInfo.ignore && !clickInfo.hasSwiped) {
  26927. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  26928. type = BABYLON.PointerEventTypes.POINTERTAP;
  26929. }
  26930. else if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  26931. type = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  26932. }
  26933. if (type) {
  26934. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26935. this._setRayOnPointerInfo(pi);
  26936. this.onPointerObservable.notifyObservers(pi, type);
  26937. }
  26938. }
  26939. if (!clickInfo.ignore) {
  26940. type = BABYLON.PointerEventTypes.POINTERUP;
  26941. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26942. this._setRayOnPointerInfo(pi);
  26943. this.onPointerObservable.notifyObservers(pi, type);
  26944. }
  26945. }
  26946. if (this.onPointerUp && !clickInfo.ignore) {
  26947. this.onPointerUp(evt, pickResult, type);
  26948. }
  26949. return this;
  26950. };
  26951. /**
  26952. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  26953. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  26954. * @returns true if the pointer was captured
  26955. */
  26956. Scene.prototype.isPointerCaptured = function (pointerId) {
  26957. if (pointerId === void 0) { pointerId = 0; }
  26958. return this._pointerCaptures[pointerId];
  26959. };
  26960. /** @hidden */
  26961. Scene.prototype._isPointerSwiping = function () {
  26962. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  26963. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  26964. };
  26965. /**
  26966. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  26967. * @param attachUp defines if you want to attach events to pointerup
  26968. * @param attachDown defines if you want to attach events to pointerdown
  26969. * @param attachMove defines if you want to attach events to pointermove
  26970. */
  26971. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  26972. var _this = this;
  26973. if (attachUp === void 0) { attachUp = true; }
  26974. if (attachDown === void 0) { attachDown = true; }
  26975. if (attachMove === void 0) { attachMove = true; }
  26976. this._initActionManager = function (act, clickInfo) {
  26977. if (!_this._meshPickProceed) {
  26978. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  26979. _this._currentPickResult = pickResult;
  26980. if (pickResult) {
  26981. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  26982. }
  26983. _this._meshPickProceed = true;
  26984. }
  26985. return act;
  26986. };
  26987. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  26988. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  26989. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  26990. btn !== _this._previousButtonPressed) {
  26991. _this._doubleClickOccured = false;
  26992. clickInfo.singleClick = true;
  26993. clickInfo.ignore = false;
  26994. cb(clickInfo, _this._currentPickResult);
  26995. }
  26996. };
  26997. this._initClickEvent = function (obs1, obs2, evt, cb) {
  26998. var clickInfo = new ClickInfo();
  26999. _this._currentPickResult = null;
  27000. var act = null;
  27001. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  27002. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  27003. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27004. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  27005. act = _this._initActionManager(act, clickInfo);
  27006. if (act) {
  27007. checkPicking = act.hasPickTriggers;
  27008. }
  27009. }
  27010. var needToIgnoreNext = false;
  27011. if (checkPicking) {
  27012. var btn = evt.button;
  27013. clickInfo.hasSwiped = _this._isPointerSwiping();
  27014. if (!clickInfo.hasSwiped) {
  27015. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  27016. if (!checkSingleClickImmediately) {
  27017. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  27018. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27019. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27020. act = _this._initActionManager(act, clickInfo);
  27021. if (act) {
  27022. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27023. }
  27024. }
  27025. }
  27026. if (checkSingleClickImmediately) {
  27027. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  27028. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  27029. btn !== _this._previousButtonPressed) {
  27030. clickInfo.singleClick = true;
  27031. cb(clickInfo, _this._currentPickResult);
  27032. needToIgnoreNext = true;
  27033. }
  27034. }
  27035. // at least one double click is required to be check and exclusive double click is enabled
  27036. else {
  27037. // wait that no double click has been raised during the double click delay
  27038. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27039. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  27040. }
  27041. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  27042. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27043. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27044. act = _this._initActionManager(act, clickInfo);
  27045. if (act) {
  27046. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27047. }
  27048. }
  27049. if (checkDoubleClick) {
  27050. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  27051. if (btn === _this._previousButtonPressed &&
  27052. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  27053. !_this._doubleClickOccured) {
  27054. // pointer has not moved for 2 clicks, it's a double click
  27055. if (!clickInfo.hasSwiped &&
  27056. !_this._isPointerSwiping()) {
  27057. _this._previousStartingPointerTime = 0;
  27058. _this._doubleClickOccured = true;
  27059. clickInfo.doubleClick = true;
  27060. clickInfo.ignore = false;
  27061. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  27062. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27063. }
  27064. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27065. cb(clickInfo, _this._currentPickResult);
  27066. }
  27067. // if the two successive clicks are too far, it's just two simple clicks
  27068. else {
  27069. _this._doubleClickOccured = false;
  27070. _this._previousStartingPointerTime = _this._startingPointerTime;
  27071. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27072. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27073. _this._previousButtonPressed = btn;
  27074. if (Scene.ExclusiveDoubleClickMode) {
  27075. if (_this._previousDelayedSimpleClickTimeout) {
  27076. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27077. }
  27078. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27079. cb(clickInfo, _this._previousPickResult);
  27080. }
  27081. else {
  27082. cb(clickInfo, _this._currentPickResult);
  27083. }
  27084. }
  27085. needToIgnoreNext = true;
  27086. }
  27087. // just the first click of the double has been raised
  27088. else {
  27089. _this._doubleClickOccured = false;
  27090. _this._previousStartingPointerTime = _this._startingPointerTime;
  27091. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27092. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27093. _this._previousButtonPressed = btn;
  27094. }
  27095. }
  27096. }
  27097. }
  27098. if (!needToIgnoreNext) {
  27099. cb(clickInfo, _this._currentPickResult);
  27100. }
  27101. };
  27102. this._onPointerMove = function (evt) {
  27103. _this._updatePointerPosition(evt);
  27104. // PreObservable support
  27105. if (_this._checkPrePointerObservable(null, evt, evt.type === _this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  27106. return;
  27107. }
  27108. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27109. return;
  27110. }
  27111. if (!_this.pointerMovePredicate) {
  27112. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  27113. }
  27114. // Meshes
  27115. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  27116. _this._processPointerMove(pickResult, evt);
  27117. };
  27118. this._onPointerDown = function (evt) {
  27119. _this._totalPointersPressed++;
  27120. _this._pickedDownMesh = null;
  27121. _this._meshPickProceed = false;
  27122. _this._updatePointerPosition(evt);
  27123. if (_this.preventDefaultOnPointerDown && canvas) {
  27124. evt.preventDefault();
  27125. canvas.focus();
  27126. }
  27127. _this._startingPointerPosition.x = _this._pointerX;
  27128. _this._startingPointerPosition.y = _this._pointerY;
  27129. _this._startingPointerTime = Date.now();
  27130. // PreObservable support
  27131. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27132. return;
  27133. }
  27134. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27135. return;
  27136. }
  27137. _this._pointerCaptures[evt.pointerId] = true;
  27138. if (!_this.pointerDownPredicate) {
  27139. _this.pointerDownPredicate = function (mesh) {
  27140. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27141. };
  27142. }
  27143. // Meshes
  27144. _this._pickedDownMesh = null;
  27145. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27146. _this._processPointerDown(pickResult, evt);
  27147. };
  27148. this._onPointerUp = function (evt) {
  27149. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  27150. return; // So we need to test it the pointer down was pressed before.
  27151. }
  27152. _this._totalPointersPressed--;
  27153. _this._pickedUpMesh = null;
  27154. _this._meshPickProceed = false;
  27155. _this._updatePointerPosition(evt);
  27156. if (_this.preventDefaultOnPointerUp && canvas) {
  27157. evt.preventDefault();
  27158. canvas.focus();
  27159. }
  27160. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  27161. _this._pointerCaptures[evt.pointerId] = false;
  27162. // PreObservable support
  27163. if (_this.onPrePointerObservable.hasObservers()) {
  27164. if (!clickInfo.ignore) {
  27165. if (!clickInfo.hasSwiped) {
  27166. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27167. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  27168. return;
  27169. }
  27170. }
  27171. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27172. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27173. return;
  27174. }
  27175. }
  27176. }
  27177. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27178. return;
  27179. }
  27180. }
  27181. }
  27182. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27183. return;
  27184. }
  27185. if (!_this.pointerUpPredicate) {
  27186. _this.pointerUpPredicate = function (mesh) {
  27187. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27188. };
  27189. }
  27190. // Meshes
  27191. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  27192. _this._initActionManager(null, clickInfo);
  27193. }
  27194. if (!pickResult) {
  27195. pickResult = _this._currentPickResult;
  27196. }
  27197. _this._processPointerUp(pickResult, evt, clickInfo);
  27198. _this._previousPickResult = _this._currentPickResult;
  27199. });
  27200. };
  27201. this._onKeyDown = function (evt) {
  27202. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  27203. if (_this.onPreKeyboardObservable.hasObservers()) {
  27204. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27205. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27206. if (pi.skipOnPointerObservable) {
  27207. return;
  27208. }
  27209. }
  27210. if (_this.onKeyboardObservable.hasObservers()) {
  27211. var pi = new BABYLON.KeyboardInfo(type, evt);
  27212. _this.onKeyboardObservable.notifyObservers(pi, type);
  27213. }
  27214. if (_this.actionManager) {
  27215. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27216. }
  27217. };
  27218. this._onKeyUp = function (evt) {
  27219. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27220. if (_this.onPreKeyboardObservable.hasObservers()) {
  27221. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27222. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27223. if (pi.skipOnPointerObservable) {
  27224. return;
  27225. }
  27226. }
  27227. if (_this.onKeyboardObservable.hasObservers()) {
  27228. var pi = new BABYLON.KeyboardInfo(type, evt);
  27229. _this.onKeyboardObservable.notifyObservers(pi, type);
  27230. }
  27231. if (_this.actionManager) {
  27232. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27233. }
  27234. };
  27235. var engine = this.getEngine();
  27236. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27237. if (!canvas) {
  27238. return;
  27239. }
  27240. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27241. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27242. });
  27243. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27244. if (!canvas) {
  27245. return;
  27246. }
  27247. canvas.removeEventListener("keydown", _this._onKeyDown);
  27248. canvas.removeEventListener("keyup", _this._onKeyUp);
  27249. });
  27250. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27251. var canvas = this._engine.getRenderingCanvas();
  27252. if (!canvas) {
  27253. return;
  27254. }
  27255. if (attachMove) {
  27256. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27257. // Wheel
  27258. this._wheelEventName = "onwheel" in document.createElement("div") ? "wheel" : // Modern browsers support "wheel"
  27259. document.onmousewheel !== undefined ? "mousewheel" : // Webkit and IE support at least "mousewheel"
  27260. "DOMMouseScroll"; // let's assume that remaining browsers are older Firefox
  27261. canvas.addEventListener(this._wheelEventName, this._onPointerMove, false);
  27262. }
  27263. if (attachDown) {
  27264. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27265. }
  27266. if (attachUp) {
  27267. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27268. }
  27269. canvas.tabIndex = 1;
  27270. };
  27271. /** Detaches all event handlers*/
  27272. Scene.prototype.detachControl = function () {
  27273. var engine = this.getEngine();
  27274. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27275. var canvas = engine.getRenderingCanvas();
  27276. if (!canvas) {
  27277. return;
  27278. }
  27279. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27280. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27281. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27282. if (this._onCanvasBlurObserver) {
  27283. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27284. }
  27285. if (this._onCanvasFocusObserver) {
  27286. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27287. }
  27288. // Wheel
  27289. canvas.removeEventListener(this._wheelEventName, this._onPointerMove);
  27290. // Keyboard
  27291. canvas.removeEventListener("keydown", this._onKeyDown);
  27292. canvas.removeEventListener("keyup", this._onKeyUp);
  27293. // Observables
  27294. this.onKeyboardObservable.clear();
  27295. this.onPreKeyboardObservable.clear();
  27296. this.onPointerObservable.clear();
  27297. this.onPrePointerObservable.clear();
  27298. };
  27299. /**
  27300. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27301. * Delay loaded resources are not taking in account
  27302. * @return true if all required resources are ready
  27303. */
  27304. Scene.prototype.isReady = function () {
  27305. if (this._isDisposed) {
  27306. return false;
  27307. }
  27308. var index;
  27309. var engine = this.getEngine();
  27310. // Effects
  27311. if (!engine.areAllEffectsReady()) {
  27312. return false;
  27313. }
  27314. // Pending data
  27315. if (this._pendingData.length > 0) {
  27316. return false;
  27317. }
  27318. // Meshes
  27319. for (index = 0; index < this.meshes.length; index++) {
  27320. var mesh = this.meshes[index];
  27321. if (!mesh.isEnabled()) {
  27322. continue;
  27323. }
  27324. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27325. continue;
  27326. }
  27327. if (!mesh.isReady(true)) {
  27328. return false;
  27329. }
  27330. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || mesh.getClassName() === "InstancedLinesMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27331. // Is Ready For Mesh
  27332. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27333. var step = _a[_i];
  27334. if (!step.action(mesh, hardwareInstancedRendering)) {
  27335. return false;
  27336. }
  27337. }
  27338. }
  27339. // Geometries
  27340. for (index = 0; index < this.geometries.length; index++) {
  27341. var geometry = this.geometries[index];
  27342. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27343. return false;
  27344. }
  27345. }
  27346. // Post-processes
  27347. if (this.activeCameras && this.activeCameras.length > 0) {
  27348. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27349. var camera = _c[_b];
  27350. if (!camera.isReady(true)) {
  27351. return false;
  27352. }
  27353. }
  27354. }
  27355. else if (this.activeCamera) {
  27356. if (!this.activeCamera.isReady(true)) {
  27357. return false;
  27358. }
  27359. }
  27360. // Particles
  27361. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27362. var particleSystem = _e[_d];
  27363. if (!particleSystem.isReady()) {
  27364. return false;
  27365. }
  27366. }
  27367. return true;
  27368. };
  27369. /** Resets all cached information relative to material (including effect and visibility) */
  27370. Scene.prototype.resetCachedMaterial = function () {
  27371. this._cachedMaterial = null;
  27372. this._cachedEffect = null;
  27373. this._cachedVisibility = null;
  27374. };
  27375. /**
  27376. * Registers a function to be called before every frame render
  27377. * @param func defines the function to register
  27378. */
  27379. Scene.prototype.registerBeforeRender = function (func) {
  27380. this.onBeforeRenderObservable.add(func);
  27381. };
  27382. /**
  27383. * Unregisters a function called before every frame render
  27384. * @param func defines the function to unregister
  27385. */
  27386. Scene.prototype.unregisterBeforeRender = function (func) {
  27387. this.onBeforeRenderObservable.removeCallback(func);
  27388. };
  27389. /**
  27390. * Registers a function to be called after every frame render
  27391. * @param func defines the function to register
  27392. */
  27393. Scene.prototype.registerAfterRender = function (func) {
  27394. this.onAfterRenderObservable.add(func);
  27395. };
  27396. /**
  27397. * Unregisters a function called after every frame render
  27398. * @param func defines the function to unregister
  27399. */
  27400. Scene.prototype.unregisterAfterRender = function (func) {
  27401. this.onAfterRenderObservable.removeCallback(func);
  27402. };
  27403. Scene.prototype._executeOnceBeforeRender = function (func) {
  27404. var _this = this;
  27405. var execFunc = function () {
  27406. func();
  27407. setTimeout(function () {
  27408. _this.unregisterBeforeRender(execFunc);
  27409. });
  27410. };
  27411. this.registerBeforeRender(execFunc);
  27412. };
  27413. /**
  27414. * The provided function will run before render once and will be disposed afterwards.
  27415. * A timeout delay can be provided so that the function will be executed in N ms.
  27416. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27417. * @param func The function to be executed.
  27418. * @param timeout optional delay in ms
  27419. */
  27420. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27421. var _this = this;
  27422. if (timeout !== undefined) {
  27423. setTimeout(function () {
  27424. _this._executeOnceBeforeRender(func);
  27425. }, timeout);
  27426. }
  27427. else {
  27428. this._executeOnceBeforeRender(func);
  27429. }
  27430. };
  27431. /** @hidden */
  27432. Scene.prototype._addPendingData = function (data) {
  27433. this._pendingData.push(data);
  27434. };
  27435. /** @hidden */
  27436. Scene.prototype._removePendingData = function (data) {
  27437. var wasLoading = this.isLoading;
  27438. var index = this._pendingData.indexOf(data);
  27439. if (index !== -1) {
  27440. this._pendingData.splice(index, 1);
  27441. }
  27442. if (wasLoading && !this.isLoading) {
  27443. this.onDataLoadedObservable.notifyObservers(this);
  27444. }
  27445. };
  27446. /**
  27447. * Returns the number of items waiting to be loaded
  27448. * @returns the number of items waiting to be loaded
  27449. */
  27450. Scene.prototype.getWaitingItemsCount = function () {
  27451. return this._pendingData.length;
  27452. };
  27453. Object.defineProperty(Scene.prototype, "isLoading", {
  27454. /**
  27455. * Returns a boolean indicating if the scene is still loading data
  27456. */
  27457. get: function () {
  27458. return this._pendingData.length > 0;
  27459. },
  27460. enumerable: true,
  27461. configurable: true
  27462. });
  27463. /**
  27464. * Registers a function to be executed when the scene is ready
  27465. * @param {Function} func - the function to be executed
  27466. */
  27467. Scene.prototype.executeWhenReady = function (func) {
  27468. var _this = this;
  27469. this.onReadyObservable.add(func);
  27470. if (this._executeWhenReadyTimeoutId !== -1) {
  27471. return;
  27472. }
  27473. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27474. _this._checkIsReady();
  27475. }, 150);
  27476. };
  27477. /**
  27478. * Returns a promise that resolves when the scene is ready
  27479. * @returns A promise that resolves when the scene is ready
  27480. */
  27481. Scene.prototype.whenReadyAsync = function () {
  27482. var _this = this;
  27483. return new Promise(function (resolve) {
  27484. _this.executeWhenReady(function () {
  27485. resolve();
  27486. });
  27487. });
  27488. };
  27489. /** @hidden */
  27490. Scene.prototype._checkIsReady = function () {
  27491. var _this = this;
  27492. this._registerTransientComponents();
  27493. if (this.isReady()) {
  27494. this.onReadyObservable.notifyObservers(this);
  27495. this.onReadyObservable.clear();
  27496. this._executeWhenReadyTimeoutId = -1;
  27497. return;
  27498. }
  27499. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27500. _this._checkIsReady();
  27501. }, 150);
  27502. };
  27503. // Animations
  27504. /**
  27505. * Will start the animation sequence of a given target
  27506. * @param target defines the target
  27507. * @param from defines from which frame should animation start
  27508. * @param to defines until which frame should animation run.
  27509. * @param weight defines the weight to apply to the animation (1.0 by default)
  27510. * @param loop defines if the animation loops
  27511. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27512. * @param onAnimationEnd defines the function to be executed when the animation ends
  27513. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27514. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27515. * @returns the animatable object created for this animation
  27516. */
  27517. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask) {
  27518. if (weight === void 0) { weight = 1.0; }
  27519. if (speedRatio === void 0) { speedRatio = 1.0; }
  27520. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask);
  27521. returnedAnimatable.weight = weight;
  27522. return returnedAnimatable;
  27523. };
  27524. /**
  27525. * Will start the animation sequence of a given target
  27526. * @param target defines the target
  27527. * @param from defines from which frame should animation start
  27528. * @param to defines until which frame should animation run.
  27529. * @param loop defines if the animation loops
  27530. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27531. * @param onAnimationEnd defines the function to be executed when the animation ends
  27532. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27533. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27534. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27535. * @returns the animatable object created for this animation
  27536. */
  27537. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27538. if (speedRatio === void 0) { speedRatio = 1.0; }
  27539. if (stopCurrent === void 0) { stopCurrent = true; }
  27540. if (from > to && speedRatio > 0) {
  27541. speedRatio *= -1;
  27542. }
  27543. if (stopCurrent) {
  27544. this.stopAnimation(target, undefined, targetMask);
  27545. }
  27546. if (!animatable) {
  27547. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  27548. }
  27549. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27550. // Local animations
  27551. if (target.animations && shouldRunTargetAnimations) {
  27552. animatable.appendAnimations(target, target.animations);
  27553. }
  27554. // Children animations
  27555. if (target.getAnimatables) {
  27556. var animatables = target.getAnimatables();
  27557. for (var index = 0; index < animatables.length; index++) {
  27558. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask);
  27559. }
  27560. }
  27561. animatable.reset();
  27562. return animatable;
  27563. };
  27564. /**
  27565. * Will start the animation sequence of a given target and its hierarchy
  27566. * @param target defines the target
  27567. * @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.
  27568. * @param from defines from which frame should animation start
  27569. * @param to defines until which frame should animation run.
  27570. * @param loop defines if the animation loops
  27571. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27572. * @param onAnimationEnd defines the function to be executed when the animation ends
  27573. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27574. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27575. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27576. * @returns the list of created animatables
  27577. */
  27578. Scene.prototype.beginHierarchyAnimation = function (target, directDescendantsOnly, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27579. if (speedRatio === void 0) { speedRatio = 1.0; }
  27580. if (stopCurrent === void 0) { stopCurrent = true; }
  27581. var children = target.getDescendants(directDescendantsOnly);
  27582. var result = [];
  27583. result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27584. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27585. var child = children_1[_i];
  27586. result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27587. }
  27588. return result;
  27589. };
  27590. /**
  27591. * Begin a new animation on a given node
  27592. * @param target defines the target where the animation will take place
  27593. * @param animations defines the list of animations to start
  27594. * @param from defines the initial value
  27595. * @param to defines the final value
  27596. * @param loop defines if you want animation to loop (off by default)
  27597. * @param speedRatio defines the speed ratio to apply to all animations
  27598. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27599. * @returns the list of created animatables
  27600. */
  27601. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27602. if (speedRatio === undefined) {
  27603. speedRatio = 1.0;
  27604. }
  27605. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  27606. return animatable;
  27607. };
  27608. /**
  27609. * Begin a new animation on a given node and its hierarchy
  27610. * @param target defines the root node where the animation will take place
  27611. * @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.
  27612. * @param animations defines the list of animations to start
  27613. * @param from defines the initial value
  27614. * @param to defines the final value
  27615. * @param loop defines if you want animation to loop (off by default)
  27616. * @param speedRatio defines the speed ratio to apply to all animations
  27617. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27618. * @returns the list of animatables created for all nodes
  27619. */
  27620. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27621. var children = target.getDescendants(directDescendantsOnly);
  27622. var result = [];
  27623. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd));
  27624. for (var _i = 0, children_2 = children; _i < children_2.length; _i++) {
  27625. var child = children_2[_i];
  27626. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd));
  27627. }
  27628. return result;
  27629. };
  27630. /**
  27631. * Gets the animatable associated with a specific target
  27632. * @param target defines the target of the animatable
  27633. * @returns the required animatable if found
  27634. */
  27635. Scene.prototype.getAnimatableByTarget = function (target) {
  27636. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27637. if (this._activeAnimatables[index].target === target) {
  27638. return this._activeAnimatables[index];
  27639. }
  27640. }
  27641. return null;
  27642. };
  27643. /**
  27644. * Gets all animatables associated with a given target
  27645. * @param target defines the target to look animatables for
  27646. * @returns an array of Animatables
  27647. */
  27648. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27649. var result = [];
  27650. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27651. if (this._activeAnimatables[index].target === target) {
  27652. result.push(this._activeAnimatables[index]);
  27653. }
  27654. }
  27655. return result;
  27656. };
  27657. Object.defineProperty(Scene.prototype, "animatables", {
  27658. /**
  27659. * Gets all animatable attached to the scene
  27660. */
  27661. get: function () {
  27662. return this._activeAnimatables;
  27663. },
  27664. enumerable: true,
  27665. configurable: true
  27666. });
  27667. /**
  27668. * Will stop the animation of the given target
  27669. * @param target - the target
  27670. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27671. * @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)
  27672. */
  27673. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27674. var animatables = this.getAllAnimatablesByTarget(target);
  27675. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  27676. var animatable = animatables_1[_i];
  27677. animatable.stop(animationName, targetMask);
  27678. }
  27679. };
  27680. /**
  27681. * Stops and removes all animations that have been applied to the scene
  27682. */
  27683. Scene.prototype.stopAllAnimations = function () {
  27684. if (this._activeAnimatables) {
  27685. for (var i = 0; i < this._activeAnimatables.length; i++) {
  27686. this._activeAnimatables[i].stop();
  27687. }
  27688. this._activeAnimatables = [];
  27689. }
  27690. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  27691. var group = _a[_i];
  27692. group.stop();
  27693. }
  27694. };
  27695. Scene.prototype._animate = function () {
  27696. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  27697. return;
  27698. }
  27699. // Getting time
  27700. var now = BABYLON.Tools.Now;
  27701. if (!this._animationTimeLast) {
  27702. if (this._pendingData.length > 0) {
  27703. return;
  27704. }
  27705. this._animationTimeLast = now;
  27706. }
  27707. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  27708. this._animationTime += deltaTime;
  27709. this._animationTimeLast = now;
  27710. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27711. this._activeAnimatables[index]._animate(this._animationTime);
  27712. }
  27713. // Late animation bindings
  27714. this._processLateAnimationBindings();
  27715. };
  27716. /** @hidden */
  27717. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  27718. var target = runtimeAnimation.target;
  27719. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  27720. if (!target._lateAnimationHolders) {
  27721. target._lateAnimationHolders = {};
  27722. }
  27723. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  27724. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  27725. totalWeight: 0,
  27726. animations: [],
  27727. originalValue: originalValue
  27728. };
  27729. }
  27730. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  27731. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  27732. };
  27733. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  27734. var normalizer = 1.0;
  27735. var finalPosition = BABYLON.Tmp.Vector3[0];
  27736. var finalScaling = BABYLON.Tmp.Vector3[1];
  27737. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  27738. var startIndex = 0;
  27739. var originalAnimation = holder.animations[0];
  27740. var originalValue = holder.originalValue;
  27741. var scale = 1;
  27742. if (holder.totalWeight < 1.0) {
  27743. // We need to mix the original value in
  27744. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27745. scale = 1.0 - holder.totalWeight;
  27746. }
  27747. else {
  27748. startIndex = 1;
  27749. // We need to normalize the weights
  27750. normalizer = holder.totalWeight;
  27751. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27752. scale = originalAnimation.weight / normalizer;
  27753. if (scale == 1) {
  27754. return originalAnimation.currentValue;
  27755. }
  27756. }
  27757. finalScaling.scaleInPlace(scale);
  27758. finalPosition.scaleInPlace(scale);
  27759. finalQuaternion.scaleInPlace(scale);
  27760. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27761. var runtimeAnimation = holder.animations[animIndex];
  27762. var scale = runtimeAnimation.weight / normalizer;
  27763. var currentPosition = BABYLON.Tmp.Vector3[2];
  27764. var currentScaling = BABYLON.Tmp.Vector3[3];
  27765. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  27766. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  27767. currentScaling.scaleAndAddToRef(scale, finalScaling);
  27768. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  27769. currentPosition.scaleAndAddToRef(scale, finalPosition);
  27770. }
  27771. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  27772. return originalAnimation._workValue;
  27773. };
  27774. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  27775. var originalAnimation = holder.animations[0];
  27776. var originalValue = holder.originalValue;
  27777. if (holder.animations.length === 1) {
  27778. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  27779. return refQuaternion;
  27780. }
  27781. var normalizer = 1.0;
  27782. var quaternions;
  27783. var weights;
  27784. if (holder.totalWeight < 1.0) {
  27785. var scale = 1.0 - holder.totalWeight;
  27786. quaternions = [];
  27787. weights = [];
  27788. quaternions.push(originalValue);
  27789. weights.push(scale);
  27790. }
  27791. else {
  27792. if (holder.animations.length === 2) { // Slerp as soon as we can
  27793. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  27794. return refQuaternion;
  27795. }
  27796. quaternions = [];
  27797. weights = [];
  27798. normalizer = holder.totalWeight;
  27799. }
  27800. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  27801. var runtimeAnimation = holder.animations[animIndex];
  27802. quaternions.push(runtimeAnimation.currentValue);
  27803. weights.push(runtimeAnimation.weight / normalizer);
  27804. }
  27805. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  27806. var cumulativeAmount = 0;
  27807. var cumulativeQuaternion = null;
  27808. for (var index = 0; index < quaternions.length;) {
  27809. if (!cumulativeQuaternion) {
  27810. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  27811. cumulativeQuaternion = refQuaternion;
  27812. cumulativeAmount = weights[index] + weights[index + 1];
  27813. index += 2;
  27814. continue;
  27815. }
  27816. cumulativeAmount += weights[index];
  27817. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  27818. index++;
  27819. }
  27820. return cumulativeQuaternion;
  27821. };
  27822. Scene.prototype._processLateAnimationBindings = function () {
  27823. if (!this._registeredForLateAnimationBindings.length) {
  27824. return;
  27825. }
  27826. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  27827. var target = this._registeredForLateAnimationBindings.data[index];
  27828. for (var path in target._lateAnimationHolders) {
  27829. var holder = target._lateAnimationHolders[path];
  27830. var originalAnimation = holder.animations[0];
  27831. var originalValue = holder.originalValue;
  27832. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  27833. var finalValue = target[path];
  27834. if (matrixDecomposeMode) {
  27835. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  27836. }
  27837. else {
  27838. var quaternionMode = originalValue.w !== undefined;
  27839. if (quaternionMode) {
  27840. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  27841. }
  27842. else {
  27843. var startIndex = 0;
  27844. var normalizer = 1.0;
  27845. if (holder.totalWeight < 1.0) {
  27846. // We need to mix the original value in
  27847. if (originalValue.scale) {
  27848. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  27849. }
  27850. else {
  27851. finalValue = originalValue * (1.0 - holder.totalWeight);
  27852. }
  27853. }
  27854. else {
  27855. // We need to normalize the weights
  27856. normalizer = holder.totalWeight;
  27857. var scale_1 = originalAnimation.weight / normalizer;
  27858. if (scale_1 !== 1) {
  27859. if (originalAnimation.currentValue.scale) {
  27860. finalValue = originalAnimation.currentValue.scale(scale_1);
  27861. }
  27862. else {
  27863. finalValue = originalAnimation.currentValue * scale_1;
  27864. }
  27865. }
  27866. else {
  27867. finalValue = originalAnimation.currentValue;
  27868. }
  27869. startIndex = 1;
  27870. }
  27871. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27872. var runtimeAnimation = holder.animations[animIndex];
  27873. var scale = runtimeAnimation.weight / normalizer;
  27874. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  27875. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  27876. }
  27877. else {
  27878. finalValue += runtimeAnimation.currentValue * scale;
  27879. }
  27880. }
  27881. }
  27882. }
  27883. target[path] = finalValue;
  27884. }
  27885. target._lateAnimationHolders = {};
  27886. }
  27887. this._registeredForLateAnimationBindings.reset();
  27888. };
  27889. // Matrix
  27890. /** @hidden */
  27891. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  27892. this._useAlternateCameraConfiguration = active;
  27893. };
  27894. /**
  27895. * Gets the current view matrix
  27896. * @returns a Matrix
  27897. */
  27898. Scene.prototype.getViewMatrix = function () {
  27899. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  27900. };
  27901. /**
  27902. * Gets the current projection matrix
  27903. * @returns a Matrix
  27904. */
  27905. Scene.prototype.getProjectionMatrix = function () {
  27906. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  27907. };
  27908. /**
  27909. * Gets the current transform matrix
  27910. * @returns a Matrix made of View * Projection
  27911. */
  27912. Scene.prototype.getTransformMatrix = function () {
  27913. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  27914. };
  27915. /**
  27916. * Sets the current transform matrix
  27917. * @param view defines the View matrix to use
  27918. * @param projection defines the Projection matrix to use
  27919. */
  27920. Scene.prototype.setTransformMatrix = function (view, projection) {
  27921. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  27922. return;
  27923. }
  27924. this._viewUpdateFlag = view.updateFlag;
  27925. this._projectionUpdateFlag = projection.updateFlag;
  27926. this._viewMatrix = view;
  27927. this._projectionMatrix = projection;
  27928. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  27929. // Update frustum
  27930. if (!this._frustumPlanes) {
  27931. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  27932. }
  27933. else {
  27934. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  27935. }
  27936. if (this.activeCamera && this.activeCamera._alternateCamera) {
  27937. var otherCamera = this.activeCamera._alternateCamera;
  27938. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  27939. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  27940. }
  27941. if (this._sceneUbo.useUbo) {
  27942. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  27943. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  27944. this._sceneUbo.update();
  27945. }
  27946. };
  27947. /** @hidden */
  27948. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  27949. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  27950. return;
  27951. }
  27952. this._alternateViewUpdateFlag = view.updateFlag;
  27953. this._alternateProjectionUpdateFlag = projection.updateFlag;
  27954. this._alternateViewMatrix = view;
  27955. this._alternateProjectionMatrix = projection;
  27956. if (!this._alternateTransformMatrix) {
  27957. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  27958. }
  27959. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  27960. if (!this._alternateSceneUbo) {
  27961. this._createAlternateUbo();
  27962. }
  27963. if (this._alternateSceneUbo.useUbo) {
  27964. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  27965. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  27966. this._alternateSceneUbo.update();
  27967. }
  27968. };
  27969. /**
  27970. * Gets the uniform buffer used to store scene data
  27971. * @returns a UniformBuffer
  27972. */
  27973. Scene.prototype.getSceneUniformBuffer = function () {
  27974. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  27975. };
  27976. /**
  27977. * Gets an unique (relatively to the current scene) Id
  27978. * @returns an unique number for the scene
  27979. */
  27980. Scene.prototype.getUniqueId = function () {
  27981. var result = Scene._uniqueIdCounter;
  27982. Scene._uniqueIdCounter++;
  27983. return result;
  27984. };
  27985. /**
  27986. * Add a mesh to the list of scene's meshes
  27987. * @param newMesh defines the mesh to add
  27988. * @param recursive if all child meshes should also be added to the scene
  27989. */
  27990. Scene.prototype.addMesh = function (newMesh, recursive) {
  27991. var _this = this;
  27992. if (recursive === void 0) { recursive = false; }
  27993. this.meshes.push(newMesh);
  27994. //notify the collision coordinator
  27995. if (this.collisionCoordinator) {
  27996. this.collisionCoordinator.onMeshAdded(newMesh);
  27997. }
  27998. newMesh._resyncLightSources();
  27999. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  28000. if (recursive) {
  28001. newMesh.getChildMeshes().forEach(function (m) {
  28002. _this.addMesh(m);
  28003. });
  28004. }
  28005. };
  28006. /**
  28007. * Remove a mesh for the list of scene's meshes
  28008. * @param toRemove defines the mesh to remove
  28009. * @param recursive if all child meshes should also be removed from the scene
  28010. * @returns the index where the mesh was in the mesh list
  28011. */
  28012. Scene.prototype.removeMesh = function (toRemove, recursive) {
  28013. var _this = this;
  28014. if (recursive === void 0) { recursive = false; }
  28015. var index = this.meshes.indexOf(toRemove);
  28016. if (index !== -1) {
  28017. // Remove from the scene if mesh found
  28018. this.meshes[index] = this.meshes[this.meshes.length - 1];
  28019. this.meshes.pop();
  28020. }
  28021. this.onMeshRemovedObservable.notifyObservers(toRemove);
  28022. if (recursive) {
  28023. toRemove.getChildMeshes().forEach(function (m) {
  28024. _this.removeMesh(m);
  28025. });
  28026. }
  28027. return index;
  28028. };
  28029. /**
  28030. * Add a transform node to the list of scene's transform nodes
  28031. * @param newTransformNode defines the transform node to add
  28032. */
  28033. Scene.prototype.addTransformNode = function (newTransformNode) {
  28034. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  28035. this.transformNodes.push(newTransformNode);
  28036. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  28037. };
  28038. /**
  28039. * Remove a transform node for the list of scene's transform nodes
  28040. * @param toRemove defines the transform node to remove
  28041. * @returns the index where the transform node was in the transform node list
  28042. */
  28043. Scene.prototype.removeTransformNode = function (toRemove) {
  28044. var index = toRemove._indexInSceneTransformNodesArray;
  28045. if (index !== -1) {
  28046. if (index !== this.transformNodes.length - 1) {
  28047. var lastNode = this.transformNodes[this.transformNodes.length - 1];
  28048. this.transformNodes[index] = lastNode;
  28049. lastNode._indexInSceneTransformNodesArray = index;
  28050. }
  28051. toRemove._indexInSceneTransformNodesArray = -1;
  28052. this.transformNodes.pop();
  28053. }
  28054. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  28055. return index;
  28056. };
  28057. /**
  28058. * Remove a skeleton for the list of scene's skeletons
  28059. * @param toRemove defines the skeleton to remove
  28060. * @returns the index where the skeleton was in the skeleton list
  28061. */
  28062. Scene.prototype.removeSkeleton = function (toRemove) {
  28063. var index = this.skeletons.indexOf(toRemove);
  28064. if (index !== -1) {
  28065. // Remove from the scene if found
  28066. this.skeletons.splice(index, 1);
  28067. }
  28068. return index;
  28069. };
  28070. /**
  28071. * Remove a morph target for the list of scene's morph targets
  28072. * @param toRemove defines the morph target to remove
  28073. * @returns the index where the morph target was in the morph target list
  28074. */
  28075. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  28076. var index = this.morphTargetManagers.indexOf(toRemove);
  28077. if (index !== -1) {
  28078. // Remove from the scene if found
  28079. this.morphTargetManagers.splice(index, 1);
  28080. }
  28081. return index;
  28082. };
  28083. /**
  28084. * Remove a light for the list of scene's lights
  28085. * @param toRemove defines the light to remove
  28086. * @returns the index where the light was in the light list
  28087. */
  28088. Scene.prototype.removeLight = function (toRemove) {
  28089. var index = this.lights.indexOf(toRemove);
  28090. if (index !== -1) {
  28091. // Remove from meshes
  28092. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28093. var mesh = _a[_i];
  28094. mesh._removeLightSource(toRemove);
  28095. }
  28096. // Remove from the scene if mesh found
  28097. this.lights.splice(index, 1);
  28098. this.sortLightsByPriority();
  28099. }
  28100. this.onLightRemovedObservable.notifyObservers(toRemove);
  28101. return index;
  28102. };
  28103. /**
  28104. * Remove a camera for the list of scene's cameras
  28105. * @param toRemove defines the camera to remove
  28106. * @returns the index where the camera was in the camera list
  28107. */
  28108. Scene.prototype.removeCamera = function (toRemove) {
  28109. var index = this.cameras.indexOf(toRemove);
  28110. if (index !== -1) {
  28111. // Remove from the scene if mesh found
  28112. this.cameras.splice(index, 1);
  28113. }
  28114. // Remove from activeCameras
  28115. var index2 = this.activeCameras.indexOf(toRemove);
  28116. if (index2 !== -1) {
  28117. // Remove from the scene if mesh found
  28118. this.activeCameras.splice(index2, 1);
  28119. }
  28120. // Reset the activeCamera
  28121. if (this.activeCamera === toRemove) {
  28122. if (this.cameras.length > 0) {
  28123. this.activeCamera = this.cameras[0];
  28124. }
  28125. else {
  28126. this.activeCamera = null;
  28127. }
  28128. }
  28129. this.onCameraRemovedObservable.notifyObservers(toRemove);
  28130. return index;
  28131. };
  28132. /**
  28133. * Remove a particle system for the list of scene's particle systems
  28134. * @param toRemove defines the particle system to remove
  28135. * @returns the index where the particle system was in the particle system list
  28136. */
  28137. Scene.prototype.removeParticleSystem = function (toRemove) {
  28138. var index = this.particleSystems.indexOf(toRemove);
  28139. if (index !== -1) {
  28140. this.particleSystems.splice(index, 1);
  28141. }
  28142. return index;
  28143. };
  28144. /**
  28145. * Remove a animation for the list of scene's animations
  28146. * @param toRemove defines the animation to remove
  28147. * @returns the index where the animation was in the animation list
  28148. */
  28149. Scene.prototype.removeAnimation = function (toRemove) {
  28150. var index = this.animations.indexOf(toRemove);
  28151. if (index !== -1) {
  28152. this.animations.splice(index, 1);
  28153. }
  28154. return index;
  28155. };
  28156. /**
  28157. * Removes the given animation group from this scene.
  28158. * @param toRemove The animation group to remove
  28159. * @returns The index of the removed animation group
  28160. */
  28161. Scene.prototype.removeAnimationGroup = function (toRemove) {
  28162. var index = this.animationGroups.indexOf(toRemove);
  28163. if (index !== -1) {
  28164. this.animationGroups.splice(index, 1);
  28165. }
  28166. return index;
  28167. };
  28168. /**
  28169. * Removes the given multi-material from this scene.
  28170. * @param toRemove The multi-material to remove
  28171. * @returns The index of the removed multi-material
  28172. */
  28173. Scene.prototype.removeMultiMaterial = function (toRemove) {
  28174. var index = this.multiMaterials.indexOf(toRemove);
  28175. if (index !== -1) {
  28176. this.multiMaterials.splice(index, 1);
  28177. }
  28178. return index;
  28179. };
  28180. /**
  28181. * Removes the given material from this scene.
  28182. * @param toRemove The material to remove
  28183. * @returns The index of the removed material
  28184. */
  28185. Scene.prototype.removeMaterial = function (toRemove) {
  28186. var index = toRemove._indexInSceneMaterialArray;
  28187. if (index !== -1) {
  28188. if (index !== this.materials.length - 1) {
  28189. var lastMaterial = this.materials[this.materials.length - 1];
  28190. this.materials[index] = lastMaterial;
  28191. lastMaterial._indexInSceneMaterialArray = index;
  28192. }
  28193. toRemove._indexInSceneMaterialArray = -1;
  28194. this.materials.pop();
  28195. }
  28196. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  28197. return index;
  28198. };
  28199. /**
  28200. * Removes the given action manager from this scene.
  28201. * @param toRemove The action manager to remove
  28202. * @returns The index of the removed action manager
  28203. */
  28204. Scene.prototype.removeActionManager = function (toRemove) {
  28205. var index = this.actionManagers.indexOf(toRemove);
  28206. if (index !== -1) {
  28207. this.actionManagers.splice(index, 1);
  28208. }
  28209. return index;
  28210. };
  28211. /**
  28212. * Removes the given texture from this scene.
  28213. * @param toRemove The texture to remove
  28214. * @returns The index of the removed texture
  28215. */
  28216. Scene.prototype.removeTexture = function (toRemove) {
  28217. var index = this.textures.indexOf(toRemove);
  28218. if (index !== -1) {
  28219. this.textures.splice(index, 1);
  28220. }
  28221. this.onTextureRemovedObservable.notifyObservers(toRemove);
  28222. return index;
  28223. };
  28224. /**
  28225. * Adds the given light to this scene
  28226. * @param newLight The light to add
  28227. */
  28228. Scene.prototype.addLight = function (newLight) {
  28229. this.lights.push(newLight);
  28230. this.sortLightsByPriority();
  28231. // Add light to all meshes (To support if the light is removed and then readded)
  28232. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28233. var mesh = _a[_i];
  28234. if (mesh._lightSources.indexOf(newLight) === -1) {
  28235. mesh._lightSources.push(newLight);
  28236. mesh._resyncLightSources();
  28237. }
  28238. }
  28239. this.onNewLightAddedObservable.notifyObservers(newLight);
  28240. };
  28241. /**
  28242. * Sorts the list list based on light priorities
  28243. */
  28244. Scene.prototype.sortLightsByPriority = function () {
  28245. if (this.requireLightSorting) {
  28246. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  28247. }
  28248. };
  28249. /**
  28250. * Adds the given camera to this scene
  28251. * @param newCamera The camera to add
  28252. */
  28253. Scene.prototype.addCamera = function (newCamera) {
  28254. this.cameras.push(newCamera);
  28255. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28256. };
  28257. /**
  28258. * Adds the given skeleton to this scene
  28259. * @param newSkeleton The skeleton to add
  28260. */
  28261. Scene.prototype.addSkeleton = function (newSkeleton) {
  28262. this.skeletons.push(newSkeleton);
  28263. };
  28264. /**
  28265. * Adds the given particle system to this scene
  28266. * @param newParticleSystem The particle system to add
  28267. */
  28268. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28269. this.particleSystems.push(newParticleSystem);
  28270. };
  28271. /**
  28272. * Adds the given animation to this scene
  28273. * @param newAnimation The animation to add
  28274. */
  28275. Scene.prototype.addAnimation = function (newAnimation) {
  28276. this.animations.push(newAnimation);
  28277. };
  28278. /**
  28279. * Adds the given animation group to this scene.
  28280. * @param newAnimationGroup The animation group to add
  28281. */
  28282. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28283. this.animationGroups.push(newAnimationGroup);
  28284. };
  28285. /**
  28286. * Adds the given multi-material to this scene
  28287. * @param newMultiMaterial The multi-material to add
  28288. */
  28289. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28290. this.multiMaterials.push(newMultiMaterial);
  28291. };
  28292. /**
  28293. * Adds the given material to this scene
  28294. * @param newMaterial The material to add
  28295. */
  28296. Scene.prototype.addMaterial = function (newMaterial) {
  28297. newMaterial._indexInSceneMaterialArray = this.materials.length;
  28298. this.materials.push(newMaterial);
  28299. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28300. };
  28301. /**
  28302. * Adds the given morph target to this scene
  28303. * @param newMorphTargetManager The morph target to add
  28304. */
  28305. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28306. this.morphTargetManagers.push(newMorphTargetManager);
  28307. };
  28308. /**
  28309. * Adds the given geometry to this scene
  28310. * @param newGeometry The geometry to add
  28311. */
  28312. Scene.prototype.addGeometry = function (newGeometry) {
  28313. if (this.geometriesById) {
  28314. this.geometriesById[newGeometry.id] = this.geometries.length;
  28315. }
  28316. this.geometries.push(newGeometry);
  28317. };
  28318. /**
  28319. * Adds the given action manager to this scene
  28320. * @param newActionManager The action manager to add
  28321. */
  28322. Scene.prototype.addActionManager = function (newActionManager) {
  28323. this.actionManagers.push(newActionManager);
  28324. };
  28325. /**
  28326. * Adds the given texture to this scene.
  28327. * @param newTexture The texture to add
  28328. */
  28329. Scene.prototype.addTexture = function (newTexture) {
  28330. this.textures.push(newTexture);
  28331. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28332. };
  28333. /**
  28334. * Switch active camera
  28335. * @param newCamera defines the new active camera
  28336. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28337. */
  28338. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28339. if (attachControl === void 0) { attachControl = true; }
  28340. var canvas = this._engine.getRenderingCanvas();
  28341. if (!canvas) {
  28342. return;
  28343. }
  28344. if (this.activeCamera) {
  28345. this.activeCamera.detachControl(canvas);
  28346. }
  28347. this.activeCamera = newCamera;
  28348. if (attachControl) {
  28349. newCamera.attachControl(canvas);
  28350. }
  28351. };
  28352. /**
  28353. * sets the active camera of the scene using its ID
  28354. * @param id defines the camera's ID
  28355. * @return the new active camera or null if none found.
  28356. */
  28357. Scene.prototype.setActiveCameraByID = function (id) {
  28358. var camera = this.getCameraByID(id);
  28359. if (camera) {
  28360. this.activeCamera = camera;
  28361. return camera;
  28362. }
  28363. return null;
  28364. };
  28365. /**
  28366. * sets the active camera of the scene using its name
  28367. * @param name defines the camera's name
  28368. * @returns the new active camera or null if none found.
  28369. */
  28370. Scene.prototype.setActiveCameraByName = function (name) {
  28371. var camera = this.getCameraByName(name);
  28372. if (camera) {
  28373. this.activeCamera = camera;
  28374. return camera;
  28375. }
  28376. return null;
  28377. };
  28378. /**
  28379. * get an animation group using its name
  28380. * @param name defines the material's name
  28381. * @return the animation group or null if none found.
  28382. */
  28383. Scene.prototype.getAnimationGroupByName = function (name) {
  28384. for (var index = 0; index < this.animationGroups.length; index++) {
  28385. if (this.animationGroups[index].name === name) {
  28386. return this.animationGroups[index];
  28387. }
  28388. }
  28389. return null;
  28390. };
  28391. /**
  28392. * get a material using its id
  28393. * @param id defines the material's ID
  28394. * @return the material or null if none found.
  28395. */
  28396. Scene.prototype.getMaterialByID = function (id) {
  28397. for (var index = 0; index < this.materials.length; index++) {
  28398. if (this.materials[index].id === id) {
  28399. return this.materials[index];
  28400. }
  28401. }
  28402. return null;
  28403. };
  28404. /**
  28405. * Gets a material using its name
  28406. * @param name defines the material's name
  28407. * @return the material or null if none found.
  28408. */
  28409. Scene.prototype.getMaterialByName = function (name) {
  28410. for (var index = 0; index < this.materials.length; index++) {
  28411. if (this.materials[index].name === name) {
  28412. return this.materials[index];
  28413. }
  28414. }
  28415. return null;
  28416. };
  28417. /**
  28418. * Gets a camera using its id
  28419. * @param id defines the id to look for
  28420. * @returns the camera or null if not found
  28421. */
  28422. Scene.prototype.getCameraByID = function (id) {
  28423. for (var index = 0; index < this.cameras.length; index++) {
  28424. if (this.cameras[index].id === id) {
  28425. return this.cameras[index];
  28426. }
  28427. }
  28428. return null;
  28429. };
  28430. /**
  28431. * Gets a camera using its unique id
  28432. * @param uniqueId defines the unique id to look for
  28433. * @returns the camera or null if not found
  28434. */
  28435. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28436. for (var index = 0; index < this.cameras.length; index++) {
  28437. if (this.cameras[index].uniqueId === uniqueId) {
  28438. return this.cameras[index];
  28439. }
  28440. }
  28441. return null;
  28442. };
  28443. /**
  28444. * Gets a camera using its name
  28445. * @param name defines the camera's name
  28446. * @return the camera or null if none found.
  28447. */
  28448. Scene.prototype.getCameraByName = function (name) {
  28449. for (var index = 0; index < this.cameras.length; index++) {
  28450. if (this.cameras[index].name === name) {
  28451. return this.cameras[index];
  28452. }
  28453. }
  28454. return null;
  28455. };
  28456. /**
  28457. * Gets a bone using its id
  28458. * @param id defines the bone's id
  28459. * @return the bone or null if not found
  28460. */
  28461. Scene.prototype.getBoneByID = function (id) {
  28462. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28463. var skeleton = this.skeletons[skeletonIndex];
  28464. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28465. if (skeleton.bones[boneIndex].id === id) {
  28466. return skeleton.bones[boneIndex];
  28467. }
  28468. }
  28469. }
  28470. return null;
  28471. };
  28472. /**
  28473. * Gets a bone using its id
  28474. * @param name defines the bone's name
  28475. * @return the bone or null if not found
  28476. */
  28477. Scene.prototype.getBoneByName = function (name) {
  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].name === name) {
  28482. return skeleton.bones[boneIndex];
  28483. }
  28484. }
  28485. }
  28486. return null;
  28487. };
  28488. /**
  28489. * Gets a light node using its name
  28490. * @param name defines the the light's name
  28491. * @return the light or null if none found.
  28492. */
  28493. Scene.prototype.getLightByName = function (name) {
  28494. for (var index = 0; index < this.lights.length; index++) {
  28495. if (this.lights[index].name === name) {
  28496. return this.lights[index];
  28497. }
  28498. }
  28499. return null;
  28500. };
  28501. /**
  28502. * Gets a light node using its id
  28503. * @param id defines the light's id
  28504. * @return the light or null if none found.
  28505. */
  28506. Scene.prototype.getLightByID = function (id) {
  28507. for (var index = 0; index < this.lights.length; index++) {
  28508. if (this.lights[index].id === id) {
  28509. return this.lights[index];
  28510. }
  28511. }
  28512. return null;
  28513. };
  28514. /**
  28515. * Gets a light node using its scene-generated unique ID
  28516. * @param uniqueId defines the light's unique id
  28517. * @return the light or null if none found.
  28518. */
  28519. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28520. for (var index = 0; index < this.lights.length; index++) {
  28521. if (this.lights[index].uniqueId === uniqueId) {
  28522. return this.lights[index];
  28523. }
  28524. }
  28525. return null;
  28526. };
  28527. /**
  28528. * Gets a particle system by id
  28529. * @param id defines the particle system id
  28530. * @return the corresponding system or null if none found
  28531. */
  28532. Scene.prototype.getParticleSystemByID = function (id) {
  28533. for (var index = 0; index < this.particleSystems.length; index++) {
  28534. if (this.particleSystems[index].id === id) {
  28535. return this.particleSystems[index];
  28536. }
  28537. }
  28538. return null;
  28539. };
  28540. /**
  28541. * Gets a geometry using its ID
  28542. * @param id defines the geometry's id
  28543. * @return the geometry or null if none found.
  28544. */
  28545. Scene.prototype.getGeometryByID = function (id) {
  28546. if (this.geometriesById) {
  28547. var index_1 = this.geometriesById[id];
  28548. if (index_1 !== undefined) {
  28549. return this.geometries[index_1];
  28550. }
  28551. }
  28552. else {
  28553. for (var index = 0; index < this.geometries.length; index++) {
  28554. if (this.geometries[index].id === id) {
  28555. return this.geometries[index];
  28556. }
  28557. }
  28558. }
  28559. return null;
  28560. };
  28561. /**
  28562. * Add a new geometry to this scene
  28563. * @param geometry defines the geometry to be added to the scene.
  28564. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28565. * @return a boolean defining if the geometry was added or not
  28566. */
  28567. Scene.prototype.pushGeometry = function (geometry, force) {
  28568. if (!force && this.getGeometryByID(geometry.id)) {
  28569. return false;
  28570. }
  28571. this.addGeometry(geometry);
  28572. //notify the collision coordinator
  28573. if (this.collisionCoordinator) {
  28574. this.collisionCoordinator.onGeometryAdded(geometry);
  28575. }
  28576. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28577. return true;
  28578. };
  28579. /**
  28580. * Removes an existing geometry
  28581. * @param geometry defines the geometry to be removed from the scene
  28582. * @return a boolean defining if the geometry was removed or not
  28583. */
  28584. Scene.prototype.removeGeometry = function (geometry) {
  28585. var index;
  28586. if (this.geometriesById) {
  28587. index = this.geometriesById[geometry.id];
  28588. if (index === undefined) {
  28589. return false;
  28590. }
  28591. }
  28592. else {
  28593. index = this.geometries.indexOf(geometry);
  28594. if (index < 0) {
  28595. return false;
  28596. }
  28597. }
  28598. if (index !== this.geometries.length - 1) {
  28599. var lastGeometry = this.geometries[this.geometries.length - 1];
  28600. this.geometries[index] = lastGeometry;
  28601. if (this.geometriesById) {
  28602. this.geometriesById[lastGeometry.id] = index;
  28603. this.geometriesById[geometry.id] = undefined;
  28604. }
  28605. }
  28606. this.geometries.pop();
  28607. //notify the collision coordinator
  28608. if (this.collisionCoordinator) {
  28609. this.collisionCoordinator.onGeometryDeleted(geometry);
  28610. }
  28611. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28612. return true;
  28613. };
  28614. /**
  28615. * Gets the list of geometries attached to the scene
  28616. * @returns an array of Geometry
  28617. */
  28618. Scene.prototype.getGeometries = function () {
  28619. return this.geometries;
  28620. };
  28621. /**
  28622. * Gets the first added mesh found of a given ID
  28623. * @param id defines the id to search for
  28624. * @return the mesh found or null if not found at all
  28625. */
  28626. Scene.prototype.getMeshByID = function (id) {
  28627. for (var index = 0; index < this.meshes.length; index++) {
  28628. if (this.meshes[index].id === id) {
  28629. return this.meshes[index];
  28630. }
  28631. }
  28632. return null;
  28633. };
  28634. /**
  28635. * Gets a list of meshes using their id
  28636. * @param id defines the id to search for
  28637. * @returns a list of meshes
  28638. */
  28639. Scene.prototype.getMeshesByID = function (id) {
  28640. return this.meshes.filter(function (m) {
  28641. return m.id === id;
  28642. });
  28643. };
  28644. /**
  28645. * Gets the first added transform node found of a given ID
  28646. * @param id defines the id to search for
  28647. * @return the found transform node or null if not found at all.
  28648. */
  28649. Scene.prototype.getTransformNodeByID = function (id) {
  28650. for (var index = 0; index < this.transformNodes.length; index++) {
  28651. if (this.transformNodes[index].id === id) {
  28652. return this.transformNodes[index];
  28653. }
  28654. }
  28655. return null;
  28656. };
  28657. /**
  28658. * Gets a list of transform nodes using their id
  28659. * @param id defines the id to search for
  28660. * @returns a list of transform nodes
  28661. */
  28662. Scene.prototype.getTransformNodesByID = function (id) {
  28663. return this.transformNodes.filter(function (m) {
  28664. return m.id === id;
  28665. });
  28666. };
  28667. /**
  28668. * Gets a mesh with its auto-generated unique id
  28669. * @param uniqueId defines the unique id to search for
  28670. * @return the found mesh or null if not found at all.
  28671. */
  28672. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  28673. for (var index = 0; index < this.meshes.length; index++) {
  28674. if (this.meshes[index].uniqueId === uniqueId) {
  28675. return this.meshes[index];
  28676. }
  28677. }
  28678. return null;
  28679. };
  28680. /**
  28681. * Gets a the last added mesh using a given id
  28682. * @param id defines the id to search for
  28683. * @return the found mesh or null if not found at all.
  28684. */
  28685. Scene.prototype.getLastMeshByID = function (id) {
  28686. for (var index = this.meshes.length - 1; index >= 0; index--) {
  28687. if (this.meshes[index].id === id) {
  28688. return this.meshes[index];
  28689. }
  28690. }
  28691. return null;
  28692. };
  28693. /**
  28694. * Gets a the last added node (Mesh, Camera, Light) using a given id
  28695. * @param id defines the id to search for
  28696. * @return the found node or null if not found at all
  28697. */
  28698. Scene.prototype.getLastEntryByID = function (id) {
  28699. var index;
  28700. for (index = this.meshes.length - 1; index >= 0; index--) {
  28701. if (this.meshes[index].id === id) {
  28702. return this.meshes[index];
  28703. }
  28704. }
  28705. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  28706. if (this.transformNodes[index].id === id) {
  28707. return this.transformNodes[index];
  28708. }
  28709. }
  28710. for (index = this.cameras.length - 1; index >= 0; index--) {
  28711. if (this.cameras[index].id === id) {
  28712. return this.cameras[index];
  28713. }
  28714. }
  28715. for (index = this.lights.length - 1; index >= 0; index--) {
  28716. if (this.lights[index].id === id) {
  28717. return this.lights[index];
  28718. }
  28719. }
  28720. return null;
  28721. };
  28722. /**
  28723. * Gets a node (Mesh, Camera, Light) using a given id
  28724. * @param id defines the id to search for
  28725. * @return the found node or null if not found at all
  28726. */
  28727. Scene.prototype.getNodeByID = function (id) {
  28728. var mesh = this.getMeshByID(id);
  28729. if (mesh) {
  28730. return mesh;
  28731. }
  28732. var transformNode = this.getTransformNodeByID(id);
  28733. if (transformNode) {
  28734. return transformNode;
  28735. }
  28736. var light = this.getLightByID(id);
  28737. if (light) {
  28738. return light;
  28739. }
  28740. var camera = this.getCameraByID(id);
  28741. if (camera) {
  28742. return camera;
  28743. }
  28744. var bone = this.getBoneByID(id);
  28745. if (bone) {
  28746. return bone;
  28747. }
  28748. return null;
  28749. };
  28750. /**
  28751. * Gets a node (Mesh, Camera, Light) using a given name
  28752. * @param name defines the name to search for
  28753. * @return the found node or null if not found at all.
  28754. */
  28755. Scene.prototype.getNodeByName = function (name) {
  28756. var mesh = this.getMeshByName(name);
  28757. if (mesh) {
  28758. return mesh;
  28759. }
  28760. var transformNode = this.getTransformNodeByName(name);
  28761. if (transformNode) {
  28762. return transformNode;
  28763. }
  28764. var light = this.getLightByName(name);
  28765. if (light) {
  28766. return light;
  28767. }
  28768. var camera = this.getCameraByName(name);
  28769. if (camera) {
  28770. return camera;
  28771. }
  28772. var bone = this.getBoneByName(name);
  28773. if (bone) {
  28774. return bone;
  28775. }
  28776. return null;
  28777. };
  28778. /**
  28779. * Gets a mesh using a given name
  28780. * @param name defines the name to search for
  28781. * @return the found mesh or null if not found at all.
  28782. */
  28783. Scene.prototype.getMeshByName = function (name) {
  28784. for (var index = 0; index < this.meshes.length; index++) {
  28785. if (this.meshes[index].name === name) {
  28786. return this.meshes[index];
  28787. }
  28788. }
  28789. return null;
  28790. };
  28791. /**
  28792. * Gets a transform node using a given name
  28793. * @param name defines the name to search for
  28794. * @return the found transform node or null if not found at all.
  28795. */
  28796. Scene.prototype.getTransformNodeByName = function (name) {
  28797. for (var index = 0; index < this.transformNodes.length; index++) {
  28798. if (this.transformNodes[index].name === name) {
  28799. return this.transformNodes[index];
  28800. }
  28801. }
  28802. return null;
  28803. };
  28804. /**
  28805. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  28806. * @param id defines the id to search for
  28807. * @return the found skeleton or null if not found at all.
  28808. */
  28809. Scene.prototype.getLastSkeletonByID = function (id) {
  28810. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  28811. if (this.skeletons[index].id === id) {
  28812. return this.skeletons[index];
  28813. }
  28814. }
  28815. return null;
  28816. };
  28817. /**
  28818. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  28819. * @param id defines the id to search for
  28820. * @return the found skeleton or null if not found at all.
  28821. */
  28822. Scene.prototype.getSkeletonById = function (id) {
  28823. for (var index = 0; index < this.skeletons.length; index++) {
  28824. if (this.skeletons[index].id === id) {
  28825. return this.skeletons[index];
  28826. }
  28827. }
  28828. return null;
  28829. };
  28830. /**
  28831. * Gets a skeleton using a given name
  28832. * @param name defines the name to search for
  28833. * @return the found skeleton or null if not found at all.
  28834. */
  28835. Scene.prototype.getSkeletonByName = function (name) {
  28836. for (var index = 0; index < this.skeletons.length; index++) {
  28837. if (this.skeletons[index].name === name) {
  28838. return this.skeletons[index];
  28839. }
  28840. }
  28841. return null;
  28842. };
  28843. /**
  28844. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  28845. * @param id defines the id to search for
  28846. * @return the found morph target manager or null if not found at all.
  28847. */
  28848. Scene.prototype.getMorphTargetManagerById = function (id) {
  28849. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  28850. if (this.morphTargetManagers[index].uniqueId === id) {
  28851. return this.morphTargetManagers[index];
  28852. }
  28853. }
  28854. return null;
  28855. };
  28856. /**
  28857. * Gets a boolean indicating if the given mesh is active
  28858. * @param mesh defines the mesh to look for
  28859. * @returns true if the mesh is in the active list
  28860. */
  28861. Scene.prototype.isActiveMesh = function (mesh) {
  28862. return (this._activeMeshes.indexOf(mesh) !== -1);
  28863. };
  28864. Object.defineProperty(Scene.prototype, "uid", {
  28865. /**
  28866. * Return a unique id as a string which can serve as an identifier for the scene
  28867. */
  28868. get: function () {
  28869. if (!this._uid) {
  28870. this._uid = BABYLON.Tools.RandomId();
  28871. }
  28872. return this._uid;
  28873. },
  28874. enumerable: true,
  28875. configurable: true
  28876. });
  28877. /**
  28878. * Add an externaly attached data from its key.
  28879. * This method call will fail and return false, if such key already exists.
  28880. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  28881. * @param key the unique key that identifies the data
  28882. * @param data the data object to associate to the key for this Engine instance
  28883. * @return true if no such key were already present and the data was added successfully, false otherwise
  28884. */
  28885. Scene.prototype.addExternalData = function (key, data) {
  28886. if (!this._externalData) {
  28887. this._externalData = new BABYLON.StringDictionary();
  28888. }
  28889. return this._externalData.add(key, data);
  28890. };
  28891. /**
  28892. * Get an externaly attached data from its key
  28893. * @param key the unique key that identifies the data
  28894. * @return the associated data, if present (can be null), or undefined if not present
  28895. */
  28896. Scene.prototype.getExternalData = function (key) {
  28897. if (!this._externalData) {
  28898. return null;
  28899. }
  28900. return this._externalData.get(key);
  28901. };
  28902. /**
  28903. * Get an externaly attached data from its key, create it using a factory if it's not already present
  28904. * @param key the unique key that identifies the data
  28905. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  28906. * @return the associated data, can be null if the factory returned null.
  28907. */
  28908. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  28909. if (!this._externalData) {
  28910. this._externalData = new BABYLON.StringDictionary();
  28911. }
  28912. return this._externalData.getOrAddWithFactory(key, factory);
  28913. };
  28914. /**
  28915. * Remove an externaly attached data from the Engine instance
  28916. * @param key the unique key that identifies the data
  28917. * @return true if the data was successfully removed, false if it doesn't exist
  28918. */
  28919. Scene.prototype.removeExternalData = function (key) {
  28920. return this._externalData.remove(key);
  28921. };
  28922. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  28923. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  28924. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  28925. var step = _a[_i];
  28926. step.action(mesh, subMesh);
  28927. }
  28928. var material = subMesh.getMaterial();
  28929. if (material !== null && material !== undefined) {
  28930. // Render targets
  28931. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  28932. if (this._processedMaterials.indexOf(material) === -1) {
  28933. this._processedMaterials.push(material);
  28934. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  28935. }
  28936. }
  28937. // Dispatch
  28938. this._activeIndices.addCount(subMesh.indexCount, false);
  28939. this._renderingManager.dispatch(subMesh, mesh, material);
  28940. }
  28941. }
  28942. };
  28943. /**
  28944. * Clear the processed materials smart array preventing retention point in material dispose.
  28945. */
  28946. Scene.prototype.freeProcessedMaterials = function () {
  28947. this._processedMaterials.dispose();
  28948. };
  28949. Object.defineProperty(Scene.prototype, "blockfreeActiveMeshesAndRenderingGroups", {
  28950. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  28951. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  28952. * when disposing several meshes in a row or a hierarchy of meshes.
  28953. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  28954. */
  28955. get: function () {
  28956. return this._preventFreeActiveMeshesAndRenderingGroups;
  28957. },
  28958. set: function (value) {
  28959. if (this._preventFreeActiveMeshesAndRenderingGroups === value) {
  28960. return;
  28961. }
  28962. if (value) {
  28963. this.freeActiveMeshes();
  28964. this.freeRenderingGroups();
  28965. }
  28966. this._preventFreeActiveMeshesAndRenderingGroups = value;
  28967. },
  28968. enumerable: true,
  28969. configurable: true
  28970. });
  28971. /**
  28972. * Clear the active meshes smart array preventing retention point in mesh dispose.
  28973. */
  28974. Scene.prototype.freeActiveMeshes = function () {
  28975. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  28976. return;
  28977. }
  28978. this._activeMeshes.dispose();
  28979. if (this.activeCamera && this.activeCamera._activeMeshes) {
  28980. this.activeCamera._activeMeshes.dispose();
  28981. }
  28982. if (this.activeCameras) {
  28983. for (var i = 0; i < this.activeCameras.length; i++) {
  28984. var activeCamera = this.activeCameras[i];
  28985. if (activeCamera && activeCamera._activeMeshes) {
  28986. activeCamera._activeMeshes.dispose();
  28987. }
  28988. }
  28989. }
  28990. };
  28991. /**
  28992. * Clear the info related to rendering groups preventing retention points during dispose.
  28993. */
  28994. Scene.prototype.freeRenderingGroups = function () {
  28995. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  28996. return;
  28997. }
  28998. if (this._renderingManager) {
  28999. this._renderingManager.freeRenderingGroups();
  29000. }
  29001. if (this.textures) {
  29002. for (var i = 0; i < this.textures.length; i++) {
  29003. var texture = this.textures[i];
  29004. if (texture && texture.renderList) {
  29005. texture.freeRenderingGroups();
  29006. }
  29007. }
  29008. }
  29009. };
  29010. /** @hidden */
  29011. Scene.prototype._isInIntermediateRendering = function () {
  29012. return this._intermediateRendering;
  29013. };
  29014. /**
  29015. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  29016. * @returns the current scene
  29017. */
  29018. Scene.prototype.freezeActiveMeshes = function () {
  29019. if (!this.activeCamera) {
  29020. return this;
  29021. }
  29022. if (!this._frustumPlanes) {
  29023. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29024. }
  29025. this._evaluateActiveMeshes();
  29026. this._activeMeshesFrozen = true;
  29027. return this;
  29028. };
  29029. /**
  29030. * Use this function to restart evaluating active meshes on every frame
  29031. * @returns the current scene
  29032. */
  29033. Scene.prototype.unfreezeActiveMeshes = function () {
  29034. this._activeMeshesFrozen = false;
  29035. return this;
  29036. };
  29037. Scene.prototype._evaluateActiveMeshes = function () {
  29038. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  29039. return;
  29040. }
  29041. if (!this.activeCamera) {
  29042. return;
  29043. }
  29044. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  29045. this.activeCamera._activeMeshes.reset();
  29046. this._activeMeshes.reset();
  29047. this._renderingManager.reset();
  29048. this._processedMaterials.reset();
  29049. this._activeParticleSystems.reset();
  29050. this._activeSkeletons.reset();
  29051. this._softwareSkinnedMeshes.reset();
  29052. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  29053. var step = _a[_i];
  29054. step.action();
  29055. }
  29056. // Determine mesh candidates
  29057. var meshes = this.getActiveMeshCandidates();
  29058. // Check each mesh
  29059. var len = meshes.length;
  29060. for (var i = 0; i < len; i++) {
  29061. var mesh = meshes.data[i];
  29062. if (mesh.isBlocked) {
  29063. continue;
  29064. }
  29065. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  29066. if (!mesh.isReady() || !mesh.isEnabled()) {
  29067. continue;
  29068. }
  29069. mesh.computeWorldMatrix();
  29070. // Intersections
  29071. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  29072. this._meshesForIntersections.pushNoDuplicate(mesh);
  29073. }
  29074. // Switch to current LOD
  29075. var meshLOD = mesh.getLOD(this.activeCamera);
  29076. if (meshLOD === undefined || meshLOD === null) {
  29077. continue;
  29078. }
  29079. mesh._preActivate();
  29080. if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {
  29081. this._activeMeshes.push(mesh);
  29082. this.activeCamera._activeMeshes.push(mesh);
  29083. mesh._activate(this._renderId);
  29084. if (meshLOD !== mesh) {
  29085. meshLOD._activate(this._renderId);
  29086. }
  29087. this._activeMesh(mesh, meshLOD);
  29088. }
  29089. }
  29090. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  29091. // Particle systems
  29092. if (this.particlesEnabled) {
  29093. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  29094. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  29095. var particleSystem = this.particleSystems[particleIndex];
  29096. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  29097. continue;
  29098. }
  29099. var emitter = particleSystem.emitter;
  29100. if (!emitter.position || emitter.isEnabled()) {
  29101. this._activeParticleSystems.push(particleSystem);
  29102. particleSystem.animate();
  29103. this._renderingManager.dispatchParticles(particleSystem);
  29104. }
  29105. }
  29106. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  29107. }
  29108. };
  29109. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  29110. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  29111. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  29112. mesh.skeleton.prepare();
  29113. }
  29114. if (!mesh.computeBonesUsingShaders) {
  29115. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  29116. }
  29117. }
  29118. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  29119. var step = _a[_i];
  29120. step.action(sourceMesh, mesh);
  29121. }
  29122. if (mesh !== undefined && mesh !== null
  29123. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  29124. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  29125. var len = subMeshes.length;
  29126. for (var i = 0; i < len; i++) {
  29127. var subMesh = subMeshes.data[i];
  29128. this._evaluateSubMesh(subMesh, mesh);
  29129. }
  29130. }
  29131. };
  29132. /**
  29133. * Update the transform matrix to update from the current active camera
  29134. * @param force defines a boolean used to force the update even if cache is up to date
  29135. */
  29136. Scene.prototype.updateTransformMatrix = function (force) {
  29137. if (!this.activeCamera) {
  29138. return;
  29139. }
  29140. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  29141. };
  29142. /**
  29143. * 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)
  29144. * @param alternateCamera defines the camera to use
  29145. */
  29146. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  29147. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  29148. };
  29149. Scene.prototype._renderForCamera = function (camera, rigParent) {
  29150. if (camera && camera._skipRendering) {
  29151. return;
  29152. }
  29153. var engine = this._engine;
  29154. this.activeCamera = camera;
  29155. if (!this.activeCamera) {
  29156. throw new Error("Active camera not set");
  29157. }
  29158. // Viewport
  29159. engine.setViewport(this.activeCamera.viewport);
  29160. // Camera
  29161. this.resetCachedMaterial();
  29162. this._renderId++;
  29163. this.updateTransformMatrix();
  29164. if (camera._alternateCamera) {
  29165. this.updateAlternateTransformMatrix(camera._alternateCamera);
  29166. this._alternateRendering = true;
  29167. }
  29168. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  29169. // Meshes
  29170. this._evaluateActiveMeshes();
  29171. // Software skinning
  29172. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  29173. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  29174. mesh.applySkeleton(mesh.skeleton);
  29175. }
  29176. // Render targets
  29177. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29178. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  29179. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  29180. }
  29181. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  29182. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  29183. }
  29184. // Collects render targets from external components.
  29185. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  29186. var step = _a[_i];
  29187. step.action(this._renderTargets);
  29188. }
  29189. if (this.renderTargetsEnabled) {
  29190. this._intermediateRendering = true;
  29191. if (this._renderTargets.length > 0) {
  29192. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29193. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  29194. var renderTarget = this._renderTargets.data[renderIndex];
  29195. if (renderTarget._shouldRender()) {
  29196. this._renderId++;
  29197. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  29198. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  29199. }
  29200. }
  29201. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29202. this._renderId++;
  29203. }
  29204. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  29205. var step = _c[_b];
  29206. step.action(this.activeCamera);
  29207. }
  29208. this._intermediateRendering = false;
  29209. if (this.activeCamera.outputRenderTarget) {
  29210. var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();
  29211. if (internalTexture) {
  29212. engine.bindFramebuffer(internalTexture);
  29213. }
  29214. else {
  29215. BABYLON.Tools.Error("Camera contains invalid customDefaultRenderTarget");
  29216. }
  29217. }
  29218. else {
  29219. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  29220. }
  29221. }
  29222. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29223. // Prepare Frame
  29224. if (this.postProcessManager) {
  29225. this.postProcessManager._prepareFrame();
  29226. }
  29227. // Before Camera Draw
  29228. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  29229. var step = _e[_d];
  29230. step.action(this.activeCamera);
  29231. }
  29232. // Render
  29233. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  29234. this._renderingManager.render(null, null, true, true);
  29235. this.onAfterDrawPhaseObservable.notifyObservers(this);
  29236. // After Camera Draw
  29237. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  29238. var step = _g[_f];
  29239. step.action(this.activeCamera);
  29240. }
  29241. // Finalize frame
  29242. if (this.postProcessManager) {
  29243. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  29244. }
  29245. // Reset some special arrays
  29246. this._renderTargets.reset();
  29247. this._alternateRendering = false;
  29248. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  29249. };
  29250. Scene.prototype._processSubCameras = function (camera) {
  29251. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  29252. this._renderForCamera(camera);
  29253. return;
  29254. }
  29255. // rig cameras
  29256. for (var index = 0; index < camera._rigCameras.length; index++) {
  29257. this._renderForCamera(camera._rigCameras[index], camera);
  29258. }
  29259. this.activeCamera = camera;
  29260. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29261. };
  29262. Scene.prototype._checkIntersections = function () {
  29263. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  29264. var sourceMesh = this._meshesForIntersections.data[index];
  29265. if (!sourceMesh.actionManager) {
  29266. continue;
  29267. }
  29268. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  29269. var action = sourceMesh.actionManager.actions[actionIndex];
  29270. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29271. var parameters = action.getTriggerParameter();
  29272. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  29273. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  29274. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  29275. if (areIntersecting && currentIntersectionInProgress === -1) {
  29276. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  29277. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29278. sourceMesh._intersectionsInProgress.push(otherMesh);
  29279. }
  29280. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29281. sourceMesh._intersectionsInProgress.push(otherMesh);
  29282. }
  29283. }
  29284. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  29285. //They intersected, and now they don't.
  29286. //is this trigger an exit trigger? execute an event.
  29287. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29288. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29289. }
  29290. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  29291. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  29292. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  29293. return otherMesh === parameterMesh;
  29294. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29295. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  29296. }
  29297. }
  29298. }
  29299. }
  29300. }
  29301. };
  29302. /** @hidden */
  29303. Scene.prototype._advancePhysicsEngineStep = function (step) {
  29304. // Do nothing. Code will be replaced if physics engine component is referenced
  29305. };
  29306. /**
  29307. * Render the scene
  29308. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29309. */
  29310. Scene.prototype.render = function (updateCameras) {
  29311. if (updateCameras === void 0) { updateCameras = true; }
  29312. if (this.isDisposed) {
  29313. return;
  29314. }
  29315. this._frameId++;
  29316. // Register components that have been associated lately to the scene.
  29317. this._registerTransientComponents();
  29318. this._activeParticles.fetchNewFrame();
  29319. this._totalVertices.fetchNewFrame();
  29320. this._activeIndices.fetchNewFrame();
  29321. this._activeBones.fetchNewFrame();
  29322. this._meshesForIntersections.reset();
  29323. this.resetCachedMaterial();
  29324. this.onBeforeAnimationsObservable.notifyObservers(this);
  29325. // Actions
  29326. if (this.actionManager) {
  29327. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29328. }
  29329. if (this._engine.isDeterministicLockStep()) {
  29330. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29331. var defaultFPS = (60.0 / 1000.0);
  29332. var defaultFrameTime = this.getDeterministicFrameTime();
  29333. var stepsTaken = 0;
  29334. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29335. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29336. internalSteps = Math.min(internalSteps, maxSubSteps);
  29337. do {
  29338. this.onBeforeStepObservable.notifyObservers(this);
  29339. // Animations
  29340. this._animationRatio = defaultFrameTime * defaultFPS;
  29341. this._animate();
  29342. this.onAfterAnimationsObservable.notifyObservers(this);
  29343. // Physics
  29344. this._advancePhysicsEngineStep(defaultFrameTime);
  29345. this.onAfterStepObservable.notifyObservers(this);
  29346. this._currentStepId++;
  29347. stepsTaken++;
  29348. deltaTime -= defaultFrameTime;
  29349. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29350. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29351. }
  29352. else {
  29353. // Animations
  29354. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29355. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29356. this._animate();
  29357. this.onAfterAnimationsObservable.notifyObservers(this);
  29358. // Physics
  29359. this._advancePhysicsEngineStep(deltaTime);
  29360. }
  29361. // Before camera update steps
  29362. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29363. var step = _a[_i];
  29364. step.action();
  29365. }
  29366. // Update Cameras
  29367. if (updateCameras) {
  29368. if (this.activeCameras.length > 0) {
  29369. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29370. var camera = this.activeCameras[cameraIndex];
  29371. camera.update();
  29372. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29373. // rig cameras
  29374. for (var index = 0; index < camera._rigCameras.length; index++) {
  29375. camera._rigCameras[index].update();
  29376. }
  29377. }
  29378. }
  29379. }
  29380. else if (this.activeCamera) {
  29381. this.activeCamera.update();
  29382. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29383. // rig cameras
  29384. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29385. this.activeCamera._rigCameras[index].update();
  29386. }
  29387. }
  29388. }
  29389. }
  29390. // Before render
  29391. this.onBeforeRenderObservable.notifyObservers(this);
  29392. // Customs render targets
  29393. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29394. var engine = this.getEngine();
  29395. var currentActiveCamera = this.activeCamera;
  29396. if (this.renderTargetsEnabled) {
  29397. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29398. this._intermediateRendering = true;
  29399. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29400. var renderTarget = this.customRenderTargets[customIndex];
  29401. if (renderTarget._shouldRender()) {
  29402. this._renderId++;
  29403. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29404. if (!this.activeCamera) {
  29405. throw new Error("Active camera not set");
  29406. }
  29407. // Viewport
  29408. engine.setViewport(this.activeCamera.viewport);
  29409. // Camera
  29410. this.updateTransformMatrix();
  29411. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29412. }
  29413. }
  29414. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29415. this._intermediateRendering = false;
  29416. this._renderId++;
  29417. }
  29418. // Restore back buffer
  29419. if (this.customRenderTargets.length > 0) {
  29420. engine.restoreDefaultFramebuffer();
  29421. }
  29422. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29423. this.activeCamera = currentActiveCamera;
  29424. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29425. var step = _c[_b];
  29426. step.action();
  29427. }
  29428. // Clear
  29429. if (this.autoClearDepthAndStencil || this.autoClear) {
  29430. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29431. }
  29432. // Collects render targets from external components.
  29433. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29434. var step = _e[_d];
  29435. step.action(this._renderTargets);
  29436. }
  29437. // Multi-cameras?
  29438. if (this.activeCameras.length > 0) {
  29439. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29440. if (cameraIndex > 0) {
  29441. this._engine.clear(null, false, true, true);
  29442. }
  29443. this._processSubCameras(this.activeCameras[cameraIndex]);
  29444. }
  29445. }
  29446. else {
  29447. if (!this.activeCamera) {
  29448. throw new Error("No camera defined");
  29449. }
  29450. this._processSubCameras(this.activeCamera);
  29451. }
  29452. // Intersection checks
  29453. this._checkIntersections();
  29454. // Executes the after render stage actions.
  29455. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29456. var step = _g[_f];
  29457. step.action();
  29458. }
  29459. // After render
  29460. if (this.afterRender) {
  29461. this.afterRender();
  29462. }
  29463. this.onAfterRenderObservable.notifyObservers(this);
  29464. // Cleaning
  29465. if (this._toBeDisposed.length) {
  29466. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29467. var data = this._toBeDisposed[index];
  29468. if (data) {
  29469. data.dispose();
  29470. }
  29471. }
  29472. this._toBeDisposed = [];
  29473. }
  29474. if (this.dumpNextRenderTargets) {
  29475. this.dumpNextRenderTargets = false;
  29476. }
  29477. this._activeBones.addCount(0, true);
  29478. this._activeIndices.addCount(0, true);
  29479. this._activeParticles.addCount(0, true);
  29480. };
  29481. /**
  29482. * Freeze all materials
  29483. * A frozen material will not be updatable but should be faster to render
  29484. */
  29485. Scene.prototype.freezeMaterials = function () {
  29486. for (var i = 0; i < this.materials.length; i++) {
  29487. this.materials[i].freeze();
  29488. }
  29489. };
  29490. /**
  29491. * Unfreeze all materials
  29492. * A frozen material will not be updatable but should be faster to render
  29493. */
  29494. Scene.prototype.unfreezeMaterials = function () {
  29495. for (var i = 0; i < this.materials.length; i++) {
  29496. this.materials[i].unfreeze();
  29497. }
  29498. };
  29499. /**
  29500. * Releases all held ressources
  29501. */
  29502. Scene.prototype.dispose = function () {
  29503. this.beforeRender = null;
  29504. this.afterRender = null;
  29505. this.skeletons = [];
  29506. this.morphTargetManagers = [];
  29507. this._transientComponents = [];
  29508. this._isReadyForMeshStage.clear();
  29509. this._beforeEvaluateActiveMeshStage.clear();
  29510. this._evaluateSubMeshStage.clear();
  29511. this._activeMeshStage.clear();
  29512. this._cameraDrawRenderTargetStage.clear();
  29513. this._beforeCameraDrawStage.clear();
  29514. this._beforeRenderingGroupDrawStage.clear();
  29515. this._beforeRenderingMeshStage.clear();
  29516. this._afterRenderingMeshStage.clear();
  29517. this._afterRenderingGroupDrawStage.clear();
  29518. this._afterCameraDrawStage.clear();
  29519. this._afterRenderStage.clear();
  29520. this._beforeCameraUpdateStage.clear();
  29521. this._beforeClearStage.clear();
  29522. this._gatherRenderTargetsStage.clear();
  29523. this._gatherActiveCameraRenderTargetsStage.clear();
  29524. this._pointerMoveStage.clear();
  29525. this._pointerDownStage.clear();
  29526. this._pointerUpStage.clear();
  29527. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29528. var component = _a[_i];
  29529. component.dispose();
  29530. }
  29531. this.importedMeshesFiles = new Array();
  29532. this.stopAllAnimations();
  29533. this.resetCachedMaterial();
  29534. // Smart arrays
  29535. if (this.activeCamera) {
  29536. this.activeCamera._activeMeshes.dispose();
  29537. this.activeCamera = null;
  29538. }
  29539. this._activeMeshes.dispose();
  29540. this._renderingManager.dispose();
  29541. this._processedMaterials.dispose();
  29542. this._activeParticleSystems.dispose();
  29543. this._activeSkeletons.dispose();
  29544. this._softwareSkinnedMeshes.dispose();
  29545. this._renderTargets.dispose();
  29546. this._registeredForLateAnimationBindings.dispose();
  29547. this._meshesForIntersections.dispose();
  29548. this._toBeDisposed = [];
  29549. // Abort active requests
  29550. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29551. var request = _c[_b];
  29552. request.abort();
  29553. }
  29554. // Events
  29555. this.onDisposeObservable.notifyObservers(this);
  29556. this.onDisposeObservable.clear();
  29557. this.onBeforeRenderObservable.clear();
  29558. this.onAfterRenderObservable.clear();
  29559. this.onBeforeRenderTargetsRenderObservable.clear();
  29560. this.onAfterRenderTargetsRenderObservable.clear();
  29561. this.onAfterStepObservable.clear();
  29562. this.onBeforeStepObservable.clear();
  29563. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29564. this.onAfterActiveMeshesEvaluationObservable.clear();
  29565. this.onBeforeParticlesRenderingObservable.clear();
  29566. this.onAfterParticlesRenderingObservable.clear();
  29567. this.onBeforeDrawPhaseObservable.clear();
  29568. this.onAfterDrawPhaseObservable.clear();
  29569. this.onBeforeAnimationsObservable.clear();
  29570. this.onAfterAnimationsObservable.clear();
  29571. this.onDataLoadedObservable.clear();
  29572. this.onBeforeRenderingGroupObservable.clear();
  29573. this.onAfterRenderingGroupObservable.clear();
  29574. this.onMeshImportedObservable.clear();
  29575. this.onBeforeCameraRenderObservable.clear();
  29576. this.onAfterCameraRenderObservable.clear();
  29577. this.onReadyObservable.clear();
  29578. this.onNewCameraAddedObservable.clear();
  29579. this.onCameraRemovedObservable.clear();
  29580. this.onNewLightAddedObservable.clear();
  29581. this.onLightRemovedObservable.clear();
  29582. this.onNewGeometryAddedObservable.clear();
  29583. this.onGeometryRemovedObservable.clear();
  29584. this.onNewTransformNodeAddedObservable.clear();
  29585. this.onTransformNodeRemovedObservable.clear();
  29586. this.onNewMeshAddedObservable.clear();
  29587. this.onMeshRemovedObservable.clear();
  29588. this.onNewMaterialAddedObservable.clear();
  29589. this.onMaterialRemovedObservable.clear();
  29590. this.onNewTextureAddedObservable.clear();
  29591. this.onTextureRemovedObservable.clear();
  29592. this.onPrePointerObservable.clear();
  29593. this.onPointerObservable.clear();
  29594. this.onPreKeyboardObservable.clear();
  29595. this.onKeyboardObservable.clear();
  29596. this.onActiveCameraChanged.clear();
  29597. this.detachControl();
  29598. // Detach cameras
  29599. var canvas = this._engine.getRenderingCanvas();
  29600. if (canvas) {
  29601. var index;
  29602. for (index = 0; index < this.cameras.length; index++) {
  29603. this.cameras[index].detachControl(canvas);
  29604. }
  29605. }
  29606. // Release animation groups
  29607. while (this.animationGroups.length) {
  29608. this.animationGroups[0].dispose();
  29609. }
  29610. // Release lights
  29611. while (this.lights.length) {
  29612. this.lights[0].dispose();
  29613. }
  29614. // Release meshes
  29615. while (this.meshes.length) {
  29616. this.meshes[0].dispose(true);
  29617. }
  29618. while (this.transformNodes.length) {
  29619. this.removeTransformNode(this.transformNodes[0]);
  29620. }
  29621. // Release cameras
  29622. while (this.cameras.length) {
  29623. this.cameras[0].dispose();
  29624. }
  29625. // Release materials
  29626. if (this.defaultMaterial) {
  29627. this.defaultMaterial.dispose();
  29628. }
  29629. while (this.multiMaterials.length) {
  29630. this.multiMaterials[0].dispose();
  29631. }
  29632. while (this.materials.length) {
  29633. this.materials[0].dispose();
  29634. }
  29635. // Release particles
  29636. while (this.particleSystems.length) {
  29637. this.particleSystems[0].dispose();
  29638. }
  29639. // Release postProcesses
  29640. while (this.postProcesses.length) {
  29641. this.postProcesses[0].dispose();
  29642. }
  29643. // Release textures
  29644. while (this.textures.length) {
  29645. this.textures[0].dispose();
  29646. }
  29647. // Release UBO
  29648. this._sceneUbo.dispose();
  29649. if (this._alternateSceneUbo) {
  29650. this._alternateSceneUbo.dispose();
  29651. }
  29652. // Post-processes
  29653. this.postProcessManager.dispose();
  29654. // Remove from engine
  29655. index = this._engine.scenes.indexOf(this);
  29656. if (index > -1) {
  29657. this._engine.scenes.splice(index, 1);
  29658. }
  29659. this._engine.wipeCaches(true);
  29660. this._isDisposed = true;
  29661. };
  29662. Object.defineProperty(Scene.prototype, "isDisposed", {
  29663. /**
  29664. * Gets if the scene is already disposed
  29665. */
  29666. get: function () {
  29667. return this._isDisposed;
  29668. },
  29669. enumerable: true,
  29670. configurable: true
  29671. });
  29672. /**
  29673. * Call this function to reduce memory footprint of the scene.
  29674. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  29675. */
  29676. Scene.prototype.clearCachedVertexData = function () {
  29677. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29678. var mesh = this.meshes[meshIndex];
  29679. var geometry = mesh.geometry;
  29680. if (geometry) {
  29681. geometry._indices = [];
  29682. for (var vbName in geometry._vertexBuffers) {
  29683. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  29684. continue;
  29685. }
  29686. geometry._vertexBuffers[vbName]._buffer._data = null;
  29687. }
  29688. }
  29689. }
  29690. };
  29691. /**
  29692. * This function will remove the local cached buffer data from texture.
  29693. * It will save memory but will prevent the texture from being rebuilt
  29694. */
  29695. Scene.prototype.cleanCachedTextureBuffer = function () {
  29696. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29697. var baseTexture = _a[_i];
  29698. var buffer = baseTexture._buffer;
  29699. if (buffer) {
  29700. baseTexture._buffer = null;
  29701. }
  29702. }
  29703. };
  29704. /**
  29705. * Get the world extend vectors with an optional filter
  29706. *
  29707. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  29708. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  29709. */
  29710. Scene.prototype.getWorldExtends = function (filterPredicate) {
  29711. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  29712. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  29713. filterPredicate = filterPredicate || (function () { return true; });
  29714. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  29715. mesh.computeWorldMatrix(true);
  29716. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  29717. return;
  29718. }
  29719. var boundingInfo = mesh.getBoundingInfo();
  29720. var minBox = boundingInfo.boundingBox.minimumWorld;
  29721. var maxBox = boundingInfo.boundingBox.maximumWorld;
  29722. BABYLON.Tools.CheckExtends(minBox, min, max);
  29723. BABYLON.Tools.CheckExtends(maxBox, min, max);
  29724. });
  29725. return {
  29726. min: min,
  29727. max: max
  29728. };
  29729. };
  29730. // Picking
  29731. /**
  29732. * Creates a ray that can be used to pick in the scene
  29733. * @param x defines the x coordinate of the origin (on-screen)
  29734. * @param y defines the y coordinate of the origin (on-screen)
  29735. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29736. * @param camera defines the camera to use for the picking
  29737. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29738. * @returns a Ray
  29739. */
  29740. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  29741. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29742. var result = BABYLON.Ray.Zero();
  29743. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  29744. return result;
  29745. };
  29746. /**
  29747. * Creates a ray that can be used to pick in the scene
  29748. * @param x defines the x coordinate of the origin (on-screen)
  29749. * @param y defines the y coordinate of the origin (on-screen)
  29750. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29751. * @param result defines the ray where to store the picking ray
  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 the current scene
  29755. */
  29756. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  29757. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29758. var engine = this._engine;
  29759. if (!camera) {
  29760. if (!this.activeCamera) {
  29761. throw new Error("Active camera not set");
  29762. }
  29763. camera = this.activeCamera;
  29764. }
  29765. var cameraViewport = camera.viewport;
  29766. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29767. // Moving coordinates to local viewport world
  29768. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29769. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29770. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.IdentityReadOnly, cameraViewSpace ? BABYLON.Matrix.IdentityReadOnly : camera.getViewMatrix(), camera.getProjectionMatrix());
  29771. return this;
  29772. };
  29773. /**
  29774. * Creates a ray that can be used to pick in the scene
  29775. * @param x defines the x coordinate of the origin (on-screen)
  29776. * @param y defines the y coordinate of the origin (on-screen)
  29777. * @param camera defines the camera to use for the picking
  29778. * @returns a Ray
  29779. */
  29780. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  29781. var result = BABYLON.Ray.Zero();
  29782. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  29783. return result;
  29784. };
  29785. /**
  29786. * Creates a ray that can be used to pick in the scene
  29787. * @param x defines the x coordinate of the origin (on-screen)
  29788. * @param y defines the y coordinate of the origin (on-screen)
  29789. * @param result defines the ray where to store the picking ray
  29790. * @param camera defines the camera to use for the picking
  29791. * @returns the current scene
  29792. */
  29793. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  29794. if (!BABYLON.PickingInfo) {
  29795. return this;
  29796. }
  29797. var engine = this._engine;
  29798. if (!camera) {
  29799. if (!this.activeCamera) {
  29800. throw new Error("Active camera not set");
  29801. }
  29802. camera = this.activeCamera;
  29803. }
  29804. var cameraViewport = camera.viewport;
  29805. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29806. var identity = BABYLON.Matrix.Identity();
  29807. // Moving coordinates to local viewport world
  29808. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29809. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29810. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  29811. return this;
  29812. };
  29813. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  29814. if (!BABYLON.PickingInfo) {
  29815. return null;
  29816. }
  29817. var pickingInfo = null;
  29818. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29819. var mesh = this.meshes[meshIndex];
  29820. if (predicate) {
  29821. if (!predicate(mesh)) {
  29822. continue;
  29823. }
  29824. }
  29825. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  29826. continue;
  29827. }
  29828. var world = mesh.getWorldMatrix();
  29829. var ray = rayFunction(world);
  29830. var result = mesh.intersects(ray, fastCheck);
  29831. if (!result || !result.hit) {
  29832. continue;
  29833. }
  29834. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  29835. continue;
  29836. }
  29837. pickingInfo = result;
  29838. if (fastCheck) {
  29839. break;
  29840. }
  29841. }
  29842. return pickingInfo || new BABYLON.PickingInfo();
  29843. };
  29844. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  29845. if (!BABYLON.PickingInfo) {
  29846. return null;
  29847. }
  29848. var pickingInfos = new Array();
  29849. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29850. var mesh = this.meshes[meshIndex];
  29851. if (predicate) {
  29852. if (!predicate(mesh)) {
  29853. continue;
  29854. }
  29855. }
  29856. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  29857. continue;
  29858. }
  29859. var world = mesh.getWorldMatrix();
  29860. var ray = rayFunction(world);
  29861. var result = mesh.intersects(ray, false);
  29862. if (!result || !result.hit) {
  29863. continue;
  29864. }
  29865. pickingInfos.push(result);
  29866. }
  29867. return pickingInfos;
  29868. };
  29869. /** Launch a ray to try to pick a mesh in the scene
  29870. * @param x position on screen
  29871. * @param y position on screen
  29872. * @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
  29873. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  29874. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  29875. * @returns a PickingInfo
  29876. */
  29877. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  29878. var _this = this;
  29879. if (!BABYLON.PickingInfo) {
  29880. return null;
  29881. }
  29882. var result = this._internalPick(function (world) {
  29883. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  29884. return _this._tempPickingRay;
  29885. }, predicate, fastCheck);
  29886. if (result) {
  29887. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  29888. }
  29889. return result;
  29890. };
  29891. /** Use the given ray to pick a mesh in the scene
  29892. * @param ray The ray to use to pick meshes
  29893. * @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
  29894. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  29895. * @returns a PickingInfo
  29896. */
  29897. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  29898. var _this = this;
  29899. var result = this._internalPick(function (world) {
  29900. if (!_this._pickWithRayInverseMatrix) {
  29901. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  29902. }
  29903. world.invertToRef(_this._pickWithRayInverseMatrix);
  29904. if (!_this._cachedRayForTransform) {
  29905. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  29906. }
  29907. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  29908. return _this._cachedRayForTransform;
  29909. }, predicate, fastCheck);
  29910. if (result) {
  29911. result.ray = ray;
  29912. }
  29913. return result;
  29914. };
  29915. /**
  29916. * Launch a ray to try to pick a mesh in the scene
  29917. * @param x X position on screen
  29918. * @param y Y position on screen
  29919. * @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
  29920. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  29921. * @returns an array of PickingInfo
  29922. */
  29923. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  29924. var _this = this;
  29925. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  29926. };
  29927. /**
  29928. * Launch a ray to try to pick a mesh in the scene
  29929. * @param ray Ray to use
  29930. * @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
  29931. * @returns an array of PickingInfo
  29932. */
  29933. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  29934. var _this = this;
  29935. return this._internalMultiPick(function (world) {
  29936. if (!_this._pickWithRayInverseMatrix) {
  29937. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  29938. }
  29939. world.invertToRef(_this._pickWithRayInverseMatrix);
  29940. if (!_this._cachedRayForTransform) {
  29941. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  29942. }
  29943. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  29944. return _this._cachedRayForTransform;
  29945. }, predicate);
  29946. };
  29947. /**
  29948. * Force the value of meshUnderPointer
  29949. * @param mesh defines the mesh to use
  29950. */
  29951. Scene.prototype.setPointerOverMesh = function (mesh) {
  29952. if (this._pointerOverMesh === mesh) {
  29953. return;
  29954. }
  29955. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  29956. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  29957. }
  29958. this._pointerOverMesh = mesh;
  29959. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  29960. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  29961. }
  29962. };
  29963. /**
  29964. * Gets the mesh under the pointer
  29965. * @returns a Mesh or null if no mesh is under the pointer
  29966. */
  29967. Scene.prototype.getPointerOverMesh = function () {
  29968. return this._pointerOverMesh;
  29969. };
  29970. // Misc.
  29971. /** @hidden */
  29972. Scene.prototype._rebuildGeometries = function () {
  29973. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  29974. var geometry = _a[_i];
  29975. geometry._rebuild();
  29976. }
  29977. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  29978. var mesh = _c[_b];
  29979. mesh._rebuild();
  29980. }
  29981. if (this.postProcessManager) {
  29982. this.postProcessManager._rebuild();
  29983. }
  29984. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  29985. var component = _e[_d];
  29986. component.rebuild();
  29987. }
  29988. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  29989. var system = _g[_f];
  29990. system.rebuild();
  29991. }
  29992. };
  29993. /** @hidden */
  29994. Scene.prototype._rebuildTextures = function () {
  29995. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29996. var texture = _a[_i];
  29997. texture._rebuild();
  29998. }
  29999. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  30000. };
  30001. // Tags
  30002. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  30003. if (tagsQuery === undefined) {
  30004. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  30005. return list;
  30006. }
  30007. var listByTags = [];
  30008. forEach = forEach || (function (item) { return; });
  30009. for (var i in list) {
  30010. var item = list[i];
  30011. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  30012. listByTags.push(item);
  30013. forEach(item);
  30014. }
  30015. }
  30016. return listByTags;
  30017. };
  30018. /**
  30019. * Get a list of meshes by tags
  30020. * @param tagsQuery defines the tags query to use
  30021. * @param forEach defines a predicate used to filter results
  30022. * @returns an array of Mesh
  30023. */
  30024. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  30025. return this._getByTags(this.meshes, tagsQuery, forEach);
  30026. };
  30027. /**
  30028. * Get a list of cameras by tags
  30029. * @param tagsQuery defines the tags query to use
  30030. * @param forEach defines a predicate used to filter results
  30031. * @returns an array of Camera
  30032. */
  30033. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  30034. return this._getByTags(this.cameras, tagsQuery, forEach);
  30035. };
  30036. /**
  30037. * Get a list of lights by tags
  30038. * @param tagsQuery defines the tags query to use
  30039. * @param forEach defines a predicate used to filter results
  30040. * @returns an array of Light
  30041. */
  30042. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  30043. return this._getByTags(this.lights, tagsQuery, forEach);
  30044. };
  30045. /**
  30046. * Get a list of materials by tags
  30047. * @param tagsQuery defines the tags query to use
  30048. * @param forEach defines a predicate used to filter results
  30049. * @returns an array of Material
  30050. */
  30051. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  30052. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  30053. };
  30054. /**
  30055. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  30056. * This allowed control for front to back rendering or reversly depending of the special needs.
  30057. *
  30058. * @param renderingGroupId The rendering group id corresponding to its index
  30059. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  30060. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  30061. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  30062. */
  30063. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  30064. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  30065. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  30066. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  30067. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  30068. };
  30069. /**
  30070. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  30071. *
  30072. * @param renderingGroupId The rendering group id corresponding to its index
  30073. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  30074. * @param depth Automatically clears depth between groups if true and autoClear is true.
  30075. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  30076. */
  30077. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  30078. if (depth === void 0) { depth = true; }
  30079. if (stencil === void 0) { stencil = true; }
  30080. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  30081. };
  30082. /**
  30083. * Gets the current auto clear configuration for one rendering group of the rendering
  30084. * manager.
  30085. * @param index the rendering group index to get the information for
  30086. * @returns The auto clear setup for the requested rendering group
  30087. */
  30088. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  30089. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  30090. };
  30091. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  30092. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  30093. get: function () {
  30094. return this._blockMaterialDirtyMechanism;
  30095. },
  30096. set: function (value) {
  30097. if (this._blockMaterialDirtyMechanism === value) {
  30098. return;
  30099. }
  30100. this._blockMaterialDirtyMechanism = value;
  30101. if (!value) { // Do a complete update
  30102. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  30103. }
  30104. },
  30105. enumerable: true,
  30106. configurable: true
  30107. });
  30108. /**
  30109. * Will flag all materials as dirty to trigger new shader compilation
  30110. * @param flag defines the flag used to specify which material part must be marked as dirty
  30111. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  30112. */
  30113. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  30114. if (this._blockMaterialDirtyMechanism) {
  30115. return;
  30116. }
  30117. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  30118. var material = _a[_i];
  30119. if (predicate && !predicate(material)) {
  30120. continue;
  30121. }
  30122. material.markAsDirty(flag);
  30123. }
  30124. };
  30125. /** @hidden */
  30126. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {
  30127. var _this = this;
  30128. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  30129. this._activeRequests.push(request);
  30130. request.onCompleteObservable.add(function (request) {
  30131. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  30132. });
  30133. return request;
  30134. };
  30135. /** @hidden */
  30136. Scene.prototype._loadFileAsync = function (url, useOfflineSupport, useArrayBuffer) {
  30137. var _this = this;
  30138. return new Promise(function (resolve, reject) {
  30139. _this._loadFile(url, function (data) {
  30140. resolve(data);
  30141. }, undefined, useOfflineSupport, useArrayBuffer, function (request, exception) {
  30142. reject(exception);
  30143. });
  30144. });
  30145. };
  30146. // Statics
  30147. Scene._uniqueIdCounter = 0;
  30148. /** The fog is deactivated */
  30149. Scene.FOGMODE_NONE = 0;
  30150. /** The fog density is following an exponential function */
  30151. Scene.FOGMODE_EXP = 1;
  30152. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  30153. Scene.FOGMODE_EXP2 = 2;
  30154. /** The fog density is following a linear function. */
  30155. Scene.FOGMODE_LINEAR = 3;
  30156. /**
  30157. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  30158. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30159. */
  30160. Scene.MinDeltaTime = 1.0;
  30161. /**
  30162. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  30163. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30164. */
  30165. Scene.MaxDeltaTime = 1000.0;
  30166. /** The distance in pixel that you have to move to prevent some events */
  30167. Scene.DragMovementThreshold = 10; // in pixels
  30168. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  30169. Scene.LongPressDelay = 500; // in milliseconds
  30170. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  30171. Scene.DoubleClickDelay = 300; // in milliseconds
  30172. /** If you need to check double click without raising a single click at first click, enable this flag */
  30173. Scene.ExclusiveDoubleClickMode = false;
  30174. return Scene;
  30175. }(BABYLON.AbstractScene));
  30176. BABYLON.Scene = Scene;
  30177. })(BABYLON || (BABYLON = {}));
  30178. //# sourceMappingURL=babylon.scene.js.map
  30179. var BABYLON;
  30180. (function (BABYLON) {
  30181. /**
  30182. * Set of assets to keep when moving a scene into an asset container.
  30183. */
  30184. var KeepAssets = /** @class */ (function (_super) {
  30185. __extends(KeepAssets, _super);
  30186. function KeepAssets() {
  30187. return _super !== null && _super.apply(this, arguments) || this;
  30188. }
  30189. return KeepAssets;
  30190. }(BABYLON.AbstractScene));
  30191. BABYLON.KeepAssets = KeepAssets;
  30192. /**
  30193. * Container with a set of assets that can be added or removed from a scene.
  30194. */
  30195. var AssetContainer = /** @class */ (function (_super) {
  30196. __extends(AssetContainer, _super);
  30197. /**
  30198. * Instantiates an AssetContainer.
  30199. * @param scene The scene the AssetContainer belongs to.
  30200. */
  30201. function AssetContainer(scene) {
  30202. var _this = _super.call(this) || this;
  30203. _this.scene = scene;
  30204. _this["sounds"] = [];
  30205. _this["effectLayers"] = [];
  30206. _this["layers"] = [];
  30207. _this["lensFlareSystems"] = [];
  30208. _this["proceduralTextures"] = [];
  30209. return _this;
  30210. }
  30211. /**
  30212. * Adds all the assets from the container to the scene.
  30213. */
  30214. AssetContainer.prototype.addAllToScene = function () {
  30215. var _this = this;
  30216. this.cameras.forEach(function (o) {
  30217. _this.scene.addCamera(o);
  30218. });
  30219. this.lights.forEach(function (o) {
  30220. _this.scene.addLight(o);
  30221. });
  30222. this.meshes.forEach(function (o) {
  30223. _this.scene.addMesh(o);
  30224. });
  30225. this.skeletons.forEach(function (o) {
  30226. _this.scene.addSkeleton(o);
  30227. });
  30228. this.animations.forEach(function (o) {
  30229. _this.scene.addAnimation(o);
  30230. });
  30231. this.animationGroups.forEach(function (o) {
  30232. _this.scene.addAnimationGroup(o);
  30233. });
  30234. this.multiMaterials.forEach(function (o) {
  30235. _this.scene.addMultiMaterial(o);
  30236. });
  30237. this.materials.forEach(function (o) {
  30238. _this.scene.addMaterial(o);
  30239. });
  30240. this.morphTargetManagers.forEach(function (o) {
  30241. _this.scene.addMorphTargetManager(o);
  30242. });
  30243. this.geometries.forEach(function (o) {
  30244. _this.scene.addGeometry(o);
  30245. });
  30246. this.transformNodes.forEach(function (o) {
  30247. _this.scene.addTransformNode(o);
  30248. });
  30249. this.actionManagers.forEach(function (o) {
  30250. _this.scene.addActionManager(o);
  30251. });
  30252. this.textures.forEach(function (o) {
  30253. _this.scene.addTexture(o);
  30254. });
  30255. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30256. var component = _a[_i];
  30257. component.addFromContainer(this);
  30258. }
  30259. };
  30260. /**
  30261. * Removes all the assets in the container from the scene
  30262. */
  30263. AssetContainer.prototype.removeAllFromScene = function () {
  30264. var _this = this;
  30265. this.cameras.forEach(function (o) {
  30266. _this.scene.removeCamera(o);
  30267. });
  30268. this.lights.forEach(function (o) {
  30269. _this.scene.removeLight(o);
  30270. });
  30271. this.meshes.forEach(function (o) {
  30272. _this.scene.removeMesh(o);
  30273. });
  30274. this.skeletons.forEach(function (o) {
  30275. _this.scene.removeSkeleton(o);
  30276. });
  30277. this.animations.forEach(function (o) {
  30278. _this.scene.removeAnimation(o);
  30279. });
  30280. this.animationGroups.forEach(function (o) {
  30281. _this.scene.removeAnimationGroup(o);
  30282. });
  30283. this.multiMaterials.forEach(function (o) {
  30284. _this.scene.removeMultiMaterial(o);
  30285. });
  30286. this.materials.forEach(function (o) {
  30287. _this.scene.removeMaterial(o);
  30288. });
  30289. this.morphTargetManagers.forEach(function (o) {
  30290. _this.scene.removeMorphTargetManager(o);
  30291. });
  30292. this.geometries.forEach(function (o) {
  30293. _this.scene.removeGeometry(o);
  30294. });
  30295. this.transformNodes.forEach(function (o) {
  30296. _this.scene.removeTransformNode(o);
  30297. });
  30298. this.actionManagers.forEach(function (o) {
  30299. _this.scene.removeActionManager(o);
  30300. });
  30301. this.textures.forEach(function (o) {
  30302. _this.scene.removeTexture(o);
  30303. });
  30304. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30305. var component = _a[_i];
  30306. component.removeFromContainer(this);
  30307. }
  30308. };
  30309. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  30310. if (!sourceAssets) {
  30311. return;
  30312. }
  30313. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30314. var asset = sourceAssets_1[_i];
  30315. var move = true;
  30316. if (keepAssets) {
  30317. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30318. var keepAsset = keepAssets_1[_a];
  30319. if (asset === keepAsset) {
  30320. move = false;
  30321. break;
  30322. }
  30323. }
  30324. }
  30325. if (move) {
  30326. targetAssets.push(asset);
  30327. }
  30328. }
  30329. };
  30330. /**
  30331. * Removes all the assets contained in the scene and adds them to the container.
  30332. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30333. */
  30334. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30335. if (keepAssets === undefined) {
  30336. keepAssets = new KeepAssets();
  30337. }
  30338. for (var key in this) {
  30339. if (this.hasOwnProperty(key)) {
  30340. this[key] = this[key] || [];
  30341. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30342. }
  30343. }
  30344. this.removeAllFromScene();
  30345. };
  30346. /**
  30347. * 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.
  30348. * @returns the root mesh
  30349. */
  30350. AssetContainer.prototype.createRootMesh = function () {
  30351. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30352. this.meshes.forEach(function (m) {
  30353. if (!m.parent) {
  30354. rootMesh.addChild(m);
  30355. }
  30356. });
  30357. this.meshes.unshift(rootMesh);
  30358. return rootMesh;
  30359. };
  30360. return AssetContainer;
  30361. }(BABYLON.AbstractScene));
  30362. BABYLON.AssetContainer = AssetContainer;
  30363. })(BABYLON || (BABYLON = {}));
  30364. //# sourceMappingURL=babylon.assetContainer.js.map
  30365. var BABYLON;
  30366. (function (BABYLON) {
  30367. /**
  30368. * Class used to store data that will be store in GPU memory
  30369. */
  30370. var Buffer = /** @class */ (function () {
  30371. /**
  30372. * Constructor
  30373. * @param engine the engine
  30374. * @param data the data to use for this buffer
  30375. * @param updatable whether the data is updatable
  30376. * @param stride the stride (optional)
  30377. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30378. * @param instanced whether the buffer is instanced (optional)
  30379. * @param useBytes set to true if the stride in in bytes (optional)
  30380. */
  30381. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30382. if (stride === void 0) { stride = 0; }
  30383. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30384. if (instanced === void 0) { instanced = false; }
  30385. if (useBytes === void 0) { useBytes = false; }
  30386. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30387. this._engine = engine.getScene().getEngine();
  30388. }
  30389. else {
  30390. this._engine = engine;
  30391. }
  30392. this._updatable = updatable;
  30393. this._instanced = instanced;
  30394. this._data = data;
  30395. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30396. if (!postponeInternalCreation) { // by default
  30397. this.create();
  30398. }
  30399. }
  30400. /**
  30401. * Create a new VertexBuffer based on the current buffer
  30402. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30403. * @param offset defines offset in the buffer (0 by default)
  30404. * @param size defines the size in floats of attributes (position is 3 for instance)
  30405. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30406. * @param instanced defines if the vertex buffer contains indexed data
  30407. * @param useBytes defines if the offset and stride are in bytes
  30408. * @returns the new vertex buffer
  30409. */
  30410. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30411. if (useBytes === void 0) { useBytes = false; }
  30412. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30413. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30414. // a lot of these parameters are ignored as they are overriden by the buffer
  30415. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30416. };
  30417. // Properties
  30418. /**
  30419. * Gets a boolean indicating if the Buffer is updatable?
  30420. * @returns true if the buffer is updatable
  30421. */
  30422. Buffer.prototype.isUpdatable = function () {
  30423. return this._updatable;
  30424. };
  30425. /**
  30426. * Gets current buffer's data
  30427. * @returns a DataArray or null
  30428. */
  30429. Buffer.prototype.getData = function () {
  30430. return this._data;
  30431. };
  30432. /**
  30433. * Gets underlying native buffer
  30434. * @returns underlying native buffer
  30435. */
  30436. Buffer.prototype.getBuffer = function () {
  30437. return this._buffer;
  30438. };
  30439. /**
  30440. * Gets the stride in float32 units (i.e. byte stride / 4).
  30441. * May not be an integer if the byte stride is not divisible by 4.
  30442. * DEPRECATED. Use byteStride instead.
  30443. * @returns the stride in float32 units
  30444. */
  30445. Buffer.prototype.getStrideSize = function () {
  30446. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30447. };
  30448. // Methods
  30449. /**
  30450. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30451. * @param data defines the data to store
  30452. */
  30453. Buffer.prototype.create = function (data) {
  30454. if (data === void 0) { data = null; }
  30455. if (!data && this._buffer) {
  30456. return; // nothing to do
  30457. }
  30458. data = data || this._data;
  30459. if (!data) {
  30460. return;
  30461. }
  30462. if (!this._buffer) { // create buffer
  30463. if (this._updatable) {
  30464. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30465. this._data = data;
  30466. }
  30467. else {
  30468. this._buffer = this._engine.createVertexBuffer(data);
  30469. }
  30470. }
  30471. else if (this._updatable) { // update buffer
  30472. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30473. this._data = data;
  30474. }
  30475. };
  30476. /** @hidden */
  30477. Buffer.prototype._rebuild = function () {
  30478. this._buffer = null;
  30479. this.create(this._data);
  30480. };
  30481. /**
  30482. * Update current buffer data
  30483. * @param data defines the data to store
  30484. */
  30485. Buffer.prototype.update = function (data) {
  30486. this.create(data);
  30487. };
  30488. /**
  30489. * Updates the data directly.
  30490. * @param data the new data
  30491. * @param offset the new offset
  30492. * @param vertexCount the vertex count (optional)
  30493. * @param useBytes set to true if the offset is in bytes
  30494. */
  30495. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30496. if (useBytes === void 0) { useBytes = false; }
  30497. if (!this._buffer) {
  30498. return;
  30499. }
  30500. if (this._updatable) { // update buffer
  30501. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30502. this._data = null;
  30503. }
  30504. };
  30505. /**
  30506. * Release all resources
  30507. */
  30508. Buffer.prototype.dispose = function () {
  30509. if (!this._buffer) {
  30510. return;
  30511. }
  30512. if (this._engine._releaseBuffer(this._buffer)) {
  30513. this._buffer = null;
  30514. }
  30515. };
  30516. return Buffer;
  30517. }());
  30518. BABYLON.Buffer = Buffer;
  30519. })(BABYLON || (BABYLON = {}));
  30520. //# sourceMappingURL=babylon.buffer.js.map
  30521. var BABYLON;
  30522. (function (BABYLON) {
  30523. /**
  30524. * Specialized buffer used to store vertex data
  30525. */
  30526. var VertexBuffer = /** @class */ (function () {
  30527. /**
  30528. * Constructor
  30529. * @param engine the engine
  30530. * @param data the data to use for this vertex buffer
  30531. * @param kind the vertex buffer kind
  30532. * @param updatable whether the data is updatable
  30533. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30534. * @param stride the stride (optional)
  30535. * @param instanced whether the buffer is instanced (optional)
  30536. * @param offset the offset of the data (optional)
  30537. * @param size the number of components (optional)
  30538. * @param type the type of the component (optional)
  30539. * @param normalized whether the data contains normalized data (optional)
  30540. * @param useBytes set to true if stride and offset are in bytes (optional)
  30541. */
  30542. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30543. if (normalized === void 0) { normalized = false; }
  30544. if (useBytes === void 0) { useBytes = false; }
  30545. if (data instanceof BABYLON.Buffer) {
  30546. this._buffer = data;
  30547. this._ownsBuffer = false;
  30548. }
  30549. else {
  30550. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30551. this._ownsBuffer = true;
  30552. }
  30553. this._kind = kind;
  30554. if (type == undefined) {
  30555. var data_1 = this.getData();
  30556. this.type = VertexBuffer.FLOAT;
  30557. if (data_1 instanceof Int8Array) {
  30558. this.type = VertexBuffer.BYTE;
  30559. }
  30560. else if (data_1 instanceof Uint8Array) {
  30561. this.type = VertexBuffer.UNSIGNED_BYTE;
  30562. }
  30563. else if (data_1 instanceof Int16Array) {
  30564. this.type = VertexBuffer.SHORT;
  30565. }
  30566. else if (data_1 instanceof Uint16Array) {
  30567. this.type = VertexBuffer.UNSIGNED_SHORT;
  30568. }
  30569. else if (data_1 instanceof Int32Array) {
  30570. this.type = VertexBuffer.INT;
  30571. }
  30572. else if (data_1 instanceof Uint32Array) {
  30573. this.type = VertexBuffer.UNSIGNED_INT;
  30574. }
  30575. }
  30576. else {
  30577. this.type = type;
  30578. }
  30579. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30580. if (useBytes) {
  30581. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30582. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30583. this.byteOffset = offset || 0;
  30584. }
  30585. else {
  30586. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30587. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30588. this.byteOffset = (offset || 0) * typeByteLength;
  30589. }
  30590. this.normalized = normalized;
  30591. this._instanced = instanced !== undefined ? instanced : false;
  30592. this._instanceDivisor = instanced ? 1 : 0;
  30593. }
  30594. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30595. /**
  30596. * Gets or sets the instance divisor when in instanced mode
  30597. */
  30598. get: function () {
  30599. return this._instanceDivisor;
  30600. },
  30601. set: function (value) {
  30602. this._instanceDivisor = value;
  30603. if (value == 0) {
  30604. this._instanced = false;
  30605. }
  30606. else {
  30607. this._instanced = true;
  30608. }
  30609. },
  30610. enumerable: true,
  30611. configurable: true
  30612. });
  30613. /** @hidden */
  30614. VertexBuffer.prototype._rebuild = function () {
  30615. if (!this._buffer) {
  30616. return;
  30617. }
  30618. this._buffer._rebuild();
  30619. };
  30620. /**
  30621. * Returns the kind of the VertexBuffer (string)
  30622. * @returns a string
  30623. */
  30624. VertexBuffer.prototype.getKind = function () {
  30625. return this._kind;
  30626. };
  30627. // Properties
  30628. /**
  30629. * Gets a boolean indicating if the VertexBuffer is updatable?
  30630. * @returns true if the buffer is updatable
  30631. */
  30632. VertexBuffer.prototype.isUpdatable = function () {
  30633. return this._buffer.isUpdatable();
  30634. };
  30635. /**
  30636. * Gets current buffer's data
  30637. * @returns a DataArray or null
  30638. */
  30639. VertexBuffer.prototype.getData = function () {
  30640. return this._buffer.getData();
  30641. };
  30642. /**
  30643. * Gets underlying native buffer
  30644. * @returns underlying native buffer
  30645. */
  30646. VertexBuffer.prototype.getBuffer = function () {
  30647. return this._buffer.getBuffer();
  30648. };
  30649. /**
  30650. * Gets the stride in float32 units (i.e. byte stride / 4).
  30651. * May not be an integer if the byte stride is not divisible by 4.
  30652. * DEPRECATED. Use byteStride instead.
  30653. * @returns the stride in float32 units
  30654. */
  30655. VertexBuffer.prototype.getStrideSize = function () {
  30656. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  30657. };
  30658. /**
  30659. * Returns the offset as a multiple of the type byte length.
  30660. * DEPRECATED. Use byteOffset instead.
  30661. * @returns the offset in bytes
  30662. */
  30663. VertexBuffer.prototype.getOffset = function () {
  30664. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  30665. };
  30666. /**
  30667. * Returns the number of components per vertex attribute (integer)
  30668. * @returns the size in float
  30669. */
  30670. VertexBuffer.prototype.getSize = function () {
  30671. return this._size;
  30672. };
  30673. /**
  30674. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  30675. * @returns true if this buffer is instanced
  30676. */
  30677. VertexBuffer.prototype.getIsInstanced = function () {
  30678. return this._instanced;
  30679. };
  30680. /**
  30681. * Returns the instancing divisor, zero for non-instanced (integer).
  30682. * @returns a number
  30683. */
  30684. VertexBuffer.prototype.getInstanceDivisor = function () {
  30685. return this._instanceDivisor;
  30686. };
  30687. // Methods
  30688. /**
  30689. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30690. * @param data defines the data to store
  30691. */
  30692. VertexBuffer.prototype.create = function (data) {
  30693. this._buffer.create(data);
  30694. };
  30695. /**
  30696. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  30697. * This function will create a new buffer if the current one is not updatable
  30698. * @param data defines the data to store
  30699. */
  30700. VertexBuffer.prototype.update = function (data) {
  30701. this._buffer.update(data);
  30702. };
  30703. /**
  30704. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  30705. * Returns the directly updated WebGLBuffer.
  30706. * @param data the new data
  30707. * @param offset the new offset
  30708. * @param useBytes set to true if the offset is in bytes
  30709. */
  30710. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  30711. if (useBytes === void 0) { useBytes = false; }
  30712. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  30713. };
  30714. /**
  30715. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  30716. */
  30717. VertexBuffer.prototype.dispose = function () {
  30718. if (this._ownsBuffer) {
  30719. this._buffer.dispose();
  30720. }
  30721. };
  30722. /**
  30723. * Enumerates each value of this vertex buffer as numbers.
  30724. * @param count the number of values to enumerate
  30725. * @param callback the callback function called for each value
  30726. */
  30727. VertexBuffer.prototype.forEach = function (count, callback) {
  30728. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  30729. };
  30730. /**
  30731. * Deduces the stride given a kind.
  30732. * @param kind The kind string to deduce
  30733. * @returns The deduced stride
  30734. */
  30735. VertexBuffer.DeduceStride = function (kind) {
  30736. switch (kind) {
  30737. case VertexBuffer.UVKind:
  30738. case VertexBuffer.UV2Kind:
  30739. case VertexBuffer.UV3Kind:
  30740. case VertexBuffer.UV4Kind:
  30741. case VertexBuffer.UV5Kind:
  30742. case VertexBuffer.UV6Kind:
  30743. return 2;
  30744. case VertexBuffer.NormalKind:
  30745. case VertexBuffer.PositionKind:
  30746. return 3;
  30747. case VertexBuffer.ColorKind:
  30748. case VertexBuffer.MatricesIndicesKind:
  30749. case VertexBuffer.MatricesIndicesExtraKind:
  30750. case VertexBuffer.MatricesWeightsKind:
  30751. case VertexBuffer.MatricesWeightsExtraKind:
  30752. case VertexBuffer.TangentKind:
  30753. return 4;
  30754. default:
  30755. throw new Error("Invalid kind '" + kind + "'");
  30756. }
  30757. };
  30758. /**
  30759. * Gets the byte length of the given type.
  30760. * @param type the type
  30761. * @returns the number of bytes
  30762. */
  30763. VertexBuffer.GetTypeByteLength = function (type) {
  30764. switch (type) {
  30765. case VertexBuffer.BYTE:
  30766. case VertexBuffer.UNSIGNED_BYTE:
  30767. return 1;
  30768. case VertexBuffer.SHORT:
  30769. case VertexBuffer.UNSIGNED_SHORT:
  30770. return 2;
  30771. case VertexBuffer.INT:
  30772. case VertexBuffer.FLOAT:
  30773. return 4;
  30774. default:
  30775. throw new Error("Invalid type '" + type + "'");
  30776. }
  30777. };
  30778. /**
  30779. * Enumerates each value of the given parameters as numbers.
  30780. * @param data the data to enumerate
  30781. * @param byteOffset the byte offset of the data
  30782. * @param byteStride the byte stride of the data
  30783. * @param componentCount the number of components per element
  30784. * @param componentType the type of the component
  30785. * @param count the total number of components
  30786. * @param normalized whether the data is normalized
  30787. * @param callback the callback function called for each value
  30788. */
  30789. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  30790. if (data instanceof Array) {
  30791. var offset = byteOffset / 4;
  30792. var stride = byteStride / 4;
  30793. for (var index = 0; index < count; index += componentCount) {
  30794. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  30795. callback(data[offset + componentIndex], index + componentIndex);
  30796. }
  30797. offset += stride;
  30798. }
  30799. }
  30800. else {
  30801. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  30802. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  30803. for (var index = 0; index < count; index += componentCount) {
  30804. var componentByteOffset = byteOffset;
  30805. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  30806. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  30807. callback(value, index + componentIndex);
  30808. componentByteOffset += componentByteLength;
  30809. }
  30810. byteOffset += byteStride;
  30811. }
  30812. }
  30813. };
  30814. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  30815. switch (type) {
  30816. case VertexBuffer.BYTE: {
  30817. var value = dataView.getInt8(byteOffset);
  30818. if (normalized) {
  30819. value = Math.max(value / 127, -1);
  30820. }
  30821. return value;
  30822. }
  30823. case VertexBuffer.UNSIGNED_BYTE: {
  30824. var value = dataView.getUint8(byteOffset);
  30825. if (normalized) {
  30826. value = value / 255;
  30827. }
  30828. return value;
  30829. }
  30830. case VertexBuffer.SHORT: {
  30831. var value = dataView.getInt16(byteOffset, true);
  30832. if (normalized) {
  30833. value = Math.max(value / 16383, -1);
  30834. }
  30835. return value;
  30836. }
  30837. case VertexBuffer.UNSIGNED_SHORT: {
  30838. var value = dataView.getUint16(byteOffset, true);
  30839. if (normalized) {
  30840. value = value / 65535;
  30841. }
  30842. return value;
  30843. }
  30844. case VertexBuffer.FLOAT: {
  30845. return dataView.getFloat32(byteOffset, true);
  30846. }
  30847. default: {
  30848. throw new Error("Invalid component type " + type);
  30849. }
  30850. }
  30851. };
  30852. /**
  30853. * The byte type.
  30854. */
  30855. VertexBuffer.BYTE = 5120;
  30856. /**
  30857. * The unsigned byte type.
  30858. */
  30859. VertexBuffer.UNSIGNED_BYTE = 5121;
  30860. /**
  30861. * The short type.
  30862. */
  30863. VertexBuffer.SHORT = 5122;
  30864. /**
  30865. * The unsigned short type.
  30866. */
  30867. VertexBuffer.UNSIGNED_SHORT = 5123;
  30868. /**
  30869. * The integer type.
  30870. */
  30871. VertexBuffer.INT = 5124;
  30872. /**
  30873. * The unsigned integer type.
  30874. */
  30875. VertexBuffer.UNSIGNED_INT = 5125;
  30876. /**
  30877. * The float type.
  30878. */
  30879. VertexBuffer.FLOAT = 5126;
  30880. // Enums
  30881. /**
  30882. * Positions
  30883. */
  30884. VertexBuffer.PositionKind = "position";
  30885. /**
  30886. * Normals
  30887. */
  30888. VertexBuffer.NormalKind = "normal";
  30889. /**
  30890. * Tangents
  30891. */
  30892. VertexBuffer.TangentKind = "tangent";
  30893. /**
  30894. * Texture coordinates
  30895. */
  30896. VertexBuffer.UVKind = "uv";
  30897. /**
  30898. * Texture coordinates 2
  30899. */
  30900. VertexBuffer.UV2Kind = "uv2";
  30901. /**
  30902. * Texture coordinates 3
  30903. */
  30904. VertexBuffer.UV3Kind = "uv3";
  30905. /**
  30906. * Texture coordinates 4
  30907. */
  30908. VertexBuffer.UV4Kind = "uv4";
  30909. /**
  30910. * Texture coordinates 5
  30911. */
  30912. VertexBuffer.UV5Kind = "uv5";
  30913. /**
  30914. * Texture coordinates 6
  30915. */
  30916. VertexBuffer.UV6Kind = "uv6";
  30917. /**
  30918. * Colors
  30919. */
  30920. VertexBuffer.ColorKind = "color";
  30921. /**
  30922. * Matrix indices (for bones)
  30923. */
  30924. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  30925. /**
  30926. * Matrix weights (for bones)
  30927. */
  30928. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  30929. /**
  30930. * Additional matrix indices (for bones)
  30931. */
  30932. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  30933. /**
  30934. * Additional matrix weights (for bones)
  30935. */
  30936. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  30937. return VertexBuffer;
  30938. }());
  30939. BABYLON.VertexBuffer = VertexBuffer;
  30940. })(BABYLON || (BABYLON = {}));
  30941. //# sourceMappingURL=babylon.vertexBuffer.js.map
  30942. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  30943. var BABYLON;
  30944. (function (BABYLON) {
  30945. /**
  30946. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  30947. */
  30948. var DummyInternalTextureTracker = /** @class */ (function () {
  30949. function DummyInternalTextureTracker() {
  30950. /**
  30951. * Gets or set the previous tracker in the list
  30952. */
  30953. this.previous = null;
  30954. /**
  30955. * Gets or set the next tracker in the list
  30956. */
  30957. this.next = null;
  30958. }
  30959. return DummyInternalTextureTracker;
  30960. }());
  30961. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  30962. })(BABYLON || (BABYLON = {}));
  30963. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  30964. var BABYLON;
  30965. (function (BABYLON) {
  30966. /**
  30967. * Class used to store data associated with WebGL texture data for the engine
  30968. * This class should not be used directly
  30969. */
  30970. var InternalTexture = /** @class */ (function () {
  30971. /**
  30972. * Creates a new InternalTexture
  30973. * @param engine defines the engine to use
  30974. * @param dataSource defines the type of data that will be used
  30975. * @param delayAllocation if the texture allocation should be delayed (default: false)
  30976. */
  30977. function InternalTexture(engine, dataSource, delayAllocation) {
  30978. if (delayAllocation === void 0) { delayAllocation = false; }
  30979. /**
  30980. * Observable called when the texture is loaded
  30981. */
  30982. this.onLoadedObservable = new BABYLON.Observable();
  30983. /**
  30984. * Gets or set the previous tracker in the list
  30985. */
  30986. this.previous = null;
  30987. /**
  30988. * Gets or set the next tracker in the list
  30989. */
  30990. this.next = null;
  30991. // Private
  30992. /** @hidden */
  30993. this._initialSlot = -1;
  30994. /** @hidden */
  30995. this._designatedSlot = -1;
  30996. /** @hidden */
  30997. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  30998. /** @hidden */
  30999. this._comparisonFunction = 0;
  31000. /** @hidden */
  31001. this._sphericalPolynomial = null;
  31002. /** @hidden */
  31003. this._lodGenerationScale = 0;
  31004. /** @hidden */
  31005. this._lodGenerationOffset = 0;
  31006. /** @hidden */
  31007. this._isRGBD = false;
  31008. /** @hidden */
  31009. this._references = 1;
  31010. this._engine = engine;
  31011. this._dataSource = dataSource;
  31012. if (!delayAllocation) {
  31013. this._webGLTexture = engine._createTexture();
  31014. }
  31015. }
  31016. /**
  31017. * Gets the Engine the texture belongs to.
  31018. * @returns The babylon engine
  31019. */
  31020. InternalTexture.prototype.getEngine = function () {
  31021. return this._engine;
  31022. };
  31023. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  31024. /**
  31025. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  31026. */
  31027. get: function () {
  31028. return this._dataSource;
  31029. },
  31030. enumerable: true,
  31031. configurable: true
  31032. });
  31033. /**
  31034. * Increments the number of references (ie. the number of Texture that point to it)
  31035. */
  31036. InternalTexture.prototype.incrementReferences = function () {
  31037. this._references++;
  31038. };
  31039. /**
  31040. * Change the size of the texture (not the size of the content)
  31041. * @param width defines the new width
  31042. * @param height defines the new height
  31043. * @param depth defines the new depth (1 by default)
  31044. */
  31045. InternalTexture.prototype.updateSize = function (width, height, depth) {
  31046. if (depth === void 0) { depth = 1; }
  31047. this.width = width;
  31048. this.height = height;
  31049. this.depth = depth;
  31050. this.baseWidth = width;
  31051. this.baseHeight = height;
  31052. this.baseDepth = depth;
  31053. this._size = width * height * depth;
  31054. };
  31055. /** @hidden */
  31056. InternalTexture.prototype._rebuild = function () {
  31057. var _this = this;
  31058. var proxy;
  31059. this.isReady = false;
  31060. this._cachedCoordinatesMode = null;
  31061. this._cachedWrapU = null;
  31062. this._cachedWrapV = null;
  31063. this._cachedAnisotropicFilteringLevel = null;
  31064. switch (this._dataSource) {
  31065. case InternalTexture.DATASOURCE_TEMP:
  31066. return;
  31067. case InternalTexture.DATASOURCE_URL:
  31068. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  31069. _this.isReady = true;
  31070. }, null, this._buffer, undefined, this.format);
  31071. proxy._swapAndDie(this);
  31072. return;
  31073. case InternalTexture.DATASOURCE_RAW:
  31074. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31075. proxy._swapAndDie(this);
  31076. this.isReady = true;
  31077. return;
  31078. case InternalTexture.DATASOURCE_RAW3D:
  31079. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31080. proxy._swapAndDie(this);
  31081. this.isReady = true;
  31082. return;
  31083. case InternalTexture.DATASOURCE_DYNAMIC:
  31084. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  31085. proxy._swapAndDie(this);
  31086. this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas(), this.invertY, undefined, undefined, true);
  31087. // The engine will make sure to update content so no need to flag it as isReady = true
  31088. return;
  31089. case InternalTexture.DATASOURCE_RENDERTARGET:
  31090. var options = new BABYLON.RenderTargetCreationOptions();
  31091. options.generateDepthBuffer = this._generateDepthBuffer;
  31092. options.generateMipMaps = this.generateMipMaps;
  31093. options.generateStencilBuffer = this._generateStencilBuffer;
  31094. options.samplingMode = this.samplingMode;
  31095. options.type = this.type;
  31096. if (this.isCube) {
  31097. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  31098. }
  31099. else {
  31100. var size = {
  31101. width: this.width,
  31102. height: this.height
  31103. };
  31104. proxy = this._engine.createRenderTargetTexture(size, options);
  31105. }
  31106. proxy._swapAndDie(this);
  31107. this.isReady = true;
  31108. return;
  31109. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  31110. var depthTextureOptions = {
  31111. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  31112. comparisonFunction: this._comparisonFunction,
  31113. generateStencil: this._generateStencilBuffer,
  31114. isCube: this.isCube
  31115. };
  31116. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  31117. proxy._swapAndDie(this);
  31118. this.isReady = true;
  31119. return;
  31120. case InternalTexture.DATASOURCE_CUBE:
  31121. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  31122. _this.isReady = true;
  31123. }, null, this.format, this._extension);
  31124. proxy._swapAndDie(this);
  31125. return;
  31126. case InternalTexture.DATASOURCE_CUBERAW:
  31127. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31128. proxy._swapAndDie(this);
  31129. this.isReady = true;
  31130. return;
  31131. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  31132. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31133. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  31134. _this.isReady = true;
  31135. });
  31136. proxy._swapAndDie(this);
  31137. return;
  31138. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  31139. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  31140. if (proxy) {
  31141. proxy._swapAndDie(_this);
  31142. }
  31143. _this.isReady = true;
  31144. }, null, this.format, this._extension);
  31145. proxy._sphericalPolynomial = this._sphericalPolynomial;
  31146. return;
  31147. }
  31148. };
  31149. /** @hidden */
  31150. InternalTexture.prototype._swapAndDie = function (target) {
  31151. target._webGLTexture = this._webGLTexture;
  31152. if (this._framebuffer) {
  31153. target._framebuffer = this._framebuffer;
  31154. }
  31155. if (this._depthStencilBuffer) {
  31156. target._depthStencilBuffer = this._depthStencilBuffer;
  31157. }
  31158. if (this._lodTextureHigh) {
  31159. if (target._lodTextureHigh) {
  31160. target._lodTextureHigh.dispose();
  31161. }
  31162. target._lodTextureHigh = this._lodTextureHigh;
  31163. }
  31164. if (this._lodTextureMid) {
  31165. if (target._lodTextureMid) {
  31166. target._lodTextureMid.dispose();
  31167. }
  31168. target._lodTextureMid = this._lodTextureMid;
  31169. }
  31170. if (this._lodTextureLow) {
  31171. if (target._lodTextureLow) {
  31172. target._lodTextureLow.dispose();
  31173. }
  31174. target._lodTextureLow = this._lodTextureLow;
  31175. }
  31176. var cache = this._engine.getLoadedTexturesCache();
  31177. var index = cache.indexOf(this);
  31178. if (index !== -1) {
  31179. cache.splice(index, 1);
  31180. }
  31181. };
  31182. /**
  31183. * Dispose the current allocated resources
  31184. */
  31185. InternalTexture.prototype.dispose = function () {
  31186. if (!this._webGLTexture) {
  31187. return;
  31188. }
  31189. this._references--;
  31190. if (this._references === 0) {
  31191. this._engine._releaseTexture(this);
  31192. this._webGLTexture = null;
  31193. this.previous = null;
  31194. this.next = null;
  31195. }
  31196. };
  31197. /**
  31198. * The source of the texture data is unknown
  31199. */
  31200. InternalTexture.DATASOURCE_UNKNOWN = 0;
  31201. /**
  31202. * Texture data comes from an URL
  31203. */
  31204. InternalTexture.DATASOURCE_URL = 1;
  31205. /**
  31206. * Texture data is only used for temporary storage
  31207. */
  31208. InternalTexture.DATASOURCE_TEMP = 2;
  31209. /**
  31210. * Texture data comes from raw data (ArrayBuffer)
  31211. */
  31212. InternalTexture.DATASOURCE_RAW = 3;
  31213. /**
  31214. * Texture content is dynamic (video or dynamic texture)
  31215. */
  31216. InternalTexture.DATASOURCE_DYNAMIC = 4;
  31217. /**
  31218. * Texture content is generated by rendering to it
  31219. */
  31220. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  31221. /**
  31222. * Texture content is part of a multi render target process
  31223. */
  31224. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  31225. /**
  31226. * Texture data comes from a cube data file
  31227. */
  31228. InternalTexture.DATASOURCE_CUBE = 7;
  31229. /**
  31230. * Texture data comes from a raw cube data
  31231. */
  31232. InternalTexture.DATASOURCE_CUBERAW = 8;
  31233. /**
  31234. * Texture data come from a prefiltered cube data file
  31235. */
  31236. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  31237. /**
  31238. * Texture content is raw 3D data
  31239. */
  31240. InternalTexture.DATASOURCE_RAW3D = 10;
  31241. /**
  31242. * Texture content is a depth texture
  31243. */
  31244. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  31245. /**
  31246. * Texture data comes from a raw cube data encoded with RGBD
  31247. */
  31248. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  31249. return InternalTexture;
  31250. }());
  31251. BABYLON.InternalTexture = InternalTexture;
  31252. })(BABYLON || (BABYLON = {}));
  31253. //# sourceMappingURL=babylon.internalTexture.js.map
  31254. var BABYLON;
  31255. (function (BABYLON) {
  31256. /**
  31257. * Base class of all the textures in babylon.
  31258. * It groups all the common properties the materials, post process, lights... might need
  31259. * in order to make a correct use of the texture.
  31260. */
  31261. var BaseTexture = /** @class */ (function () {
  31262. /**
  31263. * Instantiates a new BaseTexture.
  31264. * Base class of all the textures in babylon.
  31265. * It groups all the common properties the materials, post process, lights... might need
  31266. * in order to make a correct use of the texture.
  31267. * @param scene Define the scene the texture blongs to
  31268. */
  31269. function BaseTexture(scene) {
  31270. this._hasAlpha = false;
  31271. /**
  31272. * Defines if the alpha value should be determined via the rgb values.
  31273. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  31274. */
  31275. this.getAlphaFromRGB = false;
  31276. /**
  31277. * Intensity or strength of the texture.
  31278. * It is commonly used by materials to fine tune the intensity of the texture
  31279. */
  31280. this.level = 1;
  31281. /**
  31282. * Define the UV chanel to use starting from 0 and defaulting to 0.
  31283. * This is part of the texture as textures usually maps to one uv set.
  31284. */
  31285. this.coordinatesIndex = 0;
  31286. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  31287. /**
  31288. * | Value | Type | Description |
  31289. * | ----- | ------------------ | ----------- |
  31290. * | 0 | CLAMP_ADDRESSMODE | |
  31291. * | 1 | WRAP_ADDRESSMODE | |
  31292. * | 2 | MIRROR_ADDRESSMODE | |
  31293. */
  31294. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  31295. /**
  31296. * | Value | Type | Description |
  31297. * | ----- | ------------------ | ----------- |
  31298. * | 0 | CLAMP_ADDRESSMODE | |
  31299. * | 1 | WRAP_ADDRESSMODE | |
  31300. * | 2 | MIRROR_ADDRESSMODE | |
  31301. */
  31302. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  31303. /**
  31304. * | Value | Type | Description |
  31305. * | ----- | ------------------ | ----------- |
  31306. * | 0 | CLAMP_ADDRESSMODE | |
  31307. * | 1 | WRAP_ADDRESSMODE | |
  31308. * | 2 | MIRROR_ADDRESSMODE | |
  31309. */
  31310. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  31311. /**
  31312. * With compliant hardware and browser (supporting anisotropic filtering)
  31313. * this defines the level of anisotropic filtering in the texture.
  31314. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  31315. */
  31316. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  31317. /**
  31318. * Define if the texture is a cube texture or if false a 2d texture.
  31319. */
  31320. this.isCube = false;
  31321. /**
  31322. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31323. */
  31324. this.is3D = false;
  31325. /**
  31326. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31327. * HDR texture are usually stored in linear space.
  31328. * This only impacts the PBR and Background materials
  31329. */
  31330. this.gammaSpace = true;
  31331. /**
  31332. * Is Z inverted in the texture (useful in a cube texture).
  31333. */
  31334. this.invertZ = false;
  31335. /**
  31336. * @hidden
  31337. */
  31338. this.lodLevelInAlpha = false;
  31339. /**
  31340. * Define if the texture is a render target.
  31341. */
  31342. this.isRenderTarget = false;
  31343. /**
  31344. * Define the list of animation attached to the texture.
  31345. */
  31346. this.animations = new Array();
  31347. /**
  31348. * An event triggered when the texture is disposed.
  31349. */
  31350. this.onDisposeObservable = new BABYLON.Observable();
  31351. /**
  31352. * Define the current state of the loading sequence when in delayed load mode.
  31353. */
  31354. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31355. this._cachedSize = BABYLON.Size.Zero();
  31356. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31357. if (this._scene) {
  31358. this._scene.textures.push(this);
  31359. this._scene.onNewTextureAddedObservable.notifyObservers(this);
  31360. this.uniqueId = this._scene.getUniqueId();
  31361. }
  31362. this._uid = null;
  31363. }
  31364. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31365. get: function () {
  31366. return this._hasAlpha;
  31367. },
  31368. /**
  31369. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31370. */
  31371. set: function (value) {
  31372. if (this._hasAlpha === value) {
  31373. return;
  31374. }
  31375. this._hasAlpha = value;
  31376. if (this._scene) {
  31377. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31378. }
  31379. },
  31380. enumerable: true,
  31381. configurable: true
  31382. });
  31383. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31384. get: function () {
  31385. return this._coordinatesMode;
  31386. },
  31387. /**
  31388. * How a texture is mapped.
  31389. *
  31390. * | Value | Type | Description |
  31391. * | ----- | ----------------------------------- | ----------- |
  31392. * | 0 | EXPLICIT_MODE | |
  31393. * | 1 | SPHERICAL_MODE | |
  31394. * | 2 | PLANAR_MODE | |
  31395. * | 3 | CUBIC_MODE | |
  31396. * | 4 | PROJECTION_MODE | |
  31397. * | 5 | SKYBOX_MODE | |
  31398. * | 6 | INVCUBIC_MODE | |
  31399. * | 7 | EQUIRECTANGULAR_MODE | |
  31400. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31401. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31402. */
  31403. set: function (value) {
  31404. if (this._coordinatesMode === value) {
  31405. return;
  31406. }
  31407. this._coordinatesMode = value;
  31408. if (this._scene) {
  31409. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31410. }
  31411. },
  31412. enumerable: true,
  31413. configurable: true
  31414. });
  31415. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31416. /**
  31417. * Gets whether or not the texture contains RGBD data.
  31418. */
  31419. get: function () {
  31420. return this._texture != null && this._texture._isRGBD;
  31421. },
  31422. enumerable: true,
  31423. configurable: true
  31424. });
  31425. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31426. /**
  31427. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31428. */
  31429. get: function () {
  31430. if (this._texture) {
  31431. return this._texture._lodGenerationOffset;
  31432. }
  31433. return 0.0;
  31434. },
  31435. set: function (value) {
  31436. if (this._texture) {
  31437. this._texture._lodGenerationOffset = value;
  31438. }
  31439. },
  31440. enumerable: true,
  31441. configurable: true
  31442. });
  31443. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31444. /**
  31445. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31446. */
  31447. get: function () {
  31448. if (this._texture) {
  31449. return this._texture._lodGenerationScale;
  31450. }
  31451. return 0.0;
  31452. },
  31453. set: function (value) {
  31454. if (this._texture) {
  31455. this._texture._lodGenerationScale = value;
  31456. }
  31457. },
  31458. enumerable: true,
  31459. configurable: true
  31460. });
  31461. Object.defineProperty(BaseTexture.prototype, "uid", {
  31462. /**
  31463. * Define the unique id of the texture in the scene.
  31464. */
  31465. get: function () {
  31466. if (!this._uid) {
  31467. this._uid = BABYLON.Tools.RandomId();
  31468. }
  31469. return this._uid;
  31470. },
  31471. enumerable: true,
  31472. configurable: true
  31473. });
  31474. /**
  31475. * Return a string representation of the texture.
  31476. * @returns the texture as a string
  31477. */
  31478. BaseTexture.prototype.toString = function () {
  31479. return this.name;
  31480. };
  31481. /**
  31482. * Get the class name of the texture.
  31483. * @returns "BaseTexture"
  31484. */
  31485. BaseTexture.prototype.getClassName = function () {
  31486. return "BaseTexture";
  31487. };
  31488. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31489. /**
  31490. * Callback triggered when the texture has been disposed.
  31491. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31492. */
  31493. set: function (callback) {
  31494. if (this._onDisposeObserver) {
  31495. this.onDisposeObservable.remove(this._onDisposeObserver);
  31496. }
  31497. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31498. },
  31499. enumerable: true,
  31500. configurable: true
  31501. });
  31502. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31503. /**
  31504. * Define if the texture is preventinga material to render or not.
  31505. * If not and the texture is not ready, the engine will use a default black texture instead.
  31506. */
  31507. get: function () {
  31508. return true;
  31509. },
  31510. enumerable: true,
  31511. configurable: true
  31512. });
  31513. /**
  31514. * Get the scene the texture belongs to.
  31515. * @returns the scene or null if undefined
  31516. */
  31517. BaseTexture.prototype.getScene = function () {
  31518. return this._scene;
  31519. };
  31520. /**
  31521. * Get the texture transform matrix used to offset tile the texture for istance.
  31522. * @returns the transformation matrix
  31523. */
  31524. BaseTexture.prototype.getTextureMatrix = function () {
  31525. return BABYLON.Matrix.IdentityReadOnly;
  31526. };
  31527. /**
  31528. * Get the texture reflection matrix used to rotate/transform the reflection.
  31529. * @returns the reflection matrix
  31530. */
  31531. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31532. return BABYLON.Matrix.IdentityReadOnly;
  31533. };
  31534. /**
  31535. * Get the underlying lower level texture from Babylon.
  31536. * @returns the insternal texture
  31537. */
  31538. BaseTexture.prototype.getInternalTexture = function () {
  31539. return this._texture;
  31540. };
  31541. /**
  31542. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31543. * @returns true if ready or not blocking
  31544. */
  31545. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31546. return !this.isBlocking || this.isReady();
  31547. };
  31548. /**
  31549. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  31550. * @returns true if fully ready
  31551. */
  31552. BaseTexture.prototype.isReady = function () {
  31553. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31554. this.delayLoad();
  31555. return false;
  31556. }
  31557. if (this._texture) {
  31558. return this._texture.isReady;
  31559. }
  31560. return false;
  31561. };
  31562. /**
  31563. * Get the size of the texture.
  31564. * @returns the texture size.
  31565. */
  31566. BaseTexture.prototype.getSize = function () {
  31567. if (this._texture) {
  31568. if (this._texture.width) {
  31569. this._cachedSize.width = this._texture.width;
  31570. this._cachedSize.height = this._texture.height;
  31571. return this._cachedSize;
  31572. }
  31573. if (this._texture._size) {
  31574. this._cachedSize.width = this._texture._size;
  31575. this._cachedSize.height = this._texture._size;
  31576. return this._cachedSize;
  31577. }
  31578. }
  31579. return this._cachedSize;
  31580. };
  31581. /**
  31582. * Get the base size of the texture.
  31583. * It can be different from the size if the texture has been resized for POT for instance
  31584. * @returns the base size
  31585. */
  31586. BaseTexture.prototype.getBaseSize = function () {
  31587. if (!this.isReady() || !this._texture) {
  31588. return BABYLON.Size.Zero();
  31589. }
  31590. if (this._texture._size) {
  31591. return new BABYLON.Size(this._texture._size, this._texture._size);
  31592. }
  31593. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  31594. };
  31595. /**
  31596. * Scales the texture if is `canRescale()`
  31597. * @param ratio the resize factor we want to use to rescale
  31598. */
  31599. BaseTexture.prototype.scale = function (ratio) {
  31600. };
  31601. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  31602. /**
  31603. * Get if the texture can rescale.
  31604. */
  31605. get: function () {
  31606. return false;
  31607. },
  31608. enumerable: true,
  31609. configurable: true
  31610. });
  31611. /** @hidden */
  31612. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  31613. if (!this._scene) {
  31614. return null;
  31615. }
  31616. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  31617. for (var index = 0; index < texturesCache.length; index++) {
  31618. var texturesCacheEntry = texturesCache[index];
  31619. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  31620. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  31621. texturesCacheEntry.incrementReferences();
  31622. return texturesCacheEntry;
  31623. }
  31624. }
  31625. }
  31626. return null;
  31627. };
  31628. /** @hidden */
  31629. BaseTexture.prototype._rebuild = function () {
  31630. };
  31631. /**
  31632. * Triggers the load sequence in delayed load mode.
  31633. */
  31634. BaseTexture.prototype.delayLoad = function () {
  31635. };
  31636. /**
  31637. * Clones the texture.
  31638. * @returns the cloned texture
  31639. */
  31640. BaseTexture.prototype.clone = function () {
  31641. return null;
  31642. };
  31643. Object.defineProperty(BaseTexture.prototype, "textureType", {
  31644. /**
  31645. * Get the texture underlying type (INT, FLOAT...)
  31646. */
  31647. get: function () {
  31648. if (!this._texture) {
  31649. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31650. }
  31651. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31652. },
  31653. enumerable: true,
  31654. configurable: true
  31655. });
  31656. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  31657. /**
  31658. * Get the texture underlying format (RGB, RGBA...)
  31659. */
  31660. get: function () {
  31661. if (!this._texture) {
  31662. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31663. }
  31664. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31665. },
  31666. enumerable: true,
  31667. configurable: true
  31668. });
  31669. /**
  31670. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  31671. * This will returns an RGBA array buffer containing either in values (0-255) or
  31672. * float values (0-1) depending of the underlying buffer type.
  31673. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  31674. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  31675. * @param buffer defines a user defined buffer to fill with data (can be null)
  31676. * @returns The Array buffer containing the pixels data.
  31677. */
  31678. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  31679. if (faceIndex === void 0) { faceIndex = 0; }
  31680. if (level === void 0) { level = 0; }
  31681. if (buffer === void 0) { buffer = null; }
  31682. if (!this._texture) {
  31683. return null;
  31684. }
  31685. var size = this.getSize();
  31686. var width = size.width;
  31687. var height = size.height;
  31688. var scene = this.getScene();
  31689. if (!scene) {
  31690. return null;
  31691. }
  31692. var engine = scene.getEngine();
  31693. if (level != 0) {
  31694. width = width / Math.pow(2, level);
  31695. height = height / Math.pow(2, level);
  31696. width = Math.round(width);
  31697. height = Math.round(height);
  31698. }
  31699. if (this._texture.isCube) {
  31700. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  31701. }
  31702. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  31703. };
  31704. /**
  31705. * Release and destroy the underlying lower level texture aka internalTexture.
  31706. */
  31707. BaseTexture.prototype.releaseInternalTexture = function () {
  31708. if (this._texture) {
  31709. this._texture.dispose();
  31710. this._texture = null;
  31711. }
  31712. };
  31713. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  31714. /**
  31715. * Get the polynomial representation of the texture data.
  31716. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  31717. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  31718. */
  31719. get: function () {
  31720. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  31721. return null;
  31722. }
  31723. if (!this._texture._sphericalPolynomial) {
  31724. this._texture._sphericalPolynomial =
  31725. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  31726. }
  31727. return this._texture._sphericalPolynomial;
  31728. },
  31729. set: function (value) {
  31730. if (this._texture) {
  31731. this._texture._sphericalPolynomial = value;
  31732. }
  31733. },
  31734. enumerable: true,
  31735. configurable: true
  31736. });
  31737. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  31738. /** @hidden */
  31739. get: function () {
  31740. if (this._texture) {
  31741. return this._texture._lodTextureHigh;
  31742. }
  31743. return null;
  31744. },
  31745. enumerable: true,
  31746. configurable: true
  31747. });
  31748. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  31749. /** @hidden */
  31750. get: function () {
  31751. if (this._texture) {
  31752. return this._texture._lodTextureMid;
  31753. }
  31754. return null;
  31755. },
  31756. enumerable: true,
  31757. configurable: true
  31758. });
  31759. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  31760. /** @hidden */
  31761. get: function () {
  31762. if (this._texture) {
  31763. return this._texture._lodTextureLow;
  31764. }
  31765. return null;
  31766. },
  31767. enumerable: true,
  31768. configurable: true
  31769. });
  31770. /**
  31771. * Dispose the texture and release its associated resources.
  31772. */
  31773. BaseTexture.prototype.dispose = function () {
  31774. if (!this._scene) {
  31775. return;
  31776. }
  31777. // Animations
  31778. this._scene.stopAnimation(this);
  31779. // Remove from scene
  31780. this._scene._removePendingData(this);
  31781. var index = this._scene.textures.indexOf(this);
  31782. if (index >= 0) {
  31783. this._scene.textures.splice(index, 1);
  31784. }
  31785. this._scene.onTextureRemovedObservable.notifyObservers(this);
  31786. if (this._texture === undefined) {
  31787. return;
  31788. }
  31789. // Release
  31790. this.releaseInternalTexture();
  31791. // Callback
  31792. this.onDisposeObservable.notifyObservers(this);
  31793. this.onDisposeObservable.clear();
  31794. };
  31795. /**
  31796. * Serialize the texture into a JSON representation that can be parsed later on.
  31797. * @returns the JSON representation of the texture
  31798. */
  31799. BaseTexture.prototype.serialize = function () {
  31800. if (!this.name) {
  31801. return null;
  31802. }
  31803. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  31804. // Animations
  31805. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  31806. return serializationObject;
  31807. };
  31808. /**
  31809. * Helper function to be called back once a list of texture contains only ready textures.
  31810. * @param textures Define the list of textures to wait for
  31811. * @param callback Define the callback triggered once the entire list will be ready
  31812. */
  31813. BaseTexture.WhenAllReady = function (textures, callback) {
  31814. var numRemaining = textures.length;
  31815. if (numRemaining === 0) {
  31816. callback();
  31817. return;
  31818. }
  31819. var _loop_1 = function () {
  31820. texture = textures[i];
  31821. if (texture.isReady()) {
  31822. if (--numRemaining === 0) {
  31823. callback();
  31824. }
  31825. }
  31826. else {
  31827. onLoadObservable = texture.onLoadObservable;
  31828. var onLoadCallback_1 = function () {
  31829. onLoadObservable.removeCallback(onLoadCallback_1);
  31830. if (--numRemaining === 0) {
  31831. callback();
  31832. }
  31833. };
  31834. onLoadObservable.add(onLoadCallback_1);
  31835. }
  31836. };
  31837. var texture, onLoadObservable;
  31838. for (var i = 0; i < textures.length; i++) {
  31839. _loop_1();
  31840. }
  31841. };
  31842. /**
  31843. * Default anisotropic filtering level for the application.
  31844. * It is set to 4 as a good tradeoff between perf and quality.
  31845. */
  31846. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  31847. __decorate([
  31848. BABYLON.serialize()
  31849. ], BaseTexture.prototype, "uniqueId", void 0);
  31850. __decorate([
  31851. BABYLON.serialize()
  31852. ], BaseTexture.prototype, "name", void 0);
  31853. __decorate([
  31854. BABYLON.serialize("hasAlpha")
  31855. ], BaseTexture.prototype, "_hasAlpha", void 0);
  31856. __decorate([
  31857. BABYLON.serialize()
  31858. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  31859. __decorate([
  31860. BABYLON.serialize()
  31861. ], BaseTexture.prototype, "level", void 0);
  31862. __decorate([
  31863. BABYLON.serialize()
  31864. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  31865. __decorate([
  31866. BABYLON.serialize("coordinatesMode")
  31867. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  31868. __decorate([
  31869. BABYLON.serialize()
  31870. ], BaseTexture.prototype, "wrapU", void 0);
  31871. __decorate([
  31872. BABYLON.serialize()
  31873. ], BaseTexture.prototype, "wrapV", void 0);
  31874. __decorate([
  31875. BABYLON.serialize()
  31876. ], BaseTexture.prototype, "wrapR", void 0);
  31877. __decorate([
  31878. BABYLON.serialize()
  31879. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  31880. __decorate([
  31881. BABYLON.serialize()
  31882. ], BaseTexture.prototype, "isCube", void 0);
  31883. __decorate([
  31884. BABYLON.serialize()
  31885. ], BaseTexture.prototype, "is3D", void 0);
  31886. __decorate([
  31887. BABYLON.serialize()
  31888. ], BaseTexture.prototype, "gammaSpace", void 0);
  31889. __decorate([
  31890. BABYLON.serialize()
  31891. ], BaseTexture.prototype, "invertZ", void 0);
  31892. __decorate([
  31893. BABYLON.serialize()
  31894. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  31895. __decorate([
  31896. BABYLON.serialize()
  31897. ], BaseTexture.prototype, "lodGenerationOffset", null);
  31898. __decorate([
  31899. BABYLON.serialize()
  31900. ], BaseTexture.prototype, "lodGenerationScale", null);
  31901. __decorate([
  31902. BABYLON.serialize()
  31903. ], BaseTexture.prototype, "isRenderTarget", void 0);
  31904. return BaseTexture;
  31905. }());
  31906. BABYLON.BaseTexture = BaseTexture;
  31907. })(BABYLON || (BABYLON = {}));
  31908. //# sourceMappingURL=babylon.baseTexture.js.map
  31909. var BABYLON;
  31910. (function (BABYLON) {
  31911. /**
  31912. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  31913. * @see http://doc.babylonjs.com/babylon101/materials#texture
  31914. */
  31915. var Texture = /** @class */ (function (_super) {
  31916. __extends(Texture, _super);
  31917. /**
  31918. * Instantiates a new texture.
  31919. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  31920. * @see http://doc.babylonjs.com/babylon101/materials#texture
  31921. * @param url define the url of the picture to load as a texture
  31922. * @param scene define the scene the texture will belong to
  31923. * @param noMipmap define if the texture will require mip maps or not
  31924. * @param invertY define if the texture needs to be inverted on the y axis during loading
  31925. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  31926. * @param onLoad define a callback triggered when the texture has been loaded
  31927. * @param onError define a callback triggered when an error occurred during the loading session
  31928. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  31929. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  31930. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  31931. */
  31932. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  31933. if (noMipmap === void 0) { noMipmap = false; }
  31934. if (invertY === void 0) { invertY = true; }
  31935. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  31936. if (onLoad === void 0) { onLoad = null; }
  31937. if (onError === void 0) { onError = null; }
  31938. if (buffer === void 0) { buffer = null; }
  31939. if (deleteBuffer === void 0) { deleteBuffer = false; }
  31940. var _this = _super.call(this, scene) || this;
  31941. /**
  31942. * Define an offset on the texture to offset the u coordinates of the UVs
  31943. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  31944. */
  31945. _this.uOffset = 0;
  31946. /**
  31947. * Define an offset on the texture to offset the v coordinates of the UVs
  31948. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  31949. */
  31950. _this.vOffset = 0;
  31951. /**
  31952. * Define an offset on the texture to scale the u coordinates of the UVs
  31953. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  31954. */
  31955. _this.uScale = 1.0;
  31956. /**
  31957. * Define an offset on the texture to scale the v coordinates of the UVs
  31958. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  31959. */
  31960. _this.vScale = 1.0;
  31961. /**
  31962. * Define an offset on the texture to rotate around the u coordinates of the UVs
  31963. * @see http://doc.babylonjs.com/how_to/more_materials
  31964. */
  31965. _this.uAng = 0;
  31966. /**
  31967. * Define an offset on the texture to rotate around the v coordinates of the UVs
  31968. * @see http://doc.babylonjs.com/how_to/more_materials
  31969. */
  31970. _this.vAng = 0;
  31971. /**
  31972. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  31973. * @see http://doc.babylonjs.com/how_to/more_materials
  31974. */
  31975. _this.wAng = 0;
  31976. /**
  31977. * Defines the center of rotation (U)
  31978. */
  31979. _this.uRotationCenter = 0.5;
  31980. /**
  31981. * Defines the center of rotation (V)
  31982. */
  31983. _this.vRotationCenter = 0.5;
  31984. /**
  31985. * Defines the center of rotation (W)
  31986. */
  31987. _this.wRotationCenter = 0.5;
  31988. /**
  31989. * Observable triggered once the texture has been loaded.
  31990. */
  31991. _this.onLoadObservable = new BABYLON.Observable();
  31992. _this._isBlocking = true;
  31993. _this.name = url || "";
  31994. _this.url = url;
  31995. _this._noMipmap = noMipmap;
  31996. _this._invertY = invertY;
  31997. _this._samplingMode = samplingMode;
  31998. _this._buffer = buffer;
  31999. _this._deleteBuffer = deleteBuffer;
  32000. if (format) {
  32001. _this._format = format;
  32002. }
  32003. scene = _this.getScene();
  32004. if (!scene) {
  32005. return _this;
  32006. }
  32007. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  32008. var load = function () {
  32009. if (_this.onLoadObservable.hasObservers()) {
  32010. _this.onLoadObservable.notifyObservers(_this);
  32011. }
  32012. if (onLoad) {
  32013. onLoad();
  32014. }
  32015. if (!_this.isBlocking && scene) {
  32016. scene.resetCachedMaterial();
  32017. }
  32018. };
  32019. if (!_this.url) {
  32020. _this._delayedOnLoad = load;
  32021. _this._delayedOnError = onError;
  32022. return _this;
  32023. }
  32024. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  32025. if (!_this._texture) {
  32026. if (!scene.useDelayedTextureLoading) {
  32027. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  32028. if (deleteBuffer) {
  32029. delete _this._buffer;
  32030. }
  32031. }
  32032. else {
  32033. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32034. _this._delayedOnLoad = load;
  32035. _this._delayedOnError = onError;
  32036. }
  32037. }
  32038. else {
  32039. if (_this._texture.isReady) {
  32040. BABYLON.Tools.SetImmediate(function () { return load(); });
  32041. }
  32042. else {
  32043. _this._texture.onLoadedObservable.add(load);
  32044. }
  32045. }
  32046. return _this;
  32047. }
  32048. Object.defineProperty(Texture.prototype, "noMipmap", {
  32049. /**
  32050. * Are mip maps generated for this texture or not.
  32051. */
  32052. get: function () {
  32053. return this._noMipmap;
  32054. },
  32055. enumerable: true,
  32056. configurable: true
  32057. });
  32058. Object.defineProperty(Texture.prototype, "isBlocking", {
  32059. get: function () {
  32060. return this._isBlocking;
  32061. },
  32062. /**
  32063. * Is the texture preventing material to render while loading.
  32064. * If false, a default texture will be used instead of the loading one during the preparation step.
  32065. */
  32066. set: function (value) {
  32067. this._isBlocking = value;
  32068. },
  32069. enumerable: true,
  32070. configurable: true
  32071. });
  32072. Object.defineProperty(Texture.prototype, "samplingMode", {
  32073. /**
  32074. * Get the current sampling mode associated with the texture.
  32075. */
  32076. get: function () {
  32077. return this._samplingMode;
  32078. },
  32079. enumerable: true,
  32080. configurable: true
  32081. });
  32082. Object.defineProperty(Texture.prototype, "invertY", {
  32083. /**
  32084. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  32085. */
  32086. get: function () {
  32087. return this._invertY;
  32088. },
  32089. enumerable: true,
  32090. configurable: true
  32091. });
  32092. /**
  32093. * Update the url (and optional buffer) of this texture if url was null during construction.
  32094. * @param url the url of the texture
  32095. * @param buffer the buffer of the texture (defaults to null)
  32096. */
  32097. Texture.prototype.updateURL = function (url, buffer) {
  32098. if (buffer === void 0) { buffer = null; }
  32099. if (this.url) {
  32100. throw new Error("URL is already set");
  32101. }
  32102. this.url = url;
  32103. this._buffer = buffer;
  32104. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32105. this.delayLoad();
  32106. };
  32107. /**
  32108. * Finish the loading sequence of a texture flagged as delayed load.
  32109. * @hidden
  32110. */
  32111. Texture.prototype.delayLoad = function () {
  32112. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  32113. return;
  32114. }
  32115. var scene = this.getScene();
  32116. if (!scene) {
  32117. return;
  32118. }
  32119. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  32120. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  32121. if (!this._texture) {
  32122. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  32123. if (this._deleteBuffer) {
  32124. delete this._buffer;
  32125. }
  32126. }
  32127. else {
  32128. if (this._delayedOnLoad) {
  32129. if (this._texture.isReady) {
  32130. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  32131. }
  32132. else {
  32133. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  32134. }
  32135. }
  32136. }
  32137. this._delayedOnLoad = null;
  32138. this._delayedOnError = null;
  32139. };
  32140. /**
  32141. * Update the sampling mode of the texture.
  32142. * Default is Trilinear mode.
  32143. *
  32144. * | Value | Type | Description |
  32145. * | ----- | ------------------ | ----------- |
  32146. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  32147. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  32148. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  32149. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  32150. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  32151. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  32152. * | 7 | NEAREST_LINEAR | |
  32153. * | 8 | NEAREST_NEAREST | |
  32154. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  32155. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  32156. * | 11 | LINEAR_LINEAR | |
  32157. * | 12 | LINEAR_NEAREST | |
  32158. *
  32159. * > _mag_: magnification filter (close to the viewer)
  32160. * > _min_: minification filter (far from the viewer)
  32161. * > _mip_: filter used between mip map levels
  32162. *@param samplingMode Define the new sampling mode of the texture
  32163. */
  32164. Texture.prototype.updateSamplingMode = function (samplingMode) {
  32165. if (!this._texture) {
  32166. return;
  32167. }
  32168. var scene = this.getScene();
  32169. if (!scene) {
  32170. return;
  32171. }
  32172. this._samplingMode = samplingMode;
  32173. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  32174. };
  32175. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  32176. x *= this.uScale;
  32177. y *= this.vScale;
  32178. x -= this.uRotationCenter * this.uScale;
  32179. y -= this.vRotationCenter * this.vScale;
  32180. z -= this.wRotationCenter;
  32181. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  32182. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  32183. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  32184. t.z += this.wRotationCenter;
  32185. };
  32186. /**
  32187. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  32188. * @returns the transform matrix of the texture.
  32189. */
  32190. Texture.prototype.getTextureMatrix = function () {
  32191. var _this = this;
  32192. if (this.uOffset === this._cachedUOffset &&
  32193. this.vOffset === this._cachedVOffset &&
  32194. this.uScale === this._cachedUScale &&
  32195. this.vScale === this._cachedVScale &&
  32196. this.uAng === this._cachedUAng &&
  32197. this.vAng === this._cachedVAng &&
  32198. this.wAng === this._cachedWAng) {
  32199. return this._cachedTextureMatrix;
  32200. }
  32201. this._cachedUOffset = this.uOffset;
  32202. this._cachedVOffset = this.vOffset;
  32203. this._cachedUScale = this.uScale;
  32204. this._cachedVScale = this.vScale;
  32205. this._cachedUAng = this.uAng;
  32206. this._cachedVAng = this.vAng;
  32207. this._cachedWAng = this.wAng;
  32208. if (!this._cachedTextureMatrix) {
  32209. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32210. this._rowGenerationMatrix = new BABYLON.Matrix();
  32211. this._t0 = BABYLON.Vector3.Zero();
  32212. this._t1 = BABYLON.Vector3.Zero();
  32213. this._t2 = BABYLON.Vector3.Zero();
  32214. }
  32215. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  32216. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  32217. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  32218. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  32219. this._t1.subtractInPlace(this._t0);
  32220. this._t2.subtractInPlace(this._t0);
  32221. 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);
  32222. var scene = this.getScene();
  32223. if (!scene) {
  32224. return this._cachedTextureMatrix;
  32225. }
  32226. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32227. return mat.hasTexture(_this);
  32228. });
  32229. return this._cachedTextureMatrix;
  32230. };
  32231. /**
  32232. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  32233. * @returns The reflection texture transform
  32234. */
  32235. Texture.prototype.getReflectionTextureMatrix = function () {
  32236. var _this = this;
  32237. var scene = this.getScene();
  32238. if (!scene) {
  32239. return this._cachedTextureMatrix;
  32240. }
  32241. if (this.uOffset === this._cachedUOffset &&
  32242. this.vOffset === this._cachedVOffset &&
  32243. this.uScale === this._cachedUScale &&
  32244. this.vScale === this._cachedVScale &&
  32245. this.coordinatesMode === this._cachedCoordinatesMode) {
  32246. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  32247. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  32248. return this._cachedTextureMatrix;
  32249. }
  32250. }
  32251. else {
  32252. return this._cachedTextureMatrix;
  32253. }
  32254. }
  32255. if (!this._cachedTextureMatrix) {
  32256. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32257. }
  32258. if (!this._projectionModeMatrix) {
  32259. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  32260. }
  32261. this._cachedUOffset = this.uOffset;
  32262. this._cachedVOffset = this.vOffset;
  32263. this._cachedUScale = this.uScale;
  32264. this._cachedVScale = this.vScale;
  32265. this._cachedCoordinatesMode = this.coordinatesMode;
  32266. switch (this.coordinatesMode) {
  32267. case Texture.PLANAR_MODE:
  32268. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32269. this._cachedTextureMatrix[0] = this.uScale;
  32270. this._cachedTextureMatrix[5] = this.vScale;
  32271. this._cachedTextureMatrix[12] = this.uOffset;
  32272. this._cachedTextureMatrix[13] = this.vOffset;
  32273. break;
  32274. case Texture.PROJECTION_MODE:
  32275. 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);
  32276. var projectionMatrix = scene.getProjectionMatrix();
  32277. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  32278. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  32279. break;
  32280. default:
  32281. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32282. break;
  32283. }
  32284. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32285. return (mat.getActiveTextures().indexOf(_this) !== -1);
  32286. });
  32287. return this._cachedTextureMatrix;
  32288. };
  32289. /**
  32290. * Clones the texture.
  32291. * @returns the cloned texture
  32292. */
  32293. Texture.prototype.clone = function () {
  32294. var _this = this;
  32295. return BABYLON.SerializationHelper.Clone(function () {
  32296. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  32297. }, this);
  32298. };
  32299. /**
  32300. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  32301. * @returns The JSON representation of the texture
  32302. */
  32303. Texture.prototype.serialize = function () {
  32304. var serializationObject = _super.prototype.serialize.call(this);
  32305. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  32306. serializationObject.base64String = this._buffer;
  32307. serializationObject.name = serializationObject.name.replace("data:", "");
  32308. }
  32309. serializationObject.invertY = this._invertY;
  32310. serializationObject.samplingMode = this.samplingMode;
  32311. return serializationObject;
  32312. };
  32313. /**
  32314. * Get the current class name of the texture usefull for serialization or dynamic coding.
  32315. * @returns "Texture"
  32316. */
  32317. Texture.prototype.getClassName = function () {
  32318. return "Texture";
  32319. };
  32320. /**
  32321. * Dispose the texture and release its associated resources.
  32322. */
  32323. Texture.prototype.dispose = function () {
  32324. _super.prototype.dispose.call(this);
  32325. this.onLoadObservable.clear();
  32326. this._delayedOnLoad = null;
  32327. this._delayedOnError = null;
  32328. };
  32329. /**
  32330. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32331. * @param parsedTexture Define the JSON representation of the texture
  32332. * @param scene Define the scene the parsed texture should be instantiated in
  32333. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32334. * @returns The parsed texture if successful
  32335. */
  32336. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32337. if (parsedTexture.customType) {
  32338. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32339. // Update Sampling Mode
  32340. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32341. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32342. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32343. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32344. }
  32345. }
  32346. return parsedCustomTexture;
  32347. }
  32348. if (parsedTexture.isCube) {
  32349. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32350. }
  32351. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32352. return null;
  32353. }
  32354. var texture = BABYLON.SerializationHelper.Parse(function () {
  32355. var generateMipMaps = true;
  32356. if (parsedTexture.noMipmap) {
  32357. generateMipMaps = false;
  32358. }
  32359. if (parsedTexture.mirrorPlane) {
  32360. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32361. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32362. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32363. return mirrorTexture;
  32364. }
  32365. else if (parsedTexture.isRenderTarget) {
  32366. var renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32367. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32368. return renderTargetTexture;
  32369. }
  32370. else {
  32371. var texture;
  32372. if (parsedTexture.base64String) {
  32373. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32374. }
  32375. else {
  32376. var url = rootUrl + parsedTexture.name;
  32377. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32378. url = parsedTexture.url;
  32379. }
  32380. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32381. }
  32382. return texture;
  32383. }
  32384. }, parsedTexture, scene);
  32385. // Update Sampling Mode
  32386. if (parsedTexture.samplingMode) {
  32387. var sampling = parsedTexture.samplingMode;
  32388. if (texture._samplingMode !== sampling) {
  32389. texture.updateSamplingMode(sampling);
  32390. }
  32391. }
  32392. // Animations
  32393. if (parsedTexture.animations) {
  32394. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32395. var parsedAnimation = parsedTexture.animations[animationIndex];
  32396. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32397. }
  32398. }
  32399. return texture;
  32400. };
  32401. /**
  32402. * Creates a texture from its base 64 representation.
  32403. * @param data Define the base64 payload without the data: prefix
  32404. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32405. * @param scene Define the scene the texture should belong to
  32406. * @param noMipmap Forces the texture to not create mip map information if true
  32407. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32408. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32409. * @param onLoad define a callback triggered when the texture has been loaded
  32410. * @param onError define a callback triggered when an error occurred during the loading session
  32411. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32412. * @returns the created texture
  32413. */
  32414. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32415. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32416. if (onLoad === void 0) { onLoad = null; }
  32417. if (onError === void 0) { onError = null; }
  32418. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32419. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32420. };
  32421. /**
  32422. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32423. * @param data Define the base64 payload without the data: prefix
  32424. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32425. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32426. * @param scene Define the scene the texture should belong to
  32427. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32428. * @param noMipmap Forces the texture to not create mip map information if true
  32429. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32430. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32431. * @param onLoad define a callback triggered when the texture has been loaded
  32432. * @param onError define a callback triggered when an error occurred during the loading session
  32433. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32434. * @returns the created texture
  32435. */
  32436. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32437. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32438. if (noMipmap === void 0) { noMipmap = false; }
  32439. if (invertY === void 0) { invertY = true; }
  32440. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32441. if (onLoad === void 0) { onLoad = null; }
  32442. if (onError === void 0) { onError = null; }
  32443. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32444. if (name.substr(0, 5) !== "data:") {
  32445. name = "data:" + name;
  32446. }
  32447. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32448. };
  32449. /** nearest is mag = nearest and min = nearest and mip = linear */
  32450. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32451. /** nearest is mag = nearest and min = nearest and mip = linear */
  32452. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32453. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32454. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32455. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32456. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32457. /** Trilinear is mag = linear and min = linear and mip = linear */
  32458. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32459. /** Trilinear is mag = linear and min = linear and mip = linear */
  32460. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32461. /** mag = nearest and min = nearest and mip = nearest */
  32462. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32463. /** mag = nearest and min = linear and mip = nearest */
  32464. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32465. /** mag = nearest and min = linear and mip = linear */
  32466. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32467. /** mag = nearest and min = linear and mip = none */
  32468. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32469. /** mag = nearest and min = nearest and mip = none */
  32470. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32471. /** mag = linear and min = nearest and mip = nearest */
  32472. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32473. /** mag = linear and min = nearest and mip = linear */
  32474. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32475. /** mag = linear and min = linear and mip = none */
  32476. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32477. /** mag = linear and min = nearest and mip = none */
  32478. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32479. /** Explicit coordinates mode */
  32480. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32481. /** Spherical coordinates mode */
  32482. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32483. /** Planar coordinates mode */
  32484. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32485. /** Cubic coordinates mode */
  32486. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32487. /** Projection coordinates mode */
  32488. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32489. /** Inverse Cubic coordinates mode */
  32490. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32491. /** Inverse Cubic coordinates mode */
  32492. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32493. /** Equirectangular coordinates mode */
  32494. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32495. /** Equirectangular Fixed coordinates mode */
  32496. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32497. /** Equirectangular Fixed Mirrored coordinates mode */
  32498. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32499. /** Texture is not repeating outside of 0..1 UVs */
  32500. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32501. /** Texture is repeating outside of 0..1 UVs */
  32502. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32503. /** Texture is repeating and mirrored */
  32504. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32505. /**
  32506. * 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
  32507. */
  32508. Texture.UseSerializedUrlIfAny = false;
  32509. __decorate([
  32510. BABYLON.serialize()
  32511. ], Texture.prototype, "url", void 0);
  32512. __decorate([
  32513. BABYLON.serialize()
  32514. ], Texture.prototype, "uOffset", void 0);
  32515. __decorate([
  32516. BABYLON.serialize()
  32517. ], Texture.prototype, "vOffset", void 0);
  32518. __decorate([
  32519. BABYLON.serialize()
  32520. ], Texture.prototype, "uScale", void 0);
  32521. __decorate([
  32522. BABYLON.serialize()
  32523. ], Texture.prototype, "vScale", void 0);
  32524. __decorate([
  32525. BABYLON.serialize()
  32526. ], Texture.prototype, "uAng", void 0);
  32527. __decorate([
  32528. BABYLON.serialize()
  32529. ], Texture.prototype, "vAng", void 0);
  32530. __decorate([
  32531. BABYLON.serialize()
  32532. ], Texture.prototype, "wAng", void 0);
  32533. __decorate([
  32534. BABYLON.serialize()
  32535. ], Texture.prototype, "uRotationCenter", void 0);
  32536. __decorate([
  32537. BABYLON.serialize()
  32538. ], Texture.prototype, "vRotationCenter", void 0);
  32539. __decorate([
  32540. BABYLON.serialize()
  32541. ], Texture.prototype, "wRotationCenter", void 0);
  32542. __decorate([
  32543. BABYLON.serialize()
  32544. ], Texture.prototype, "isBlocking", null);
  32545. return Texture;
  32546. }(BABYLON.BaseTexture));
  32547. BABYLON.Texture = Texture;
  32548. })(BABYLON || (BABYLON = {}));
  32549. //# sourceMappingURL=babylon.texture.js.map
  32550. var BABYLON;
  32551. (function (BABYLON) {
  32552. /**
  32553. * @hidden
  32554. **/
  32555. var _CreationDataStorage = /** @class */ (function () {
  32556. function _CreationDataStorage() {
  32557. }
  32558. return _CreationDataStorage;
  32559. }());
  32560. BABYLON._CreationDataStorage = _CreationDataStorage;
  32561. /**
  32562. * @hidden
  32563. **/
  32564. var _InstanceDataStorage = /** @class */ (function () {
  32565. function _InstanceDataStorage() {
  32566. this.visibleInstances = {};
  32567. this.renderIdForInstances = new Array();
  32568. this.batchCache = new _InstancesBatch();
  32569. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  32570. }
  32571. return _InstanceDataStorage;
  32572. }());
  32573. /**
  32574. * @hidden
  32575. **/
  32576. var _InstancesBatch = /** @class */ (function () {
  32577. function _InstancesBatch() {
  32578. this.mustReturn = false;
  32579. this.visibleInstances = new Array();
  32580. this.renderSelf = new Array();
  32581. }
  32582. return _InstancesBatch;
  32583. }());
  32584. BABYLON._InstancesBatch = _InstancesBatch;
  32585. /**
  32586. * Class used to represent renderable models
  32587. */
  32588. var Mesh = /** @class */ (function (_super) {
  32589. __extends(Mesh, _super);
  32590. /**
  32591. * @constructor
  32592. * @param name The value used by scene.getMeshByName() to do a lookup.
  32593. * @param scene The scene to add this mesh to.
  32594. * @param parent The parent of this mesh, if it has one
  32595. * @param source An optional Mesh from which geometry is shared, cloned.
  32596. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  32597. * When false, achieved by calling a clone(), also passing False.
  32598. * This will make creation of children, recursive.
  32599. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  32600. */
  32601. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  32602. if (scene === void 0) { scene = null; }
  32603. if (parent === void 0) { parent = null; }
  32604. if (source === void 0) { source = null; }
  32605. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32606. var _this = _super.call(this, name, scene) || this;
  32607. // Members
  32608. /**
  32609. * Gets the delay loading state of the mesh (when delay loading is turned on)
  32610. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  32611. */
  32612. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  32613. /**
  32614. * Gets the list of instances created from this mesh
  32615. * it is not supposed to be modified manually.
  32616. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  32617. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  32618. */
  32619. _this.instances = new Array();
  32620. _this._LODLevels = new Array();
  32621. /** @hidden */
  32622. _this._instanceDataStorage = new _InstanceDataStorage();
  32623. // Use by builder only to know what orientation were the mesh build in.
  32624. /** @hidden */
  32625. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  32626. /**
  32627. * Use this property to change the original side orientation defined at construction time
  32628. */
  32629. _this.overrideMaterialSideOrientation = null;
  32630. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  32631. // Will be used to save a source mesh reference, If any
  32632. _this._source = null;
  32633. scene = _this.getScene();
  32634. if (source) {
  32635. // Geometry
  32636. if (source._geometry) {
  32637. source._geometry.applyToMesh(_this);
  32638. }
  32639. // Deep copy
  32640. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  32641. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  32642. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw"
  32643. ], ["_poseMatrix"]);
  32644. // Source mesh
  32645. _this._source = source;
  32646. if (scene.useClonedMeshhMap) {
  32647. if (!source.meshMap) {
  32648. source.meshMap = {};
  32649. }
  32650. source.meshMap[_this.uniqueId] = _this;
  32651. }
  32652. // Construction Params
  32653. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  32654. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  32655. _this._creationDataStorage = source._creationDataStorage;
  32656. // Animation ranges
  32657. if (_this._source._ranges) {
  32658. var ranges = _this._source._ranges;
  32659. for (var name in ranges) {
  32660. if (!ranges.hasOwnProperty(name)) {
  32661. continue;
  32662. }
  32663. if (!ranges[name]) {
  32664. continue;
  32665. }
  32666. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  32667. }
  32668. }
  32669. // Metadata
  32670. if (source.metadata && source.metadata.clone) {
  32671. _this.metadata = source.metadata.clone();
  32672. }
  32673. else {
  32674. _this.metadata = source.metadata;
  32675. }
  32676. // Tags
  32677. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  32678. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  32679. }
  32680. // Parent
  32681. _this.parent = source.parent;
  32682. // Pivot
  32683. _this.setPivotMatrix(source.getPivotMatrix());
  32684. _this.id = name + "." + source.id;
  32685. // Material
  32686. _this.material = source.material;
  32687. var index;
  32688. if (!doNotCloneChildren) {
  32689. // Children
  32690. var directDescendants = source.getDescendants(true);
  32691. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  32692. var child = directDescendants[index_1];
  32693. if (child.clone) {
  32694. child.clone(name + "." + child.name, _this);
  32695. }
  32696. }
  32697. }
  32698. // Physics clone
  32699. var physicsEngine = _this.getScene().getPhysicsEngine();
  32700. if (clonePhysicsImpostor && physicsEngine) {
  32701. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  32702. if (impostor) {
  32703. _this.physicsImpostor = impostor.clone(_this);
  32704. }
  32705. }
  32706. // Particles
  32707. for (index = 0; index < scene.particleSystems.length; index++) {
  32708. var system = scene.particleSystems[index];
  32709. if (system.emitter === source) {
  32710. system.clone(system.name, _this);
  32711. }
  32712. }
  32713. _this.refreshBoundingInfo();
  32714. _this.computeWorldMatrix(true);
  32715. }
  32716. // Parent
  32717. if (parent !== null) {
  32718. _this.parent = parent;
  32719. }
  32720. return _this;
  32721. }
  32722. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  32723. /**
  32724. * An event triggered before rendering the mesh
  32725. */
  32726. get: function () {
  32727. if (!this._onBeforeRenderObservable) {
  32728. this._onBeforeRenderObservable = new BABYLON.Observable();
  32729. }
  32730. return this._onBeforeRenderObservable;
  32731. },
  32732. enumerable: true,
  32733. configurable: true
  32734. });
  32735. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  32736. /**
  32737. * An event triggered after rendering the mesh
  32738. */
  32739. get: function () {
  32740. if (!this._onAfterRenderObservable) {
  32741. this._onAfterRenderObservable = new BABYLON.Observable();
  32742. }
  32743. return this._onAfterRenderObservable;
  32744. },
  32745. enumerable: true,
  32746. configurable: true
  32747. });
  32748. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  32749. /**
  32750. * An event triggered before drawing the mesh
  32751. */
  32752. get: function () {
  32753. if (!this._onBeforeDrawObservable) {
  32754. this._onBeforeDrawObservable = new BABYLON.Observable();
  32755. }
  32756. return this._onBeforeDrawObservable;
  32757. },
  32758. enumerable: true,
  32759. configurable: true
  32760. });
  32761. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  32762. /**
  32763. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  32764. */
  32765. set: function (callback) {
  32766. if (this._onBeforeDrawObserver) {
  32767. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  32768. }
  32769. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  32770. },
  32771. enumerable: true,
  32772. configurable: true
  32773. });
  32774. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  32775. /**
  32776. * Gets or sets the morph target manager
  32777. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  32778. */
  32779. get: function () {
  32780. return this._morphTargetManager;
  32781. },
  32782. set: function (value) {
  32783. if (this._morphTargetManager === value) {
  32784. return;
  32785. }
  32786. this._morphTargetManager = value;
  32787. this._syncGeometryWithMorphTargetManager();
  32788. },
  32789. enumerable: true,
  32790. configurable: true
  32791. });
  32792. Object.defineProperty(Mesh.prototype, "source", {
  32793. /**
  32794. * Gets the source mesh (the one used to clone this one from)
  32795. */
  32796. get: function () {
  32797. return this._source;
  32798. },
  32799. enumerable: true,
  32800. configurable: true
  32801. });
  32802. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  32803. /**
  32804. * Gets or sets a boolean indicating that this mesh does not use index buffer
  32805. */
  32806. get: function () {
  32807. return this._unIndexed;
  32808. },
  32809. set: function (value) {
  32810. if (this._unIndexed !== value) {
  32811. this._unIndexed = value;
  32812. this._markSubMeshesAsAttributesDirty();
  32813. }
  32814. },
  32815. enumerable: true,
  32816. configurable: true
  32817. });
  32818. // Methods
  32819. /**
  32820. * Gets the class name
  32821. * @returns the string "Mesh".
  32822. */
  32823. Mesh.prototype.getClassName = function () {
  32824. return "Mesh";
  32825. };
  32826. /**
  32827. * Returns a description of this mesh
  32828. * @param fullDetails define if full details about this mesh must be used
  32829. * @returns a descriptive string representing this mesh
  32830. */
  32831. Mesh.prototype.toString = function (fullDetails) {
  32832. var ret = _super.prototype.toString.call(this, fullDetails);
  32833. ret += ", n vertices: " + this.getTotalVertices();
  32834. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  32835. if (this.animations) {
  32836. for (var i = 0; i < this.animations.length; i++) {
  32837. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  32838. }
  32839. }
  32840. if (fullDetails) {
  32841. if (this._geometry) {
  32842. var ib = this.getIndices();
  32843. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  32844. if (vb && ib) {
  32845. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  32846. }
  32847. }
  32848. else {
  32849. ret += ", flat shading: UNKNOWN";
  32850. }
  32851. }
  32852. return ret;
  32853. };
  32854. /** @hidden */
  32855. Mesh.prototype._unBindEffect = function () {
  32856. _super.prototype._unBindEffect.call(this);
  32857. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  32858. var instance = _a[_i];
  32859. instance._unBindEffect();
  32860. }
  32861. };
  32862. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  32863. /**
  32864. * Gets a boolean indicating if this mesh has LOD
  32865. */
  32866. get: function () {
  32867. return this._LODLevels.length > 0;
  32868. },
  32869. enumerable: true,
  32870. configurable: true
  32871. });
  32872. /**
  32873. * Gets the list of MeshLODLevel associated with the current mesh
  32874. * @returns an array of MeshLODLevel
  32875. */
  32876. Mesh.prototype.getLODLevels = function () {
  32877. return this._LODLevels;
  32878. };
  32879. Mesh.prototype._sortLODLevels = function () {
  32880. this._LODLevels.sort(function (a, b) {
  32881. if (a.distance < b.distance) {
  32882. return 1;
  32883. }
  32884. if (a.distance > b.distance) {
  32885. return -1;
  32886. }
  32887. return 0;
  32888. });
  32889. };
  32890. /**
  32891. * Add a mesh as LOD level triggered at the given distance.
  32892. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32893. * @param distance The distance from the center of the object to show this level
  32894. * @param mesh The mesh to be added as LOD level (can be null)
  32895. * @return This mesh (for chaining)
  32896. */
  32897. Mesh.prototype.addLODLevel = function (distance, mesh) {
  32898. if (mesh && mesh._masterMesh) {
  32899. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  32900. return this;
  32901. }
  32902. var level = new BABYLON.MeshLODLevel(distance, mesh);
  32903. this._LODLevels.push(level);
  32904. if (mesh) {
  32905. mesh._masterMesh = this;
  32906. }
  32907. this._sortLODLevels();
  32908. return this;
  32909. };
  32910. /**
  32911. * Returns the LOD level mesh at the passed distance or null if not found.
  32912. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32913. * @param distance The distance from the center of the object to show this level
  32914. * @returns a Mesh or `null`
  32915. */
  32916. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  32917. for (var index = 0; index < this._LODLevels.length; index++) {
  32918. var level = this._LODLevels[index];
  32919. if (level.distance === distance) {
  32920. return level.mesh;
  32921. }
  32922. }
  32923. return null;
  32924. };
  32925. /**
  32926. * Remove a mesh from the LOD array
  32927. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32928. * @param mesh defines the mesh to be removed
  32929. * @return This mesh (for chaining)
  32930. */
  32931. Mesh.prototype.removeLODLevel = function (mesh) {
  32932. for (var index = 0; index < this._LODLevels.length; index++) {
  32933. if (this._LODLevels[index].mesh === mesh) {
  32934. this._LODLevels.splice(index, 1);
  32935. if (mesh) {
  32936. mesh._masterMesh = null;
  32937. }
  32938. }
  32939. }
  32940. this._sortLODLevels();
  32941. return this;
  32942. };
  32943. /**
  32944. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  32945. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32946. * @param camera defines the camera to use to compute distance
  32947. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  32948. * @return This mesh (for chaining)
  32949. */
  32950. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  32951. if (!this._LODLevels || this._LODLevels.length === 0) {
  32952. return this;
  32953. }
  32954. var bSphere;
  32955. if (boundingSphere) {
  32956. bSphere = boundingSphere;
  32957. }
  32958. else {
  32959. var boundingInfo = this.getBoundingInfo();
  32960. bSphere = boundingInfo.boundingSphere;
  32961. }
  32962. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  32963. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  32964. if (this.onLODLevelSelection) {
  32965. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  32966. }
  32967. return this;
  32968. }
  32969. for (var index = 0; index < this._LODLevels.length; index++) {
  32970. var level = this._LODLevels[index];
  32971. if (level.distance < distanceToCamera) {
  32972. if (level.mesh) {
  32973. level.mesh._preActivate();
  32974. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  32975. }
  32976. if (this.onLODLevelSelection) {
  32977. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  32978. }
  32979. return level.mesh;
  32980. }
  32981. }
  32982. if (this.onLODLevelSelection) {
  32983. this.onLODLevelSelection(distanceToCamera, this, this);
  32984. }
  32985. return this;
  32986. };
  32987. Object.defineProperty(Mesh.prototype, "geometry", {
  32988. /**
  32989. * Gets the mesh internal Geometry object
  32990. */
  32991. get: function () {
  32992. return this._geometry;
  32993. },
  32994. enumerable: true,
  32995. configurable: true
  32996. });
  32997. /**
  32998. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  32999. * @returns the total number of vertices
  33000. */
  33001. Mesh.prototype.getTotalVertices = function () {
  33002. if (this._geometry === null || this._geometry === undefined) {
  33003. return 0;
  33004. }
  33005. return this._geometry.getTotalVertices();
  33006. };
  33007. /**
  33008. * Returns the content of an associated vertex buffer
  33009. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33010. * - BABYLON.VertexBuffer.PositionKind
  33011. * - BABYLON.VertexBuffer.UVKind
  33012. * - BABYLON.VertexBuffer.UV2Kind
  33013. * - BABYLON.VertexBuffer.UV3Kind
  33014. * - BABYLON.VertexBuffer.UV4Kind
  33015. * - BABYLON.VertexBuffer.UV5Kind
  33016. * - BABYLON.VertexBuffer.UV6Kind
  33017. * - BABYLON.VertexBuffer.ColorKind
  33018. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33019. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33020. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33021. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33022. * @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
  33023. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  33024. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  33025. */
  33026. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  33027. if (!this._geometry) {
  33028. return null;
  33029. }
  33030. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  33031. };
  33032. /**
  33033. * Returns the mesh VertexBuffer object from the requested `kind`
  33034. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33035. * - BABYLON.VertexBuffer.PositionKind
  33036. * - BABYLON.VertexBuffer.UVKind
  33037. * - BABYLON.VertexBuffer.UV2Kind
  33038. * - BABYLON.VertexBuffer.UV3Kind
  33039. * - BABYLON.VertexBuffer.UV4Kind
  33040. * - BABYLON.VertexBuffer.UV5Kind
  33041. * - BABYLON.VertexBuffer.UV6Kind
  33042. * - BABYLON.VertexBuffer.ColorKind
  33043. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33044. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33045. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33046. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33047. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  33048. */
  33049. Mesh.prototype.getVertexBuffer = function (kind) {
  33050. if (!this._geometry) {
  33051. return null;
  33052. }
  33053. return this._geometry.getVertexBuffer(kind);
  33054. };
  33055. /**
  33056. * Tests if a specific vertex buffer is associated with this mesh
  33057. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33058. * - BABYLON.VertexBuffer.PositionKind
  33059. * - BABYLON.VertexBuffer.UVKind
  33060. * - BABYLON.VertexBuffer.UV2Kind
  33061. * - BABYLON.VertexBuffer.UV3Kind
  33062. * - BABYLON.VertexBuffer.UV4Kind
  33063. * - BABYLON.VertexBuffer.UV5Kind
  33064. * - BABYLON.VertexBuffer.UV6Kind
  33065. * - BABYLON.VertexBuffer.ColorKind
  33066. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33067. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33068. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33069. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33070. * @returns a boolean
  33071. */
  33072. Mesh.prototype.isVerticesDataPresent = function (kind) {
  33073. if (!this._geometry) {
  33074. if (this._delayInfo) {
  33075. return this._delayInfo.indexOf(kind) !== -1;
  33076. }
  33077. return false;
  33078. }
  33079. return this._geometry.isVerticesDataPresent(kind);
  33080. };
  33081. /**
  33082. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  33083. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33084. * - BABYLON.VertexBuffer.PositionKind
  33085. * - BABYLON.VertexBuffer.UVKind
  33086. * - BABYLON.VertexBuffer.UV2Kind
  33087. * - BABYLON.VertexBuffer.UV3Kind
  33088. * - BABYLON.VertexBuffer.UV4Kind
  33089. * - BABYLON.VertexBuffer.UV5Kind
  33090. * - BABYLON.VertexBuffer.UV6Kind
  33091. * - BABYLON.VertexBuffer.ColorKind
  33092. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33093. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33094. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33095. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33096. * @returns a boolean
  33097. */
  33098. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  33099. if (!this._geometry) {
  33100. if (this._delayInfo) {
  33101. return this._delayInfo.indexOf(kind) !== -1;
  33102. }
  33103. return false;
  33104. }
  33105. return this._geometry.isVertexBufferUpdatable(kind);
  33106. };
  33107. /**
  33108. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  33109. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33110. * - BABYLON.VertexBuffer.PositionKind
  33111. * - BABYLON.VertexBuffer.UVKind
  33112. * - BABYLON.VertexBuffer.UV2Kind
  33113. * - BABYLON.VertexBuffer.UV3Kind
  33114. * - BABYLON.VertexBuffer.UV4Kind
  33115. * - BABYLON.VertexBuffer.UV5Kind
  33116. * - BABYLON.VertexBuffer.UV6Kind
  33117. * - BABYLON.VertexBuffer.ColorKind
  33118. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33119. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33120. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33121. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33122. * @returns an array of strings
  33123. */
  33124. Mesh.prototype.getVerticesDataKinds = function () {
  33125. if (!this._geometry) {
  33126. var result = new Array();
  33127. if (this._delayInfo) {
  33128. this._delayInfo.forEach(function (kind, index, array) {
  33129. result.push(kind);
  33130. });
  33131. }
  33132. return result;
  33133. }
  33134. return this._geometry.getVerticesDataKinds();
  33135. };
  33136. /**
  33137. * Returns a positive integer : the total number of indices in this mesh geometry.
  33138. * @returns the numner of indices or zero if the mesh has no geometry.
  33139. */
  33140. Mesh.prototype.getTotalIndices = function () {
  33141. if (!this._geometry) {
  33142. return 0;
  33143. }
  33144. return this._geometry.getTotalIndices();
  33145. };
  33146. /**
  33147. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  33148. * @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.
  33149. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  33150. * @returns the indices array or an empty array if the mesh has no geometry
  33151. */
  33152. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  33153. if (!this._geometry) {
  33154. return [];
  33155. }
  33156. return this._geometry.getIndices(copyWhenShared, forceCopy);
  33157. };
  33158. Object.defineProperty(Mesh.prototype, "isBlocked", {
  33159. get: function () {
  33160. return this._masterMesh !== null && this._masterMesh !== undefined;
  33161. },
  33162. enumerable: true,
  33163. configurable: true
  33164. });
  33165. /**
  33166. * Determine if the current mesh is ready to be rendered
  33167. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  33168. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  33169. * @returns true if all associated assets are ready (material, textures, shaders)
  33170. */
  33171. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  33172. if (completeCheck === void 0) { completeCheck = false; }
  33173. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  33174. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33175. return false;
  33176. }
  33177. if (!_super.prototype.isReady.call(this, completeCheck)) {
  33178. return false;
  33179. }
  33180. if (!this.subMeshes || this.subMeshes.length === 0) {
  33181. return true;
  33182. }
  33183. if (!completeCheck) {
  33184. return true;
  33185. }
  33186. var engine = this.getEngine();
  33187. var scene = this.getScene();
  33188. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  33189. this.computeWorldMatrix();
  33190. var mat = this.material || scene.defaultMaterial;
  33191. if (mat) {
  33192. if (mat._storeEffectOnSubMeshes) {
  33193. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33194. var subMesh = _a[_i];
  33195. var effectiveMaterial = subMesh.getMaterial();
  33196. if (effectiveMaterial) {
  33197. if (effectiveMaterial._storeEffectOnSubMeshes) {
  33198. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33199. return false;
  33200. }
  33201. }
  33202. else {
  33203. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33204. return false;
  33205. }
  33206. }
  33207. }
  33208. }
  33209. }
  33210. else {
  33211. if (!mat.isReady(this, hardwareInstancedRendering)) {
  33212. return false;
  33213. }
  33214. }
  33215. }
  33216. // Shadows
  33217. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  33218. var light = _c[_b];
  33219. var generator = light.getShadowGenerator();
  33220. if (generator) {
  33221. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  33222. var subMesh = _e[_d];
  33223. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  33224. return false;
  33225. }
  33226. }
  33227. }
  33228. }
  33229. // LOD
  33230. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  33231. var lod = _g[_f];
  33232. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  33233. return false;
  33234. }
  33235. }
  33236. return true;
  33237. };
  33238. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  33239. /**
  33240. * 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.
  33241. */
  33242. get: function () {
  33243. return this._areNormalsFrozen;
  33244. },
  33245. enumerable: true,
  33246. configurable: true
  33247. });
  33248. /**
  33249. * 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.
  33250. * @returns the current mesh
  33251. */
  33252. Mesh.prototype.freezeNormals = function () {
  33253. this._areNormalsFrozen = true;
  33254. return this;
  33255. };
  33256. /**
  33257. * 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
  33258. * @returns the current mesh
  33259. */
  33260. Mesh.prototype.unfreezeNormals = function () {
  33261. this._areNormalsFrozen = false;
  33262. return this;
  33263. };
  33264. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  33265. /**
  33266. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  33267. */
  33268. set: function (count) {
  33269. this._instanceDataStorage.overridenInstanceCount = count;
  33270. },
  33271. enumerable: true,
  33272. configurable: true
  33273. });
  33274. // Methods
  33275. /** @hidden */
  33276. Mesh.prototype._preActivate = function () {
  33277. var sceneRenderId = this.getScene().getRenderId();
  33278. if (this._preActivateId === sceneRenderId) {
  33279. return this;
  33280. }
  33281. this._preActivateId = sceneRenderId;
  33282. this._instanceDataStorage.visibleInstances = null;
  33283. return this;
  33284. };
  33285. /** @hidden */
  33286. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  33287. if (this._instanceDataStorage.visibleInstances) {
  33288. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  33289. }
  33290. return this;
  33291. };
  33292. /** @hidden */
  33293. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  33294. if (!this._instanceDataStorage.visibleInstances) {
  33295. this._instanceDataStorage.visibleInstances = {
  33296. defaultRenderId: renderId,
  33297. selfDefaultRenderId: this._renderId
  33298. };
  33299. }
  33300. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  33301. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  33302. }
  33303. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  33304. return this;
  33305. };
  33306. /**
  33307. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  33308. * This means the mesh underlying bounding box and sphere are recomputed.
  33309. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  33310. * @returns the current mesh
  33311. */
  33312. Mesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  33313. if (applySkeleton === void 0) { applySkeleton = false; }
  33314. if (this._boundingInfo && this._boundingInfo.isLocked) {
  33315. return this;
  33316. }
  33317. var bias = this.geometry ? this.geometry.boundingBias : null;
  33318. this._refreshBoundingInfo(this._getPositionData(applySkeleton), bias);
  33319. return this;
  33320. };
  33321. /** @hidden */
  33322. Mesh.prototype._createGlobalSubMesh = function (force) {
  33323. var totalVertices = this.getTotalVertices();
  33324. if (!totalVertices || !this.getIndices()) {
  33325. return null;
  33326. }
  33327. // Check if we need to recreate the submeshes
  33328. if (this.subMeshes && this.subMeshes.length > 0) {
  33329. var ib = this.getIndices();
  33330. if (!ib) {
  33331. return null;
  33332. }
  33333. var totalIndices = ib.length;
  33334. var needToRecreate = false;
  33335. if (force) {
  33336. needToRecreate = true;
  33337. }
  33338. else {
  33339. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33340. var submesh = _a[_i];
  33341. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33342. needToRecreate = true;
  33343. break;
  33344. }
  33345. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33346. needToRecreate = true;
  33347. break;
  33348. }
  33349. }
  33350. }
  33351. if (!needToRecreate) {
  33352. return this.subMeshes[0];
  33353. }
  33354. }
  33355. this.releaseSubMeshes();
  33356. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33357. };
  33358. /**
  33359. * This function will subdivide the mesh into multiple submeshes
  33360. * @param count defines the expected number of submeshes
  33361. */
  33362. Mesh.prototype.subdivide = function (count) {
  33363. if (count < 1) {
  33364. return;
  33365. }
  33366. var totalIndices = this.getTotalIndices();
  33367. var subdivisionSize = (totalIndices / count) | 0;
  33368. var offset = 0;
  33369. // Ensure that subdivisionSize is a multiple of 3
  33370. while (subdivisionSize % 3 !== 0) {
  33371. subdivisionSize++;
  33372. }
  33373. this.releaseSubMeshes();
  33374. for (var index = 0; index < count; index++) {
  33375. if (offset >= totalIndices) {
  33376. break;
  33377. }
  33378. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33379. offset += subdivisionSize;
  33380. }
  33381. this.synchronizeInstances();
  33382. };
  33383. /**
  33384. * Copy a FloatArray into a specific associated vertex buffer
  33385. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33386. * - BABYLON.VertexBuffer.PositionKind
  33387. * - BABYLON.VertexBuffer.UVKind
  33388. * - BABYLON.VertexBuffer.UV2Kind
  33389. * - BABYLON.VertexBuffer.UV3Kind
  33390. * - BABYLON.VertexBuffer.UV4Kind
  33391. * - BABYLON.VertexBuffer.UV5Kind
  33392. * - BABYLON.VertexBuffer.UV6Kind
  33393. * - BABYLON.VertexBuffer.ColorKind
  33394. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33395. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33396. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33397. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33398. * @param data defines the data source
  33399. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33400. * @param stride defines the data stride size (can be null)
  33401. * @returns the current mesh
  33402. */
  33403. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33404. if (updatable === void 0) { updatable = false; }
  33405. if (!this._geometry) {
  33406. var vertexData = new BABYLON.VertexData();
  33407. vertexData.set(data, kind);
  33408. var scene = this.getScene();
  33409. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33410. }
  33411. else {
  33412. this._geometry.setVerticesData(kind, data, updatable, stride);
  33413. }
  33414. return this;
  33415. };
  33416. /**
  33417. * Flags an associated vertex buffer as updatable
  33418. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33419. * - BABYLON.VertexBuffer.PositionKind
  33420. * - BABYLON.VertexBuffer.UVKind
  33421. * - BABYLON.VertexBuffer.UV2Kind
  33422. * - BABYLON.VertexBuffer.UV3Kind
  33423. * - BABYLON.VertexBuffer.UV4Kind
  33424. * - BABYLON.VertexBuffer.UV5Kind
  33425. * - BABYLON.VertexBuffer.UV6Kind
  33426. * - BABYLON.VertexBuffer.ColorKind
  33427. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33428. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33429. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33430. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33431. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33432. */
  33433. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33434. if (updatable === void 0) { updatable = true; }
  33435. var vb = this.getVertexBuffer(kind);
  33436. if (!vb || vb.isUpdatable() === updatable) {
  33437. return;
  33438. }
  33439. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33440. };
  33441. /**
  33442. * Sets the mesh global Vertex Buffer
  33443. * @param buffer defines the buffer to use
  33444. * @returns the current mesh
  33445. */
  33446. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33447. if (!this._geometry) {
  33448. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33449. }
  33450. this._geometry.setVerticesBuffer(buffer);
  33451. return this;
  33452. };
  33453. /**
  33454. * Update a specific associated vertex buffer
  33455. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33456. * - BABYLON.VertexBuffer.PositionKind
  33457. * - BABYLON.VertexBuffer.UVKind
  33458. * - BABYLON.VertexBuffer.UV2Kind
  33459. * - BABYLON.VertexBuffer.UV3Kind
  33460. * - BABYLON.VertexBuffer.UV4Kind
  33461. * - BABYLON.VertexBuffer.UV5Kind
  33462. * - BABYLON.VertexBuffer.UV6Kind
  33463. * - BABYLON.VertexBuffer.ColorKind
  33464. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33465. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33466. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33467. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33468. * @param data defines the data source
  33469. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33470. * @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)
  33471. * @returns the current mesh
  33472. */
  33473. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33474. if (!this._geometry) {
  33475. return this;
  33476. }
  33477. if (!makeItUnique) {
  33478. this._geometry.updateVerticesData(kind, data, updateExtends);
  33479. }
  33480. else {
  33481. this.makeGeometryUnique();
  33482. this.updateVerticesData(kind, data, updateExtends, false);
  33483. }
  33484. return this;
  33485. };
  33486. /**
  33487. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33488. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33489. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33490. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33491. * @returns the current mesh
  33492. */
  33493. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33494. if (computeNormals === void 0) { computeNormals = true; }
  33495. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33496. if (!positions) {
  33497. return this;
  33498. }
  33499. positionFunction(positions);
  33500. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33501. if (computeNormals) {
  33502. var indices = this.getIndices();
  33503. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33504. if (!normals) {
  33505. return this;
  33506. }
  33507. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33508. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33509. }
  33510. return this;
  33511. };
  33512. /**
  33513. * Creates a un-shared specific occurence of the geometry for the mesh.
  33514. * @returns the current mesh
  33515. */
  33516. Mesh.prototype.makeGeometryUnique = function () {
  33517. if (!this._geometry) {
  33518. return this;
  33519. }
  33520. var oldGeometry = this._geometry;
  33521. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  33522. oldGeometry.releaseForMesh(this, true);
  33523. geometry.applyToMesh(this);
  33524. return this;
  33525. };
  33526. /**
  33527. * Set the index buffer of this mesh
  33528. * @param indices defines the source data
  33529. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  33530. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  33531. * @returns the current mesh
  33532. */
  33533. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  33534. if (totalVertices === void 0) { totalVertices = null; }
  33535. if (updatable === void 0) { updatable = false; }
  33536. if (!this._geometry) {
  33537. var vertexData = new BABYLON.VertexData();
  33538. vertexData.indices = indices;
  33539. var scene = this.getScene();
  33540. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33541. }
  33542. else {
  33543. this._geometry.setIndices(indices, totalVertices, updatable);
  33544. }
  33545. return this;
  33546. };
  33547. /**
  33548. * Update the current index buffer
  33549. * @param indices defines the source data
  33550. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  33551. * @returns the current mesh
  33552. */
  33553. Mesh.prototype.updateIndices = function (indices, offset) {
  33554. if (!this._geometry) {
  33555. return this;
  33556. }
  33557. this._geometry.updateIndices(indices, offset);
  33558. return this;
  33559. };
  33560. /**
  33561. * Invert the geometry to move from a right handed system to a left handed one.
  33562. * @returns the current mesh
  33563. */
  33564. Mesh.prototype.toLeftHanded = function () {
  33565. if (!this._geometry) {
  33566. return this;
  33567. }
  33568. this._geometry.toLeftHanded();
  33569. return this;
  33570. };
  33571. /** @hidden */
  33572. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  33573. if (!this._geometry) {
  33574. return this;
  33575. }
  33576. var engine = this.getScene().getEngine();
  33577. // Wireframe
  33578. var indexToBind;
  33579. if (this._unIndexed) {
  33580. indexToBind = null;
  33581. }
  33582. else {
  33583. switch (fillMode) {
  33584. case BABYLON.Material.PointFillMode:
  33585. indexToBind = null;
  33586. break;
  33587. case BABYLON.Material.WireFrameFillMode:
  33588. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  33589. break;
  33590. default:
  33591. case BABYLON.Material.TriangleFillMode:
  33592. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  33593. break;
  33594. }
  33595. }
  33596. // VBOs
  33597. this._geometry._bind(effect, indexToBind);
  33598. return this;
  33599. };
  33600. /** @hidden */
  33601. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  33602. if (alternate === void 0) { alternate = false; }
  33603. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33604. return this;
  33605. }
  33606. if (this._onBeforeDrawObservable) {
  33607. this._onBeforeDrawObservable.notifyObservers(this);
  33608. }
  33609. var scene = this.getScene();
  33610. var engine = scene.getEngine();
  33611. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  33612. // or triangles as points
  33613. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  33614. }
  33615. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  33616. // Triangles as wireframe
  33617. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  33618. }
  33619. else {
  33620. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  33621. }
  33622. if (scene._isAlternateRenderingEnabled && !alternate) {
  33623. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  33624. if (!effect || !scene.activeCamera) {
  33625. return this;
  33626. }
  33627. scene._switchToAlternateCameraConfiguration(true);
  33628. this._effectiveMaterial.bindView(effect);
  33629. this._effectiveMaterial.bindViewProjection(effect);
  33630. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  33631. this._draw(subMesh, fillMode, instancesCount, true);
  33632. engine.setViewport(scene.activeCamera.viewport);
  33633. scene._switchToAlternateCameraConfiguration(false);
  33634. this._effectiveMaterial.bindView(effect);
  33635. this._effectiveMaterial.bindViewProjection(effect);
  33636. }
  33637. return this;
  33638. };
  33639. /**
  33640. * Registers for this mesh a javascript function called just before the rendering process
  33641. * @param func defines the function to call before rendering this mesh
  33642. * @returns the current mesh
  33643. */
  33644. Mesh.prototype.registerBeforeRender = function (func) {
  33645. this.onBeforeRenderObservable.add(func);
  33646. return this;
  33647. };
  33648. /**
  33649. * Disposes a previously registered javascript function called before the rendering
  33650. * @param func defines the function to remove
  33651. * @returns the current mesh
  33652. */
  33653. Mesh.prototype.unregisterBeforeRender = function (func) {
  33654. this.onBeforeRenderObservable.removeCallback(func);
  33655. return this;
  33656. };
  33657. /**
  33658. * Registers for this mesh a javascript function called just after the rendering is complete
  33659. * @param func defines the function to call after rendering this mesh
  33660. * @returns the current mesh
  33661. */
  33662. Mesh.prototype.registerAfterRender = function (func) {
  33663. this.onAfterRenderObservable.add(func);
  33664. return this;
  33665. };
  33666. /**
  33667. * Disposes a previously registered javascript function called after the rendering.
  33668. * @param func defines the function to remove
  33669. * @returns the current mesh
  33670. */
  33671. Mesh.prototype.unregisterAfterRender = function (func) {
  33672. this.onAfterRenderObservable.removeCallback(func);
  33673. return this;
  33674. };
  33675. /** @hidden */
  33676. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  33677. var scene = this.getScene();
  33678. var batchCache = this._instanceDataStorage.batchCache;
  33679. batchCache.mustReturn = false;
  33680. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  33681. batchCache.visibleInstances[subMeshId] = null;
  33682. if (this._instanceDataStorage.visibleInstances) {
  33683. var visibleInstances = this._instanceDataStorage.visibleInstances;
  33684. var currentRenderId = scene.getRenderId();
  33685. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  33686. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  33687. var selfRenderId = this._renderId;
  33688. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  33689. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  33690. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  33691. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  33692. }
  33693. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  33694. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  33695. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  33696. batchCache.mustReturn = true;
  33697. return batchCache;
  33698. }
  33699. if (currentRenderId !== selfRenderId) {
  33700. batchCache.renderSelf[subMeshId] = false;
  33701. }
  33702. }
  33703. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  33704. }
  33705. return batchCache;
  33706. };
  33707. /** @hidden */
  33708. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  33709. var visibleInstances = batch.visibleInstances[subMesh._id];
  33710. if (!visibleInstances) {
  33711. return this;
  33712. }
  33713. var matricesCount = visibleInstances.length + 1;
  33714. var bufferSize = matricesCount * 16 * 4;
  33715. var instanceStorage = this._instanceDataStorage;
  33716. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  33717. var instancesBuffer = instanceStorage.instancesBuffer;
  33718. while (instanceStorage.instancesBufferSize < bufferSize) {
  33719. instanceStorage.instancesBufferSize *= 2;
  33720. }
  33721. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33722. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  33723. }
  33724. var offset = 0;
  33725. var instancesCount = 0;
  33726. var world = this.getWorldMatrix();
  33727. if (batch.renderSelf[subMesh._id]) {
  33728. world.copyToArray(instanceStorage.instancesData, offset);
  33729. offset += 16;
  33730. instancesCount++;
  33731. }
  33732. if (visibleInstances) {
  33733. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  33734. var instance = visibleInstances[instanceIndex];
  33735. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  33736. offset += 16;
  33737. instancesCount++;
  33738. }
  33739. }
  33740. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33741. if (instancesBuffer) {
  33742. instancesBuffer.dispose();
  33743. }
  33744. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  33745. instanceStorage.instancesBuffer = instancesBuffer;
  33746. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  33747. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  33748. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  33749. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  33750. }
  33751. else {
  33752. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  33753. }
  33754. this._bind(subMesh, effect, fillMode);
  33755. this._draw(subMesh, fillMode, instancesCount);
  33756. engine.unbindInstanceAttributes();
  33757. return this;
  33758. };
  33759. /** @hidden */
  33760. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  33761. var scene = this.getScene();
  33762. var engine = scene.getEngine();
  33763. if (hardwareInstancedRendering) {
  33764. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  33765. }
  33766. else {
  33767. if (batch.renderSelf[subMesh._id]) {
  33768. // Draw
  33769. if (onBeforeDraw) {
  33770. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  33771. }
  33772. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  33773. }
  33774. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  33775. if (visibleInstancesForSubMesh) {
  33776. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  33777. var instance = visibleInstancesForSubMesh[instanceIndex];
  33778. // World
  33779. var world = instance.getWorldMatrix();
  33780. if (onBeforeDraw) {
  33781. onBeforeDraw(true, world, effectiveMaterial);
  33782. }
  33783. // Draw
  33784. this._draw(subMesh, fillMode);
  33785. }
  33786. }
  33787. }
  33788. return this;
  33789. };
  33790. /**
  33791. * 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
  33792. * @param subMesh defines the subMesh to render
  33793. * @param enableAlphaMode defines if alpha mode can be changed
  33794. * @returns the current mesh
  33795. */
  33796. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  33797. if (this._checkOcclusionQuery()) {
  33798. return this;
  33799. }
  33800. var scene = this.getScene();
  33801. // Managing instances
  33802. var batch = this._getInstancesRenderList(subMesh._id);
  33803. if (batch.mustReturn) {
  33804. return this;
  33805. }
  33806. // Checking geometry state
  33807. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33808. return this;
  33809. }
  33810. if (this._onBeforeRenderObservable) {
  33811. this._onBeforeRenderObservable.notifyObservers(this);
  33812. }
  33813. var engine = scene.getEngine();
  33814. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  33815. // Material
  33816. var material = subMesh.getMaterial();
  33817. if (!material) {
  33818. return this;
  33819. }
  33820. this._effectiveMaterial = material;
  33821. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33822. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33823. return this;
  33824. }
  33825. }
  33826. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33827. return this;
  33828. }
  33829. // Alpha mode
  33830. if (enableAlphaMode) {
  33831. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  33832. }
  33833. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  33834. var step = _a[_i];
  33835. step.action(this, subMesh, batch);
  33836. }
  33837. var effect;
  33838. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33839. effect = subMesh.effect;
  33840. }
  33841. else {
  33842. effect = this._effectiveMaterial.getEffect();
  33843. }
  33844. if (!effect) {
  33845. return this;
  33846. }
  33847. var sideOrientation = this.overrideMaterialSideOrientation;
  33848. if (sideOrientation == null) {
  33849. sideOrientation = this._effectiveMaterial.sideOrientation;
  33850. if (this._getWorldMatrixDeterminant() < 0) {
  33851. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  33852. }
  33853. }
  33854. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  33855. if (this._effectiveMaterial.forceDepthWrite) {
  33856. engine.setDepthWrite(true);
  33857. }
  33858. // Bind
  33859. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  33860. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  33861. this._bind(subMesh, effect, fillMode);
  33862. }
  33863. var world = this.getWorldMatrix();
  33864. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33865. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  33866. }
  33867. else {
  33868. this._effectiveMaterial.bind(world, this);
  33869. }
  33870. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  33871. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  33872. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  33873. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  33874. }
  33875. // Draw
  33876. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  33877. // Unbind
  33878. this._effectiveMaterial.unbind();
  33879. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  33880. var step = _c[_b];
  33881. step.action(this, subMesh, batch);
  33882. }
  33883. if (this._onAfterRenderObservable) {
  33884. this._onAfterRenderObservable.notifyObservers(this);
  33885. }
  33886. return this;
  33887. };
  33888. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  33889. if (isInstance && effectiveMaterial) {
  33890. effectiveMaterial.bindOnlyWorldMatrix(world);
  33891. }
  33892. };
  33893. /**
  33894. * Renormalize the mesh and patch it up if there are no weights
  33895. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  33896. * However in the case of zero weights then we set just a single influence to 1.
  33897. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  33898. */
  33899. Mesh.prototype.cleanMatrixWeights = function () {
  33900. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  33901. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  33902. this.normalizeSkinWeightsAndExtra();
  33903. }
  33904. else {
  33905. this.normalizeSkinFourWeights();
  33906. }
  33907. }
  33908. };
  33909. // faster 4 weight version.
  33910. Mesh.prototype.normalizeSkinFourWeights = function () {
  33911. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33912. var numWeights = matricesWeights.length;
  33913. for (var a = 0; a < numWeights; a += 4) {
  33914. // accumulate weights
  33915. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  33916. // check for invalid weight and just set it to 1.
  33917. if (t === 0) {
  33918. matricesWeights[a] = 1;
  33919. }
  33920. else {
  33921. // renormalize so everything adds to 1 use reciprical
  33922. var recip = 1 / t;
  33923. matricesWeights[a] *= recip;
  33924. matricesWeights[a + 1] *= recip;
  33925. matricesWeights[a + 2] *= recip;
  33926. matricesWeights[a + 3] *= recip;
  33927. }
  33928. }
  33929. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  33930. };
  33931. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  33932. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  33933. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  33934. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33935. var numWeights = matricesWeights.length;
  33936. for (var a = 0; a < numWeights; a += 4) {
  33937. // accumulate weights
  33938. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  33939. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  33940. // check for invalid weight and just set it to 1.
  33941. if (t === 0) {
  33942. matricesWeights[a] = 1;
  33943. }
  33944. else {
  33945. // renormalize so everything adds to 1 use reciprical
  33946. var recip = 1 / t;
  33947. matricesWeights[a] *= recip;
  33948. matricesWeights[a + 1] *= recip;
  33949. matricesWeights[a + 2] *= recip;
  33950. matricesWeights[a + 3] *= recip;
  33951. // same goes for extras
  33952. matricesWeightsExtra[a] *= recip;
  33953. matricesWeightsExtra[a + 1] *= recip;
  33954. matricesWeightsExtra[a + 2] *= recip;
  33955. matricesWeightsExtra[a + 3] *= recip;
  33956. }
  33957. }
  33958. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  33959. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  33960. };
  33961. /**
  33962. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  33963. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  33964. * the user know there was an issue with importing the mesh
  33965. * @returns a validation object with skinned, valid and report string
  33966. */
  33967. Mesh.prototype.validateSkinning = function () {
  33968. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  33969. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33970. if (matricesWeights === null || this.skeleton == null) {
  33971. return { skinned: false, valid: true, report: "not skinned" };
  33972. }
  33973. var numWeights = matricesWeights.length;
  33974. var numberNotSorted = 0;
  33975. var missingWeights = 0;
  33976. var maxUsedWeights = 0;
  33977. var numberNotNormalized = 0;
  33978. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  33979. var usedWeightCounts = new Array();
  33980. for (var a = 0; a <= numInfluences; a++) {
  33981. usedWeightCounts[a] = 0;
  33982. }
  33983. var toleranceEpsilon = 0.001;
  33984. for (var a = 0; a < numWeights; a += 4) {
  33985. var lastWeight = matricesWeights[a];
  33986. var t = lastWeight;
  33987. var usedWeights = t === 0 ? 0 : 1;
  33988. for (var b = 1; b < numInfluences; b++) {
  33989. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  33990. if (d > lastWeight) {
  33991. numberNotSorted++;
  33992. }
  33993. if (d !== 0) {
  33994. usedWeights++;
  33995. }
  33996. t += d;
  33997. lastWeight = d;
  33998. }
  33999. // count the buffer weights usage
  34000. usedWeightCounts[usedWeights]++;
  34001. // max influences
  34002. if (usedWeights > maxUsedWeights) {
  34003. maxUsedWeights = usedWeights;
  34004. }
  34005. // check for invalid weight and just set it to 1.
  34006. if (t === 0) {
  34007. missingWeights++;
  34008. }
  34009. else {
  34010. // renormalize so everything adds to 1 use reciprical
  34011. var recip = 1 / t;
  34012. var tolerance = 0;
  34013. for (b = 0; b < numInfluences; b++) {
  34014. if (b < 4) {
  34015. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  34016. }
  34017. else {
  34018. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  34019. }
  34020. }
  34021. // arbitary epsilon value for dicdating not normalized
  34022. if (tolerance > toleranceEpsilon) {
  34023. numberNotNormalized++;
  34024. }
  34025. }
  34026. }
  34027. // validate bone indices are in range of the skeleton
  34028. var numBones = this.skeleton.bones.length;
  34029. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  34030. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  34031. var numBadBoneIndices = 0;
  34032. for (var a = 0; a < numWeights; a++) {
  34033. for (var b = 0; b < numInfluences; b++) {
  34034. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  34035. if (index >= numBones || index < 0) {
  34036. numBadBoneIndices++;
  34037. }
  34038. }
  34039. }
  34040. // log mesh stats
  34041. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  34042. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  34043. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  34044. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  34045. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  34046. };
  34047. /** @hidden */
  34048. Mesh.prototype._checkDelayState = function () {
  34049. var scene = this.getScene();
  34050. if (this._geometry) {
  34051. this._geometry.load(scene);
  34052. }
  34053. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  34054. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  34055. this._queueLoad(scene);
  34056. }
  34057. return this;
  34058. };
  34059. Mesh.prototype._queueLoad = function (scene) {
  34060. var _this = this;
  34061. scene._addPendingData(this);
  34062. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  34063. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  34064. if (data instanceof ArrayBuffer) {
  34065. _this._delayLoadingFunction(data, _this);
  34066. }
  34067. else {
  34068. _this._delayLoadingFunction(JSON.parse(data), _this);
  34069. }
  34070. _this.instances.forEach(function (instance) {
  34071. instance._syncSubMeshes();
  34072. });
  34073. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  34074. scene._removePendingData(_this);
  34075. }, function () { }, scene.offlineProvider, getBinaryData);
  34076. return this;
  34077. };
  34078. /**
  34079. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  34080. * A mesh is in the frustum if its bounding box intersects the frustum
  34081. * @param frustumPlanes defines the frustum to test
  34082. * @returns true if the mesh is in the frustum planes
  34083. */
  34084. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  34085. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  34086. return false;
  34087. }
  34088. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  34089. return false;
  34090. }
  34091. this._checkDelayState();
  34092. return true;
  34093. };
  34094. /**
  34095. * Sets the mesh material by the material or multiMaterial `id` property
  34096. * @param id is a string identifying the material or the multiMaterial
  34097. * @returns the current mesh
  34098. */
  34099. Mesh.prototype.setMaterialByID = function (id) {
  34100. var materials = this.getScene().materials;
  34101. var index;
  34102. for (index = materials.length - 1; index > -1; index--) {
  34103. if (materials[index].id === id) {
  34104. this.material = materials[index];
  34105. return this;
  34106. }
  34107. }
  34108. // Multi
  34109. var multiMaterials = this.getScene().multiMaterials;
  34110. for (index = multiMaterials.length - 1; index > -1; index--) {
  34111. if (multiMaterials[index].id === id) {
  34112. this.material = multiMaterials[index];
  34113. return this;
  34114. }
  34115. }
  34116. return this;
  34117. };
  34118. /**
  34119. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  34120. * @returns an array of IAnimatable
  34121. */
  34122. Mesh.prototype.getAnimatables = function () {
  34123. var results = new Array();
  34124. if (this.material) {
  34125. results.push(this.material);
  34126. }
  34127. if (this.skeleton) {
  34128. results.push(this.skeleton);
  34129. }
  34130. return results;
  34131. };
  34132. /**
  34133. * Modifies the mesh geometry according to the passed transformation matrix.
  34134. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  34135. * The mesh normals are modified using the same transformation.
  34136. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34137. * @param transform defines the transform matrix to use
  34138. * @see http://doc.babylonjs.com/resources/baking_transformations
  34139. * @returns the current mesh
  34140. */
  34141. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  34142. // Position
  34143. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  34144. return this;
  34145. }
  34146. var submeshes = this.subMeshes.splice(0);
  34147. this._resetPointsArrayCache();
  34148. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34149. var temp = new Array();
  34150. var index;
  34151. for (index = 0; index < data.length; index += 3) {
  34152. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  34153. }
  34154. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  34155. // Normals
  34156. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  34157. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34158. temp = [];
  34159. for (index = 0; index < data.length; index += 3) {
  34160. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  34161. }
  34162. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  34163. }
  34164. // flip faces?
  34165. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  34166. this.flipFaces();
  34167. }
  34168. // Restore submeshes
  34169. this.releaseSubMeshes();
  34170. this.subMeshes = submeshes;
  34171. return this;
  34172. };
  34173. /**
  34174. * Modifies the mesh geometry according to its own current World Matrix.
  34175. * The mesh World Matrix is then reset.
  34176. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  34177. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34178. * @see http://doc.babylonjs.com/resources/baking_transformations
  34179. * @returns the current mesh
  34180. */
  34181. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  34182. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  34183. this.scaling.copyFromFloats(1, 1, 1);
  34184. this.position.copyFromFloats(0, 0, 0);
  34185. this.rotation.copyFromFloats(0, 0, 0);
  34186. //only if quaternion is already set
  34187. if (this.rotationQuaternion) {
  34188. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  34189. }
  34190. this._worldMatrix = BABYLON.Matrix.Identity();
  34191. return this;
  34192. };
  34193. Object.defineProperty(Mesh.prototype, "_positions", {
  34194. // Cache
  34195. /** @hidden */
  34196. get: function () {
  34197. if (this._geometry) {
  34198. return this._geometry._positions;
  34199. }
  34200. return null;
  34201. },
  34202. enumerable: true,
  34203. configurable: true
  34204. });
  34205. /** @hidden */
  34206. Mesh.prototype._resetPointsArrayCache = function () {
  34207. if (this._geometry) {
  34208. this._geometry._resetPointsArrayCache();
  34209. }
  34210. return this;
  34211. };
  34212. /** @hidden */
  34213. Mesh.prototype._generatePointsArray = function () {
  34214. if (this._geometry) {
  34215. return this._geometry._generatePointsArray();
  34216. }
  34217. return false;
  34218. };
  34219. /**
  34220. * Returns a new Mesh object generated from the current mesh properties.
  34221. * This method must not get confused with createInstance()
  34222. * @param name is a string, the name given to the new mesh
  34223. * @param newParent can be any Node object (default `null`)
  34224. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  34225. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  34226. * @returns a new mesh
  34227. */
  34228. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  34229. if (name === void 0) { name = ""; }
  34230. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  34231. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  34232. };
  34233. /**
  34234. * Releases resources associated with this mesh.
  34235. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  34236. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  34237. */
  34238. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  34239. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  34240. this.morphTargetManager = null;
  34241. if (this._geometry) {
  34242. this._geometry.releaseForMesh(this, true);
  34243. }
  34244. if (this._onBeforeDrawObservable) {
  34245. this._onBeforeDrawObservable.clear();
  34246. }
  34247. if (this._onBeforeRenderObservable) {
  34248. this._onBeforeRenderObservable.clear();
  34249. }
  34250. if (this._onAfterRenderObservable) {
  34251. this._onAfterRenderObservable.clear();
  34252. }
  34253. // Sources
  34254. if (this._scene.useClonedMeshhMap) {
  34255. if (this.meshMap) {
  34256. for (var uniqueId in this.meshMap) {
  34257. var mesh = this.meshMap[uniqueId];
  34258. if (mesh) {
  34259. mesh._source = null;
  34260. this.meshMap[uniqueId] = undefined;
  34261. }
  34262. }
  34263. }
  34264. if (this._source && this._source.meshMap) {
  34265. this._source.meshMap[this.uniqueId] = undefined;
  34266. }
  34267. }
  34268. else {
  34269. var meshes = this.getScene().meshes;
  34270. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  34271. var abstractMesh = meshes_1[_i];
  34272. var mesh = abstractMesh;
  34273. if (mesh._source && mesh._source === this) {
  34274. mesh._source = null;
  34275. }
  34276. }
  34277. }
  34278. this._source = null;
  34279. // Instances
  34280. if (this._instanceDataStorage.instancesBuffer) {
  34281. this._instanceDataStorage.instancesBuffer.dispose();
  34282. this._instanceDataStorage.instancesBuffer = null;
  34283. }
  34284. while (this.instances.length) {
  34285. this.instances[0].dispose();
  34286. }
  34287. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34288. };
  34289. /**
  34290. * Modifies the mesh geometry according to a displacement map.
  34291. * 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.
  34292. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34293. * @param url is a string, the URL from the image file is to be downloaded.
  34294. * @param minHeight is the lower limit of the displacement.
  34295. * @param maxHeight is the upper limit of the displacement.
  34296. * @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.
  34297. * @param uvOffset is an optional vector2 used to offset UV.
  34298. * @param uvScale is an optional vector2 used to scale UV.
  34299. * @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.
  34300. * @returns the Mesh.
  34301. */
  34302. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34303. var _this = this;
  34304. if (forceUpdate === void 0) { forceUpdate = false; }
  34305. var scene = this.getScene();
  34306. var onload = function (img) {
  34307. // Getting height map data
  34308. var canvas = document.createElement("canvas");
  34309. var context = canvas.getContext("2d");
  34310. var heightMapWidth = img.width;
  34311. var heightMapHeight = img.height;
  34312. canvas.width = heightMapWidth;
  34313. canvas.height = heightMapHeight;
  34314. context.drawImage(img, 0, 0);
  34315. // Create VertexData from map data
  34316. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34317. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34318. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34319. //execute success callback, if set
  34320. if (onSuccess) {
  34321. onSuccess(_this);
  34322. }
  34323. };
  34324. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  34325. return this;
  34326. };
  34327. /**
  34328. * Modifies the mesh geometry according to a displacementMap buffer.
  34329. * 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.
  34330. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34331. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34332. * @param heightMapWidth is the width of the buffer image.
  34333. * @param heightMapHeight is the height of the buffer image.
  34334. * @param minHeight is the lower limit of the displacement.
  34335. * @param maxHeight is the upper limit of the displacement.
  34336. * @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.
  34337. * @param uvOffset is an optional vector2 used to offset UV.
  34338. * @param uvScale is an optional vector2 used to scale UV.
  34339. * @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.
  34340. * @returns the Mesh.
  34341. */
  34342. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34343. if (forceUpdate === void 0) { forceUpdate = false; }
  34344. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34345. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34346. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34347. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34348. return this;
  34349. }
  34350. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34351. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34352. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34353. var position = BABYLON.Vector3.Zero();
  34354. var normal = BABYLON.Vector3.Zero();
  34355. var uv = BABYLON.Vector2.Zero();
  34356. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34357. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34358. for (var index = 0; index < positions.length; index += 3) {
  34359. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34360. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34361. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34362. // Compute height
  34363. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34364. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34365. var pos = (u + v * heightMapWidth) * 4;
  34366. var r = buffer[pos] / 255.0;
  34367. var g = buffer[pos + 1] / 255.0;
  34368. var b = buffer[pos + 2] / 255.0;
  34369. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34370. normal.normalize();
  34371. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34372. position = position.add(normal);
  34373. position.toArray(positions, index);
  34374. }
  34375. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34376. if (forceUpdate) {
  34377. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34378. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34379. }
  34380. else {
  34381. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34382. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34383. }
  34384. return this;
  34385. };
  34386. /**
  34387. * Modify the mesh to get a flat shading rendering.
  34388. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34389. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34390. * @returns current mesh
  34391. */
  34392. Mesh.prototype.convertToFlatShadedMesh = function () {
  34393. var kinds = this.getVerticesDataKinds();
  34394. var vbs = {};
  34395. var data = {};
  34396. var newdata = {};
  34397. var updatableNormals = false;
  34398. var kindIndex;
  34399. var kind;
  34400. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34401. kind = kinds[kindIndex];
  34402. var vertexBuffer = this.getVertexBuffer(kind);
  34403. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34404. updatableNormals = vertexBuffer.isUpdatable();
  34405. kinds.splice(kindIndex, 1);
  34406. kindIndex--;
  34407. continue;
  34408. }
  34409. vbs[kind] = vertexBuffer;
  34410. data[kind] = vbs[kind].getData();
  34411. newdata[kind] = [];
  34412. }
  34413. // Save previous submeshes
  34414. var previousSubmeshes = this.subMeshes.slice(0);
  34415. var indices = this.getIndices();
  34416. var totalIndices = this.getTotalIndices();
  34417. // Generating unique vertices per face
  34418. var index;
  34419. for (index = 0; index < totalIndices; index++) {
  34420. var vertexIndex = indices[index];
  34421. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34422. kind = kinds[kindIndex];
  34423. var stride = vbs[kind].getStrideSize();
  34424. for (var offset = 0; offset < stride; offset++) {
  34425. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34426. }
  34427. }
  34428. }
  34429. // Updating faces & normal
  34430. var normals = [];
  34431. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34432. for (index = 0; index < totalIndices; index += 3) {
  34433. indices[index] = index;
  34434. indices[index + 1] = index + 1;
  34435. indices[index + 2] = index + 2;
  34436. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34437. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34438. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34439. var p1p2 = p1.subtract(p2);
  34440. var p3p2 = p3.subtract(p2);
  34441. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34442. // Store same normals for every vertex
  34443. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34444. normals.push(normal.x);
  34445. normals.push(normal.y);
  34446. normals.push(normal.z);
  34447. }
  34448. }
  34449. this.setIndices(indices);
  34450. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34451. // Updating vertex buffers
  34452. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34453. kind = kinds[kindIndex];
  34454. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34455. }
  34456. // Updating submeshes
  34457. this.releaseSubMeshes();
  34458. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34459. var previousOne = previousSubmeshes[submeshIndex];
  34460. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34461. }
  34462. this.synchronizeInstances();
  34463. return this;
  34464. };
  34465. /**
  34466. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34467. * In other words, more vertices, no more indices and a single bigger VBO.
  34468. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34469. * @returns current mesh
  34470. */
  34471. Mesh.prototype.convertToUnIndexedMesh = function () {
  34472. var kinds = this.getVerticesDataKinds();
  34473. var vbs = {};
  34474. var data = {};
  34475. var newdata = {};
  34476. var kindIndex;
  34477. var kind;
  34478. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34479. kind = kinds[kindIndex];
  34480. var vertexBuffer = this.getVertexBuffer(kind);
  34481. vbs[kind] = vertexBuffer;
  34482. data[kind] = vbs[kind].getData();
  34483. newdata[kind] = [];
  34484. }
  34485. // Save previous submeshes
  34486. var previousSubmeshes = this.subMeshes.slice(0);
  34487. var indices = this.getIndices();
  34488. var totalIndices = this.getTotalIndices();
  34489. // Generating unique vertices per face
  34490. var index;
  34491. for (index = 0; index < totalIndices; index++) {
  34492. var vertexIndex = indices[index];
  34493. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34494. kind = kinds[kindIndex];
  34495. var stride = vbs[kind].getStrideSize();
  34496. for (var offset = 0; offset < stride; offset++) {
  34497. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34498. }
  34499. }
  34500. }
  34501. // Updating indices
  34502. for (index = 0; index < totalIndices; index += 3) {
  34503. indices[index] = index;
  34504. indices[index + 1] = index + 1;
  34505. indices[index + 2] = index + 2;
  34506. }
  34507. this.setIndices(indices);
  34508. // Updating vertex buffers
  34509. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34510. kind = kinds[kindIndex];
  34511. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34512. }
  34513. // Updating submeshes
  34514. this.releaseSubMeshes();
  34515. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34516. var previousOne = previousSubmeshes[submeshIndex];
  34517. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34518. }
  34519. this._unIndexed = true;
  34520. this.synchronizeInstances();
  34521. return this;
  34522. };
  34523. /**
  34524. * Inverses facet orientations.
  34525. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  34526. * @param flipNormals will also inverts the normals
  34527. * @returns current mesh
  34528. */
  34529. Mesh.prototype.flipFaces = function (flipNormals) {
  34530. if (flipNormals === void 0) { flipNormals = false; }
  34531. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  34532. var i;
  34533. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  34534. for (i = 0; i < vertex_data.normals.length; i++) {
  34535. vertex_data.normals[i] *= -1;
  34536. }
  34537. }
  34538. if (vertex_data.indices) {
  34539. var temp;
  34540. for (i = 0; i < vertex_data.indices.length; i += 3) {
  34541. // reassign indices
  34542. temp = vertex_data.indices[i + 1];
  34543. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  34544. vertex_data.indices[i + 2] = temp;
  34545. }
  34546. }
  34547. vertex_data.applyToMesh(this);
  34548. return this;
  34549. };
  34550. // Instances
  34551. /**
  34552. * Creates a new InstancedMesh object from the mesh model.
  34553. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  34554. * @param name defines the name of the new instance
  34555. * @returns a new InstancedMesh
  34556. */
  34557. Mesh.prototype.createInstance = function (name) {
  34558. return new BABYLON.InstancedMesh(name, this);
  34559. };
  34560. /**
  34561. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  34562. * After this call, all the mesh instances have the same submeshes than the current mesh.
  34563. * @returns the current mesh
  34564. */
  34565. Mesh.prototype.synchronizeInstances = function () {
  34566. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  34567. var instance = this.instances[instanceIndex];
  34568. instance._syncSubMeshes();
  34569. }
  34570. return this;
  34571. };
  34572. /**
  34573. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  34574. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  34575. * This should be used together with the simplification to avoid disappearing triangles.
  34576. * @param successCallback an optional success callback to be called after the optimization finished.
  34577. * @returns the current mesh
  34578. */
  34579. Mesh.prototype.optimizeIndices = function (successCallback) {
  34580. var _this = this;
  34581. var indices = this.getIndices();
  34582. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34583. if (!positions || !indices) {
  34584. return this;
  34585. }
  34586. var vectorPositions = new Array();
  34587. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  34588. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  34589. }
  34590. var dupes = new Array();
  34591. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  34592. var realPos = vectorPositions.length - 1 - iteration;
  34593. var testedPosition = vectorPositions[realPos];
  34594. for (var j = 0; j < realPos; ++j) {
  34595. var againstPosition = vectorPositions[j];
  34596. if (testedPosition.equals(againstPosition)) {
  34597. dupes[realPos] = j;
  34598. break;
  34599. }
  34600. }
  34601. }, function () {
  34602. for (var i = 0; i < indices.length; ++i) {
  34603. indices[i] = dupes[indices[i]] || indices[i];
  34604. }
  34605. //indices are now reordered
  34606. var originalSubMeshes = _this.subMeshes.slice(0);
  34607. _this.setIndices(indices);
  34608. _this.subMeshes = originalSubMeshes;
  34609. if (successCallback) {
  34610. successCallback(_this);
  34611. }
  34612. });
  34613. return this;
  34614. };
  34615. /**
  34616. * Serialize current mesh
  34617. * @param serializationObject defines the object which will receive the serialization data
  34618. */
  34619. Mesh.prototype.serialize = function (serializationObject) {
  34620. serializationObject.name = this.name;
  34621. serializationObject.id = this.id;
  34622. serializationObject.type = this.getClassName();
  34623. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  34624. serializationObject.tags = BABYLON.Tags.GetTags(this);
  34625. }
  34626. serializationObject.position = this.position.asArray();
  34627. if (this.rotationQuaternion) {
  34628. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  34629. }
  34630. else if (this.rotation) {
  34631. serializationObject.rotation = this.rotation.asArray();
  34632. }
  34633. serializationObject.scaling = this.scaling.asArray();
  34634. if (this._postMultiplyPivotMatrix) {
  34635. serializationObject.pivotMatrix = this.getPivotMatrix().asArray();
  34636. }
  34637. else {
  34638. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  34639. }
  34640. serializationObject.isEnabled = this.isEnabled(false);
  34641. serializationObject.isVisible = this.isVisible;
  34642. serializationObject.infiniteDistance = this.infiniteDistance;
  34643. serializationObject.pickable = this.isPickable;
  34644. serializationObject.receiveShadows = this.receiveShadows;
  34645. serializationObject.billboardMode = this.billboardMode;
  34646. serializationObject.visibility = this.visibility;
  34647. serializationObject.checkCollisions = this.checkCollisions;
  34648. serializationObject.isBlocker = this.isBlocker;
  34649. // Parent
  34650. if (this.parent) {
  34651. serializationObject.parentId = this.parent.id;
  34652. }
  34653. // Geometry
  34654. serializationObject.isUnIndexed = this.isUnIndexed;
  34655. var geometry = this._geometry;
  34656. if (geometry) {
  34657. var geometryId = geometry.id;
  34658. serializationObject.geometryId = geometryId;
  34659. // SubMeshes
  34660. serializationObject.subMeshes = [];
  34661. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  34662. var subMesh = this.subMeshes[subIndex];
  34663. serializationObject.subMeshes.push({
  34664. materialIndex: subMesh.materialIndex,
  34665. verticesStart: subMesh.verticesStart,
  34666. verticesCount: subMesh.verticesCount,
  34667. indexStart: subMesh.indexStart,
  34668. indexCount: subMesh.indexCount
  34669. });
  34670. }
  34671. }
  34672. // Material
  34673. if (this.material) {
  34674. serializationObject.materialId = this.material.id;
  34675. }
  34676. else {
  34677. this.material = null;
  34678. }
  34679. // Morph targets
  34680. if (this.morphTargetManager) {
  34681. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  34682. }
  34683. // Skeleton
  34684. if (this.skeleton) {
  34685. serializationObject.skeletonId = this.skeleton.id;
  34686. }
  34687. // Physics
  34688. //TODO implement correct serialization for physics impostors.
  34689. var impostor = this.getPhysicsImpostor();
  34690. if (impostor) {
  34691. serializationObject.physicsMass = impostor.getParam("mass");
  34692. serializationObject.physicsFriction = impostor.getParam("friction");
  34693. serializationObject.physicsRestitution = impostor.getParam("mass");
  34694. serializationObject.physicsImpostor = impostor.type;
  34695. }
  34696. // Metadata
  34697. if (this.metadata) {
  34698. serializationObject.metadata = this.metadata;
  34699. }
  34700. // Instances
  34701. serializationObject.instances = [];
  34702. for (var index = 0; index < this.instances.length; index++) {
  34703. var instance = this.instances[index];
  34704. if (instance.doNotSerialize) {
  34705. continue;
  34706. }
  34707. var serializationInstance = {
  34708. name: instance.name,
  34709. id: instance.id,
  34710. position: instance.position.asArray(),
  34711. scaling: instance.scaling.asArray()
  34712. };
  34713. if (instance.parent) {
  34714. serializationInstance.parentId = instance.parent.id;
  34715. }
  34716. if (instance.rotationQuaternion) {
  34717. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  34718. }
  34719. else if (instance.rotation) {
  34720. serializationInstance.rotation = instance.rotation.asArray();
  34721. }
  34722. serializationObject.instances.push(serializationInstance);
  34723. // Animations
  34724. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  34725. serializationInstance.ranges = instance.serializeAnimationRanges();
  34726. }
  34727. //
  34728. // Animations
  34729. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  34730. serializationObject.ranges = this.serializeAnimationRanges();
  34731. // Layer mask
  34732. serializationObject.layerMask = this.layerMask;
  34733. // Alpha
  34734. serializationObject.alphaIndex = this.alphaIndex;
  34735. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  34736. // Overlay
  34737. serializationObject.overlayAlpha = this.overlayAlpha;
  34738. serializationObject.overlayColor = this.overlayColor.asArray();
  34739. serializationObject.renderOverlay = this.renderOverlay;
  34740. // Fog
  34741. serializationObject.applyFog = this.applyFog;
  34742. // Action Manager
  34743. if (this.actionManager) {
  34744. serializationObject.actions = this.actionManager.serialize(this.name);
  34745. }
  34746. };
  34747. /** @hidden */
  34748. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  34749. if (!this.geometry) {
  34750. return;
  34751. }
  34752. this._markSubMeshesAsAttributesDirty();
  34753. var morphTargetManager = this._morphTargetManager;
  34754. if (morphTargetManager && morphTargetManager.vertexCount) {
  34755. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  34756. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  34757. this.morphTargetManager = null;
  34758. return;
  34759. }
  34760. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  34761. var morphTarget = morphTargetManager.getActiveTarget(index);
  34762. var positions = morphTarget.getPositions();
  34763. if (!positions) {
  34764. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  34765. return;
  34766. }
  34767. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  34768. var normals = morphTarget.getNormals();
  34769. if (normals) {
  34770. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  34771. }
  34772. var tangents = morphTarget.getTangents();
  34773. if (tangents) {
  34774. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  34775. }
  34776. }
  34777. }
  34778. else {
  34779. var index = 0;
  34780. // Positions
  34781. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  34782. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  34783. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  34784. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  34785. }
  34786. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  34787. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  34788. }
  34789. index++;
  34790. }
  34791. }
  34792. };
  34793. // Statics
  34794. /**
  34795. * Returns a new Mesh object parsed from the source provided.
  34796. * @param parsedMesh is the source
  34797. * @param scene defines the hosting scene
  34798. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  34799. * @returns a new Mesh
  34800. */
  34801. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  34802. var mesh;
  34803. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  34804. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  34805. }
  34806. else {
  34807. mesh = new Mesh(parsedMesh.name, scene);
  34808. }
  34809. mesh.id = parsedMesh.id;
  34810. if (BABYLON.Tags) {
  34811. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  34812. }
  34813. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  34814. if (parsedMesh.metadata !== undefined) {
  34815. mesh.metadata = parsedMesh.metadata;
  34816. }
  34817. if (parsedMesh.rotationQuaternion) {
  34818. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  34819. }
  34820. else if (parsedMesh.rotation) {
  34821. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  34822. }
  34823. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  34824. if (parsedMesh.localMatrix) {
  34825. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  34826. }
  34827. else if (parsedMesh.pivotMatrix) {
  34828. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  34829. }
  34830. mesh.setEnabled(parsedMesh.isEnabled);
  34831. mesh.isVisible = parsedMesh.isVisible;
  34832. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  34833. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  34834. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  34835. if (parsedMesh.applyFog !== undefined) {
  34836. mesh.applyFog = parsedMesh.applyFog;
  34837. }
  34838. if (parsedMesh.pickable !== undefined) {
  34839. mesh.isPickable = parsedMesh.pickable;
  34840. }
  34841. if (parsedMesh.alphaIndex !== undefined) {
  34842. mesh.alphaIndex = parsedMesh.alphaIndex;
  34843. }
  34844. mesh.receiveShadows = parsedMesh.receiveShadows;
  34845. mesh.billboardMode = parsedMesh.billboardMode;
  34846. if (parsedMesh.visibility !== undefined) {
  34847. mesh.visibility = parsedMesh.visibility;
  34848. }
  34849. mesh.checkCollisions = parsedMesh.checkCollisions;
  34850. if (parsedMesh.isBlocker !== undefined) {
  34851. mesh.isBlocker = parsedMesh.isBlocker;
  34852. }
  34853. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  34854. // freezeWorldMatrix
  34855. if (parsedMesh.freezeWorldMatrix) {
  34856. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  34857. }
  34858. // Parent
  34859. if (parsedMesh.parentId) {
  34860. mesh._waitingParentId = parsedMesh.parentId;
  34861. }
  34862. // Actions
  34863. if (parsedMesh.actions !== undefined) {
  34864. mesh._waitingActions = parsedMesh.actions;
  34865. }
  34866. // Overlay
  34867. if (parsedMesh.overlayAlpha !== undefined) {
  34868. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  34869. }
  34870. if (parsedMesh.overlayColor !== undefined) {
  34871. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  34872. }
  34873. if (parsedMesh.renderOverlay !== undefined) {
  34874. mesh.renderOverlay = parsedMesh.renderOverlay;
  34875. }
  34876. // Geometry
  34877. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  34878. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  34879. if (parsedMesh.delayLoadingFile) {
  34880. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  34881. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  34882. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  34883. if (parsedMesh._binaryInfo) {
  34884. mesh._binaryInfo = parsedMesh._binaryInfo;
  34885. }
  34886. mesh._delayInfo = [];
  34887. if (parsedMesh.hasUVs) {
  34888. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  34889. }
  34890. if (parsedMesh.hasUVs2) {
  34891. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  34892. }
  34893. if (parsedMesh.hasUVs3) {
  34894. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  34895. }
  34896. if (parsedMesh.hasUVs4) {
  34897. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  34898. }
  34899. if (parsedMesh.hasUVs5) {
  34900. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  34901. }
  34902. if (parsedMesh.hasUVs6) {
  34903. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  34904. }
  34905. if (parsedMesh.hasColors) {
  34906. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  34907. }
  34908. if (parsedMesh.hasMatricesIndices) {
  34909. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  34910. }
  34911. if (parsedMesh.hasMatricesWeights) {
  34912. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  34913. }
  34914. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  34915. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  34916. mesh._checkDelayState();
  34917. }
  34918. }
  34919. else {
  34920. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  34921. }
  34922. // Material
  34923. if (parsedMesh.materialId) {
  34924. mesh.setMaterialByID(parsedMesh.materialId);
  34925. }
  34926. else {
  34927. mesh.material = null;
  34928. }
  34929. // Morph targets
  34930. if (parsedMesh.morphTargetManagerId > -1) {
  34931. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  34932. }
  34933. // Skeleton
  34934. if (parsedMesh.skeletonId > -1) {
  34935. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  34936. if (parsedMesh.numBoneInfluencers) {
  34937. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  34938. }
  34939. }
  34940. // Animations
  34941. if (parsedMesh.animations) {
  34942. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  34943. var parsedAnimation = parsedMesh.animations[animationIndex];
  34944. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  34945. }
  34946. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  34947. }
  34948. if (parsedMesh.autoAnimate) {
  34949. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  34950. }
  34951. // Layer Mask
  34952. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  34953. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  34954. }
  34955. else {
  34956. mesh.layerMask = 0x0FFFFFFF;
  34957. }
  34958. // Physics
  34959. if (parsedMesh.physicsImpostor) {
  34960. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  34961. mass: parsedMesh.physicsMass,
  34962. friction: parsedMesh.physicsFriction,
  34963. restitution: parsedMesh.physicsRestitution
  34964. }, scene);
  34965. }
  34966. // Instances
  34967. if (parsedMesh.instances) {
  34968. for (var index = 0; index < parsedMesh.instances.length; index++) {
  34969. var parsedInstance = parsedMesh.instances[index];
  34970. var instance = mesh.createInstance(parsedInstance.name);
  34971. if (parsedInstance.id) {
  34972. instance.id = parsedInstance.id;
  34973. }
  34974. if (BABYLON.Tags) {
  34975. if (parsedInstance.tags) {
  34976. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  34977. }
  34978. else {
  34979. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  34980. }
  34981. }
  34982. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  34983. if (parsedInstance.parentId) {
  34984. instance._waitingParentId = parsedInstance.parentId;
  34985. }
  34986. if (parsedInstance.rotationQuaternion) {
  34987. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  34988. }
  34989. else if (parsedInstance.rotation) {
  34990. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  34991. }
  34992. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  34993. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  34994. instance.checkCollisions = parsedInstance.checkCollisions;
  34995. }
  34996. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  34997. instance.isPickable = parsedInstance.pickable;
  34998. }
  34999. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  35000. instance.showBoundingBox = parsedInstance.showBoundingBox;
  35001. }
  35002. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35003. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  35004. }
  35005. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35006. instance.alphaIndex = parsedInstance.alphaIndex;
  35007. }
  35008. // Physics
  35009. if (parsedInstance.physicsImpostor) {
  35010. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  35011. mass: parsedInstance.physicsMass,
  35012. friction: parsedInstance.physicsFriction,
  35013. restitution: parsedInstance.physicsRestitution
  35014. }, scene);
  35015. }
  35016. // Animation
  35017. if (parsedInstance.animations) {
  35018. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  35019. parsedAnimation = parsedInstance.animations[animationIndex];
  35020. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35021. }
  35022. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  35023. if (parsedInstance.autoAnimate) {
  35024. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  35025. }
  35026. }
  35027. }
  35028. }
  35029. return mesh;
  35030. };
  35031. /**
  35032. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  35033. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35034. * @param name defines the name of the mesh to create
  35035. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  35036. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  35037. * @param closePath creates a seam between the first and the last points of each path of the path array
  35038. * @param offset is taken in account only if the `pathArray` is containing a single path
  35039. * @param scene defines the hosting scene
  35040. * @param updatable defines if the mesh must be flagged as updatable
  35041. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35042. * @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)
  35043. * @returns a new Mesh
  35044. */
  35045. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  35046. if (closeArray === void 0) { closeArray = false; }
  35047. if (updatable === void 0) { updatable = false; }
  35048. return BABYLON.MeshBuilder.CreateRibbon(name, {
  35049. pathArray: pathArray,
  35050. closeArray: closeArray,
  35051. closePath: closePath,
  35052. offset: offset,
  35053. updatable: updatable,
  35054. sideOrientation: sideOrientation,
  35055. instance: instance
  35056. }, scene);
  35057. };
  35058. /**
  35059. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  35060. * @param name defines the name of the mesh to create
  35061. * @param radius sets the radius size (float) of the polygon (default 0.5)
  35062. * @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
  35063. * @param scene defines the hosting scene
  35064. * @param updatable defines if the mesh must be flagged as updatable
  35065. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35066. * @returns a new Mesh
  35067. */
  35068. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  35069. if (scene === void 0) { scene = null; }
  35070. var options = {
  35071. radius: radius,
  35072. tessellation: tessellation,
  35073. sideOrientation: sideOrientation,
  35074. updatable: updatable
  35075. };
  35076. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  35077. };
  35078. /**
  35079. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  35080. * @param name defines the name of the mesh to create
  35081. * @param size sets the size (float) of each box side (default 1)
  35082. * @param scene defines the hosting scene
  35083. * @param updatable defines if the mesh must be flagged as updatable
  35084. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35085. * @returns a new Mesh
  35086. */
  35087. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  35088. if (scene === void 0) { scene = null; }
  35089. var options = {
  35090. size: size,
  35091. sideOrientation: sideOrientation,
  35092. updatable: updatable
  35093. };
  35094. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  35095. };
  35096. /**
  35097. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  35098. * @param name defines the name of the mesh to create
  35099. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  35100. * @param diameter sets the diameter size (float) of the sphere (default 1)
  35101. * @param scene defines the hosting scene
  35102. * @param updatable defines if the mesh must be flagged as updatable
  35103. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35104. * @returns a new Mesh
  35105. */
  35106. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  35107. var options = {
  35108. segments: segments,
  35109. diameterX: diameter,
  35110. diameterY: diameter,
  35111. diameterZ: diameter,
  35112. sideOrientation: sideOrientation,
  35113. updatable: updatable
  35114. };
  35115. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  35116. };
  35117. /**
  35118. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  35119. * @param name defines the name of the mesh to create
  35120. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  35121. * @param diameterTop set the top cap diameter (floats, default 1)
  35122. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  35123. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  35124. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  35125. * @param scene defines the hosting scene
  35126. * @param updatable defines if the mesh must be flagged as updatable
  35127. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35128. * @returns a new Mesh
  35129. */
  35130. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  35131. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  35132. if (scene !== undefined) {
  35133. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  35134. updatable = scene;
  35135. }
  35136. scene = subdivisions;
  35137. subdivisions = 1;
  35138. }
  35139. var options = {
  35140. height: height,
  35141. diameterTop: diameterTop,
  35142. diameterBottom: diameterBottom,
  35143. tessellation: tessellation,
  35144. subdivisions: subdivisions,
  35145. sideOrientation: sideOrientation,
  35146. updatable: updatable
  35147. };
  35148. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  35149. };
  35150. // Torus (Code from SharpDX.org)
  35151. /**
  35152. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  35153. * @param name defines the name of the mesh to create
  35154. * @param diameter sets the diameter size (float) of the torus (default 1)
  35155. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  35156. * @param tessellation sets the number of torus sides (postive integer, default 16)
  35157. * @param scene defines the hosting scene
  35158. * @param updatable defines if the mesh must be flagged as updatable
  35159. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35160. * @returns a new Mesh
  35161. */
  35162. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  35163. var options = {
  35164. diameter: diameter,
  35165. thickness: thickness,
  35166. tessellation: tessellation,
  35167. sideOrientation: sideOrientation,
  35168. updatable: updatable
  35169. };
  35170. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  35171. };
  35172. /**
  35173. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  35174. * @param name defines the name of the mesh to create
  35175. * @param radius sets the global radius size (float) of the torus knot (default 2)
  35176. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  35177. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  35178. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  35179. * @param p the number of windings on X axis (positive integers, default 2)
  35180. * @param q the number of windings on Y axis (positive integers, default 3)
  35181. * @param scene defines the hosting scene
  35182. * @param updatable defines if the mesh must be flagged as updatable
  35183. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35184. * @returns a new Mesh
  35185. */
  35186. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  35187. var options = {
  35188. radius: radius,
  35189. tube: tube,
  35190. radialSegments: radialSegments,
  35191. tubularSegments: tubularSegments,
  35192. p: p,
  35193. q: q,
  35194. sideOrientation: sideOrientation,
  35195. updatable: updatable
  35196. };
  35197. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  35198. };
  35199. /**
  35200. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  35201. * @param name defines the name of the mesh to create
  35202. * @param points is an array successive Vector3
  35203. * @param scene defines the hosting scene
  35204. * @param updatable defines if the mesh must be flagged as updatable
  35205. * @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).
  35206. * @returns a new Mesh
  35207. */
  35208. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  35209. if (scene === void 0) { scene = null; }
  35210. if (updatable === void 0) { updatable = false; }
  35211. if (instance === void 0) { instance = null; }
  35212. var options = {
  35213. points: points,
  35214. updatable: updatable,
  35215. instance: instance
  35216. };
  35217. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  35218. };
  35219. /**
  35220. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  35221. * @param name defines the name of the mesh to create
  35222. * @param points is an array successive Vector3
  35223. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  35224. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  35225. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  35226. * @param scene defines the hosting scene
  35227. * @param updatable defines if the mesh must be flagged as updatable
  35228. * @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)
  35229. * @returns a new Mesh
  35230. */
  35231. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  35232. if (scene === void 0) { scene = null; }
  35233. var options = {
  35234. points: points,
  35235. dashSize: dashSize,
  35236. gapSize: gapSize,
  35237. dashNb: dashNb,
  35238. updatable: updatable,
  35239. instance: instance
  35240. };
  35241. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  35242. };
  35243. /**
  35244. * Creates a polygon mesh.
  35245. * Please consider using the same method from the MeshBuilder class instead.
  35246. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  35247. * 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.
  35248. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35249. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  35250. * Remember you can only change the shape positions, not their number when updating a polygon.
  35251. */
  35252. /**
  35253. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  35254. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  35255. * @param name defines the name of the mesh to create
  35256. * @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
  35257. * @param scene defines the hosting scene
  35258. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35259. * @param updatable defines if the mesh must be flagged as updatable
  35260. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35261. * @returns a new Mesh
  35262. */
  35263. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  35264. var options = {
  35265. shape: shape,
  35266. holes: holes,
  35267. updatable: updatable,
  35268. sideOrientation: sideOrientation
  35269. };
  35270. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  35271. };
  35272. /**
  35273. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  35274. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  35275. * @param name defines the name of the mesh to create
  35276. * @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
  35277. * @param depth defines the height of extrusion
  35278. * @param scene defines the hosting scene
  35279. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35280. * @param updatable defines if the mesh must be flagged as updatable
  35281. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35282. * @returns a new Mesh
  35283. */
  35284. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  35285. var options = {
  35286. shape: shape,
  35287. holes: holes,
  35288. depth: depth,
  35289. updatable: updatable,
  35290. sideOrientation: sideOrientation
  35291. };
  35292. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35293. };
  35294. /**
  35295. * Creates an extruded shape mesh.
  35296. * 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
  35297. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35298. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35299. * @param name defines the name of the mesh to create
  35300. * @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
  35301. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35302. * @param scale is the value to scale the shape
  35303. * @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
  35304. * @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
  35305. * @param scene defines the hosting scene
  35306. * @param updatable defines if the mesh must be flagged as updatable
  35307. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35308. * @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)
  35309. * @returns a new Mesh
  35310. */
  35311. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35312. if (scene === void 0) { scene = null; }
  35313. var options = {
  35314. shape: shape,
  35315. path: path,
  35316. scale: scale,
  35317. rotation: rotation,
  35318. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35319. sideOrientation: sideOrientation,
  35320. instance: instance,
  35321. updatable: updatable
  35322. };
  35323. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35324. };
  35325. /**
  35326. * Creates an custom extruded shape mesh.
  35327. * The custom extrusion is a parametric shape.
  35328. * It has no predefined shape. Its final shape will depend on the input parameters.
  35329. * Please consider using the same method from the MeshBuilder class instead
  35330. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35331. * @param name defines the name of the mesh to create
  35332. * @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
  35333. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35334. * @param scaleFunction is a custom Javascript function called on each path point
  35335. * @param rotationFunction is a custom Javascript function called on each path point
  35336. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35337. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35338. * @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
  35339. * @param scene defines the hosting scene
  35340. * @param updatable defines if the mesh must be flagged as updatable
  35341. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35342. * @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)
  35343. * @returns a new Mesh
  35344. */
  35345. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35346. var options = {
  35347. shape: shape,
  35348. path: path,
  35349. scaleFunction: scaleFunction,
  35350. rotationFunction: rotationFunction,
  35351. ribbonCloseArray: ribbonCloseArray,
  35352. ribbonClosePath: ribbonClosePath,
  35353. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35354. sideOrientation: sideOrientation,
  35355. instance: instance,
  35356. updatable: updatable
  35357. };
  35358. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35359. };
  35360. /**
  35361. * Creates lathe mesh.
  35362. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35363. * Please consider using the same method from the MeshBuilder class instead
  35364. * @param name defines the name of the mesh to create
  35365. * @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
  35366. * @param radius is the radius value of the lathe
  35367. * @param tessellation is the side number of the lathe.
  35368. * @param scene defines the hosting scene
  35369. * @param updatable defines if the mesh must be flagged as updatable
  35370. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35371. * @returns a new Mesh
  35372. */
  35373. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35374. var options = {
  35375. shape: shape,
  35376. radius: radius,
  35377. tessellation: tessellation,
  35378. sideOrientation: sideOrientation,
  35379. updatable: updatable
  35380. };
  35381. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35382. };
  35383. /**
  35384. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35385. * @param name defines the name of the mesh to create
  35386. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35387. * @param scene defines the hosting scene
  35388. * @param updatable defines if the mesh must be flagged as updatable
  35389. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35390. * @returns a new Mesh
  35391. */
  35392. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35393. var options = {
  35394. size: size,
  35395. width: size,
  35396. height: size,
  35397. sideOrientation: sideOrientation,
  35398. updatable: updatable
  35399. };
  35400. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35401. };
  35402. /**
  35403. * Creates a ground mesh.
  35404. * Please consider using the same method from the MeshBuilder class instead
  35405. * @param name defines the name of the mesh to create
  35406. * @param width set the width of the ground
  35407. * @param height set the height of the ground
  35408. * @param subdivisions sets the number of subdivisions per side
  35409. * @param scene defines the hosting scene
  35410. * @param updatable defines if the mesh must be flagged as updatable
  35411. * @returns a new Mesh
  35412. */
  35413. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35414. var options = {
  35415. width: width,
  35416. height: height,
  35417. subdivisions: subdivisions,
  35418. updatable: updatable
  35419. };
  35420. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35421. };
  35422. /**
  35423. * Creates a tiled ground mesh.
  35424. * Please consider using the same method from the MeshBuilder class instead
  35425. * @param name defines the name of the mesh to create
  35426. * @param xmin set the ground minimum X coordinate
  35427. * @param zmin set the ground minimum Y coordinate
  35428. * @param xmax set the ground maximum X coordinate
  35429. * @param zmax set the ground maximum Z coordinate
  35430. * @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
  35431. * @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
  35432. * @param scene defines the hosting scene
  35433. * @param updatable defines if the mesh must be flagged as updatable
  35434. * @returns a new Mesh
  35435. */
  35436. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35437. var options = {
  35438. xmin: xmin,
  35439. zmin: zmin,
  35440. xmax: xmax,
  35441. zmax: zmax,
  35442. subdivisions: subdivisions,
  35443. precision: precision,
  35444. updatable: updatable
  35445. };
  35446. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35447. };
  35448. /**
  35449. * Creates a ground mesh from a height map.
  35450. * Please consider using the same method from the MeshBuilder class instead
  35451. * @see http://doc.babylonjs.com/babylon101/height_map
  35452. * @param name defines the name of the mesh to create
  35453. * @param url sets the URL of the height map image resource
  35454. * @param width set the ground width size
  35455. * @param height set the ground height size
  35456. * @param subdivisions sets the number of subdivision per side
  35457. * @param minHeight is the minimum altitude on the ground
  35458. * @param maxHeight is the maximum altitude on the ground
  35459. * @param scene defines the hosting scene
  35460. * @param updatable defines if the mesh must be flagged as updatable
  35461. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35462. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35463. * @returns a new Mesh
  35464. */
  35465. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35466. var options = {
  35467. width: width,
  35468. height: height,
  35469. subdivisions: subdivisions,
  35470. minHeight: minHeight,
  35471. maxHeight: maxHeight,
  35472. updatable: updatable,
  35473. onReady: onReady,
  35474. alphaFilter: alphaFilter
  35475. };
  35476. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35477. };
  35478. /**
  35479. * Creates a tube mesh.
  35480. * The tube is a parametric shape.
  35481. * It has no predefined shape. Its final shape will depend on the input parameters.
  35482. * Please consider using the same method from the MeshBuilder class instead
  35483. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35484. * @param name defines the name of the mesh to create
  35485. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35486. * @param radius sets the tube radius size
  35487. * @param tessellation is the number of sides on the tubular surface
  35488. * @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
  35489. * @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
  35490. * @param scene defines the hosting scene
  35491. * @param updatable defines if the mesh must be flagged as updatable
  35492. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35493. * @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)
  35494. * @returns a new Mesh
  35495. */
  35496. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35497. var options = {
  35498. path: path,
  35499. radius: radius,
  35500. tessellation: tessellation,
  35501. radiusFunction: radiusFunction,
  35502. arc: 1,
  35503. cap: cap,
  35504. updatable: updatable,
  35505. sideOrientation: sideOrientation,
  35506. instance: instance
  35507. };
  35508. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35509. };
  35510. /**
  35511. * Creates a polyhedron mesh.
  35512. * Please consider using the same method from the MeshBuilder class instead.
  35513. * * 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
  35514. * * The parameter `size` (positive float, default 1) sets the polygon size
  35515. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  35516. * * 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`
  35517. * * 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
  35518. * * 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)`)
  35519. * * 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
  35520. * * 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
  35521. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35522. * * 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
  35523. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35524. * @param name defines the name of the mesh to create
  35525. * @param options defines the options used to create the mesh
  35526. * @param scene defines the hosting scene
  35527. * @returns a new Mesh
  35528. */
  35529. Mesh.CreatePolyhedron = function (name, options, scene) {
  35530. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  35531. };
  35532. /**
  35533. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  35534. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  35535. * * 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`)
  35536. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  35537. * * 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
  35538. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35539. * * 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
  35540. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35541. * @param name defines the name of the mesh
  35542. * @param options defines the options used to create the mesh
  35543. * @param scene defines the hosting scene
  35544. * @returns a new Mesh
  35545. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  35546. */
  35547. Mesh.CreateIcoSphere = function (name, options, scene) {
  35548. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  35549. };
  35550. /**
  35551. * Creates a decal mesh.
  35552. * Please consider using the same method from the MeshBuilder class instead.
  35553. * A decal is a mesh usually applied as a model onto the surface of another mesh
  35554. * @param name defines the name of the mesh
  35555. * @param sourceMesh defines the mesh receiving the decal
  35556. * @param position sets the position of the decal in world coordinates
  35557. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  35558. * @param size sets the decal scaling
  35559. * @param angle sets the angle to rotate the decal
  35560. * @returns a new Mesh
  35561. */
  35562. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  35563. var options = {
  35564. position: position,
  35565. normal: normal,
  35566. size: size,
  35567. angle: angle
  35568. };
  35569. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  35570. };
  35571. // Skeletons
  35572. /**
  35573. * Prepare internal position array for software CPU skinning
  35574. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  35575. */
  35576. Mesh.prototype.setPositionsForCPUSkinning = function () {
  35577. if (!this._sourcePositions) {
  35578. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35579. if (!source) {
  35580. return this._sourcePositions;
  35581. }
  35582. this._sourcePositions = new Float32Array(source);
  35583. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  35584. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  35585. }
  35586. }
  35587. return this._sourcePositions;
  35588. };
  35589. /**
  35590. * Prepare internal normal array for software CPU skinning
  35591. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  35592. */
  35593. Mesh.prototype.setNormalsForCPUSkinning = function () {
  35594. if (!this._sourceNormals) {
  35595. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35596. if (!source) {
  35597. return this._sourceNormals;
  35598. }
  35599. this._sourceNormals = new Float32Array(source);
  35600. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  35601. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  35602. }
  35603. }
  35604. return this._sourceNormals;
  35605. };
  35606. /**
  35607. * Updates the vertex buffer by applying transformation from the bones
  35608. * @param skeleton defines the skeleton to apply to current mesh
  35609. * @returns the current mesh
  35610. */
  35611. Mesh.prototype.applySkeleton = function (skeleton) {
  35612. if (!this.geometry) {
  35613. return this;
  35614. }
  35615. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  35616. return this;
  35617. }
  35618. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  35619. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  35620. return this;
  35621. }
  35622. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  35623. return this;
  35624. }
  35625. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  35626. return this;
  35627. }
  35628. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  35629. return this;
  35630. }
  35631. if (!this._sourcePositions) {
  35632. var submeshes = this.subMeshes.slice();
  35633. this.setPositionsForCPUSkinning();
  35634. this.subMeshes = submeshes;
  35635. }
  35636. if (!this._sourceNormals) {
  35637. this.setNormalsForCPUSkinning();
  35638. }
  35639. // positionsData checks for not being Float32Array will only pass at most once
  35640. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35641. if (!positionsData) {
  35642. return this;
  35643. }
  35644. if (!(positionsData instanceof Float32Array)) {
  35645. positionsData = new Float32Array(positionsData);
  35646. }
  35647. // normalsData checks for not being Float32Array will only pass at most once
  35648. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35649. if (!normalsData) {
  35650. return this;
  35651. }
  35652. if (!(normalsData instanceof Float32Array)) {
  35653. normalsData = new Float32Array(normalsData);
  35654. }
  35655. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  35656. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  35657. if (!matricesWeightsData || !matricesIndicesData) {
  35658. return this;
  35659. }
  35660. var needExtras = this.numBoneInfluencers > 4;
  35661. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  35662. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  35663. var skeletonMatrices = skeleton.getTransformMatrices(this);
  35664. var tempVector3 = BABYLON.Vector3.Zero();
  35665. var finalMatrix = new BABYLON.Matrix();
  35666. var tempMatrix = new BABYLON.Matrix();
  35667. var matWeightIdx = 0;
  35668. var inf;
  35669. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  35670. var weight;
  35671. for (inf = 0; inf < 4; inf++) {
  35672. weight = matricesWeightsData[matWeightIdx + inf];
  35673. if (weight > 0) {
  35674. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35675. finalMatrix.addToSelf(tempMatrix);
  35676. }
  35677. }
  35678. if (needExtras) {
  35679. for (inf = 0; inf < 4; inf++) {
  35680. weight = matricesWeightsExtraData[matWeightIdx + inf];
  35681. if (weight > 0) {
  35682. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35683. finalMatrix.addToSelf(tempMatrix);
  35684. }
  35685. }
  35686. }
  35687. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  35688. tempVector3.toArray(positionsData, index);
  35689. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  35690. tempVector3.toArray(normalsData, index);
  35691. finalMatrix.reset();
  35692. }
  35693. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  35694. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  35695. return this;
  35696. };
  35697. // Tools
  35698. /**
  35699. * 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
  35700. * @param meshes defines the list of meshes to scan
  35701. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  35702. */
  35703. Mesh.MinMax = function (meshes) {
  35704. var minVector = null;
  35705. var maxVector = null;
  35706. meshes.forEach(function (mesh, index, array) {
  35707. var boundingInfo = mesh.getBoundingInfo();
  35708. var boundingBox = boundingInfo.boundingBox;
  35709. if (!minVector || !maxVector) {
  35710. minVector = boundingBox.minimumWorld;
  35711. maxVector = boundingBox.maximumWorld;
  35712. }
  35713. else {
  35714. minVector.minimizeInPlace(boundingBox.minimumWorld);
  35715. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  35716. }
  35717. });
  35718. if (!minVector || !maxVector) {
  35719. return {
  35720. min: BABYLON.Vector3.Zero(),
  35721. max: BABYLON.Vector3.Zero()
  35722. };
  35723. }
  35724. return {
  35725. min: minVector,
  35726. max: maxVector
  35727. };
  35728. };
  35729. /**
  35730. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  35731. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  35732. * @returns a vector3
  35733. */
  35734. Mesh.Center = function (meshesOrMinMaxVector) {
  35735. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  35736. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  35737. };
  35738. /**
  35739. * Merge the array of meshes into a single mesh for performance reasons.
  35740. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  35741. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  35742. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  35743. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  35744. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  35745. * @returns a new mesh
  35746. */
  35747. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  35748. if (disposeSource === void 0) { disposeSource = true; }
  35749. var index;
  35750. if (!allow32BitsIndices) {
  35751. var totalVertices = 0;
  35752. // Counting vertices
  35753. for (index = 0; index < meshes.length; index++) {
  35754. if (meshes[index]) {
  35755. totalVertices += meshes[index].getTotalVertices();
  35756. if (totalVertices > 65536) {
  35757. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  35758. return null;
  35759. }
  35760. }
  35761. }
  35762. }
  35763. // Merge
  35764. var vertexData = null;
  35765. var otherVertexData;
  35766. var indiceArray = new Array();
  35767. var source = null;
  35768. for (index = 0; index < meshes.length; index++) {
  35769. if (meshes[index]) {
  35770. var wm = meshes[index].computeWorldMatrix(true);
  35771. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  35772. otherVertexData.transform(wm);
  35773. if (vertexData) {
  35774. vertexData.merge(otherVertexData, allow32BitsIndices);
  35775. }
  35776. else {
  35777. vertexData = otherVertexData;
  35778. source = meshes[index];
  35779. }
  35780. if (subdivideWithSubMeshes) {
  35781. indiceArray.push(meshes[index].getTotalIndices());
  35782. }
  35783. }
  35784. }
  35785. source = source;
  35786. if (!meshSubclass) {
  35787. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  35788. }
  35789. vertexData.applyToMesh(meshSubclass);
  35790. // Setting properties
  35791. meshSubclass.material = source.material;
  35792. meshSubclass.checkCollisions = source.checkCollisions;
  35793. // Cleaning
  35794. if (disposeSource) {
  35795. for (index = 0; index < meshes.length; index++) {
  35796. if (meshes[index]) {
  35797. meshes[index].dispose();
  35798. }
  35799. }
  35800. }
  35801. // Subdivide
  35802. if (subdivideWithSubMeshes) {
  35803. //-- removal of global submesh
  35804. meshSubclass.releaseSubMeshes();
  35805. index = 0;
  35806. var offset = 0;
  35807. //-- apply subdivision according to index table
  35808. while (index < indiceArray.length) {
  35809. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  35810. offset += indiceArray[index];
  35811. index++;
  35812. }
  35813. }
  35814. return meshSubclass;
  35815. };
  35816. /** @hidden */
  35817. Mesh.prototype.addInstance = function (instance) {
  35818. instance._indexInSourceMeshInstanceArray = this.instances.length;
  35819. this.instances.push(instance);
  35820. };
  35821. /** @hidden */
  35822. Mesh.prototype.removeInstance = function (instance) {
  35823. // Remove from mesh
  35824. var index = instance._indexInSourceMeshInstanceArray;
  35825. if (index != -1) {
  35826. if (index !== this.instances.length - 1) {
  35827. var last = this.instances[this.instances.length - 1];
  35828. this.instances[index] = last;
  35829. last._indexInSourceMeshInstanceArray = index;
  35830. }
  35831. instance._indexInSourceMeshInstanceArray = -1;
  35832. this.instances.pop();
  35833. }
  35834. };
  35835. // Consts
  35836. /**
  35837. * Mesh side orientation : usually the external or front surface
  35838. */
  35839. Mesh.FRONTSIDE = 0;
  35840. /**
  35841. * Mesh side orientation : usually the internal or back surface
  35842. */
  35843. Mesh.BACKSIDE = 1;
  35844. /**
  35845. * Mesh side orientation : both internal and external or front and back surfaces
  35846. */
  35847. Mesh.DOUBLESIDE = 2;
  35848. /**
  35849. * Mesh side orientation : by default, `FRONTSIDE`
  35850. */
  35851. Mesh.DEFAULTSIDE = 0;
  35852. /**
  35853. * Mesh cap setting : no cap
  35854. */
  35855. Mesh.NO_CAP = 0;
  35856. /**
  35857. * Mesh cap setting : one cap at the beginning of the mesh
  35858. */
  35859. Mesh.CAP_START = 1;
  35860. /**
  35861. * Mesh cap setting : one cap at the end of the mesh
  35862. */
  35863. Mesh.CAP_END = 2;
  35864. /**
  35865. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  35866. */
  35867. Mesh.CAP_ALL = 3;
  35868. return Mesh;
  35869. }(BABYLON.AbstractMesh));
  35870. BABYLON.Mesh = Mesh;
  35871. })(BABYLON || (BABYLON = {}));
  35872. //# sourceMappingURL=babylon.mesh.js.map
  35873. var BABYLON;
  35874. (function (BABYLON) {
  35875. /**
  35876. * Base class for submeshes
  35877. */
  35878. var BaseSubMesh = /** @class */ (function () {
  35879. function BaseSubMesh() {
  35880. }
  35881. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  35882. /**
  35883. * Gets associated effect
  35884. */
  35885. get: function () {
  35886. return this._materialEffect;
  35887. },
  35888. enumerable: true,
  35889. configurable: true
  35890. });
  35891. /**
  35892. * Sets associated effect (effect used to render this submesh)
  35893. * @param effect defines the effect to associate with
  35894. * @param defines defines the set of defines used to compile this effect
  35895. */
  35896. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  35897. if (defines === void 0) { defines = null; }
  35898. if (this._materialEffect === effect) {
  35899. if (!effect) {
  35900. this._materialDefines = null;
  35901. }
  35902. return;
  35903. }
  35904. this._materialDefines = defines;
  35905. this._materialEffect = effect;
  35906. };
  35907. return BaseSubMesh;
  35908. }());
  35909. BABYLON.BaseSubMesh = BaseSubMesh;
  35910. /**
  35911. * Defines a subdivision inside a mesh
  35912. */
  35913. var SubMesh = /** @class */ (function (_super) {
  35914. __extends(SubMesh, _super);
  35915. /**
  35916. * Creates a new submesh
  35917. * @param materialIndex defines the material index to use
  35918. * @param verticesStart defines vertex index start
  35919. * @param verticesCount defines vertices count
  35920. * @param indexStart defines index start
  35921. * @param indexCount defines indices count
  35922. * @param mesh defines the parent mesh
  35923. * @param renderingMesh defines an optional rendering mesh
  35924. * @param createBoundingBox defines if bounding box should be created for this submesh
  35925. */
  35926. function SubMesh(
  35927. /** the material index to use */
  35928. materialIndex,
  35929. /** vertex index start */
  35930. verticesStart,
  35931. /** vertices count */
  35932. verticesCount,
  35933. /** index start */
  35934. indexStart,
  35935. /** indices count */
  35936. indexCount, mesh, renderingMesh, createBoundingBox) {
  35937. if (createBoundingBox === void 0) { createBoundingBox = true; }
  35938. var _this = _super.call(this) || this;
  35939. _this.materialIndex = materialIndex;
  35940. _this.verticesStart = verticesStart;
  35941. _this.verticesCount = verticesCount;
  35942. _this.indexStart = indexStart;
  35943. _this.indexCount = indexCount;
  35944. /** @hidden */
  35945. _this._renderId = 0;
  35946. _this._mesh = mesh;
  35947. _this._renderingMesh = renderingMesh || mesh;
  35948. mesh.subMeshes.push(_this);
  35949. _this._trianglePlanes = [];
  35950. _this._id = mesh.subMeshes.length - 1;
  35951. if (createBoundingBox) {
  35952. _this.refreshBoundingInfo();
  35953. mesh.computeWorldMatrix(true);
  35954. }
  35955. return _this;
  35956. }
  35957. /**
  35958. * Add a new submesh to a mesh
  35959. * @param materialIndex defines the material index to use
  35960. * @param verticesStart defines vertex index start
  35961. * @param verticesCount defines vertices count
  35962. * @param indexStart defines index start
  35963. * @param indexCount defines indices count
  35964. * @param mesh defines the parent mesh
  35965. * @param renderingMesh defines an optional rendering mesh
  35966. * @param createBoundingBox defines if bounding box should be created for this submesh
  35967. * @returns the new submesh
  35968. */
  35969. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  35970. if (createBoundingBox === void 0) { createBoundingBox = true; }
  35971. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  35972. };
  35973. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  35974. /**
  35975. * Returns true if this submesh covers the entire parent mesh
  35976. * @ignorenaming
  35977. */
  35978. get: function () {
  35979. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  35980. },
  35981. enumerable: true,
  35982. configurable: true
  35983. });
  35984. /**
  35985. * Returns the submesh BoudingInfo object
  35986. * @returns current bounding info (or mesh's one if the submesh is global)
  35987. */
  35988. SubMesh.prototype.getBoundingInfo = function () {
  35989. if (this.IsGlobal) {
  35990. return this._mesh.getBoundingInfo();
  35991. }
  35992. return this._boundingInfo;
  35993. };
  35994. /**
  35995. * Sets the submesh BoundingInfo
  35996. * @param boundingInfo defines the new bounding info to use
  35997. * @returns the SubMesh
  35998. */
  35999. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  36000. this._boundingInfo = boundingInfo;
  36001. return this;
  36002. };
  36003. /**
  36004. * Returns the mesh of the current submesh
  36005. * @return the parent mesh
  36006. */
  36007. SubMesh.prototype.getMesh = function () {
  36008. return this._mesh;
  36009. };
  36010. /**
  36011. * Returns the rendering mesh of the submesh
  36012. * @returns the rendering mesh (could be different from parent mesh)
  36013. */
  36014. SubMesh.prototype.getRenderingMesh = function () {
  36015. return this._renderingMesh;
  36016. };
  36017. /**
  36018. * Returns the submesh material
  36019. * @returns null or the current material
  36020. */
  36021. SubMesh.prototype.getMaterial = function () {
  36022. var rootMaterial = this._renderingMesh.material;
  36023. if (rootMaterial === null || rootMaterial === undefined) {
  36024. return this._mesh.getScene().defaultMaterial;
  36025. }
  36026. else if (rootMaterial.getSubMaterial) {
  36027. var multiMaterial = rootMaterial;
  36028. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  36029. if (this._currentMaterial !== effectiveMaterial) {
  36030. this._currentMaterial = effectiveMaterial;
  36031. this._materialDefines = null;
  36032. }
  36033. return effectiveMaterial;
  36034. }
  36035. return rootMaterial;
  36036. };
  36037. // Methods
  36038. /**
  36039. * Sets a new updated BoundingInfo object to the submesh
  36040. * @returns the SubMesh
  36041. */
  36042. SubMesh.prototype.refreshBoundingInfo = function () {
  36043. this._lastColliderWorldVertices = null;
  36044. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  36045. return this;
  36046. }
  36047. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  36048. if (!data) {
  36049. this._boundingInfo = this._mesh.getBoundingInfo();
  36050. return this;
  36051. }
  36052. var indices = this._renderingMesh.getIndices();
  36053. var extend;
  36054. //is this the only submesh?
  36055. if (this.indexStart === 0 && this.indexCount === indices.length) {
  36056. var boundingInfo = this._renderingMesh.getBoundingInfo();
  36057. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  36058. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  36059. }
  36060. else {
  36061. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  36062. }
  36063. if (this._boundingInfo) {
  36064. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  36065. }
  36066. else {
  36067. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  36068. }
  36069. return this;
  36070. };
  36071. /** @hidden */
  36072. SubMesh.prototype._checkCollision = function (collider) {
  36073. var boundingInfo = this.getBoundingInfo();
  36074. return boundingInfo._checkCollision(collider);
  36075. };
  36076. /**
  36077. * Updates the submesh BoundingInfo
  36078. * @param world defines the world matrix to use to update the bounding info
  36079. * @returns the submesh
  36080. */
  36081. SubMesh.prototype.updateBoundingInfo = function (world) {
  36082. var boundingInfo = this.getBoundingInfo();
  36083. if (!boundingInfo) {
  36084. this.refreshBoundingInfo();
  36085. boundingInfo = this.getBoundingInfo();
  36086. }
  36087. boundingInfo.update(world);
  36088. return this;
  36089. };
  36090. /**
  36091. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  36092. * @param frustumPlanes defines the frustum planes
  36093. * @returns true if the submesh is intersecting with the frustum
  36094. */
  36095. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  36096. var boundingInfo = this.getBoundingInfo();
  36097. if (!boundingInfo) {
  36098. return false;
  36099. }
  36100. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  36101. };
  36102. /**
  36103. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  36104. * @param frustumPlanes defines the frustum planes
  36105. * @returns true if the submesh is inside the frustum
  36106. */
  36107. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  36108. var boundingInfo = this.getBoundingInfo();
  36109. if (!boundingInfo) {
  36110. return false;
  36111. }
  36112. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  36113. };
  36114. /**
  36115. * Renders the submesh
  36116. * @param enableAlphaMode defines if alpha needs to be used
  36117. * @returns the submesh
  36118. */
  36119. SubMesh.prototype.render = function (enableAlphaMode) {
  36120. this._renderingMesh.render(this, enableAlphaMode);
  36121. return this;
  36122. };
  36123. /**
  36124. * @hidden
  36125. */
  36126. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  36127. if (!this._linesIndexBuffer) {
  36128. var linesIndices = [];
  36129. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36130. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  36131. }
  36132. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  36133. this._linesIndexCount = linesIndices.length;
  36134. }
  36135. return this._linesIndexBuffer;
  36136. };
  36137. /**
  36138. * Checks if the submesh intersects with a ray
  36139. * @param ray defines the ray to test
  36140. * @returns true is the passed ray intersects the submesh bounding box
  36141. */
  36142. SubMesh.prototype.canIntersects = function (ray) {
  36143. var boundingInfo = this.getBoundingInfo();
  36144. if (!boundingInfo) {
  36145. return false;
  36146. }
  36147. return ray.intersectsBox(boundingInfo.boundingBox);
  36148. };
  36149. /**
  36150. * Intersects current submesh with a ray
  36151. * @param ray defines the ray to test
  36152. * @param positions defines mesh's positions array
  36153. * @param indices defines mesh's indices array
  36154. * @param fastCheck defines if only bounding info should be used
  36155. * @returns intersection info or null if no intersection
  36156. */
  36157. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  36158. var material = this.getMaterial();
  36159. if (!material) {
  36160. return null;
  36161. }
  36162. switch (material.fillMode) {
  36163. case BABYLON.Material.PointListDrawMode:
  36164. case BABYLON.Material.LineListDrawMode:
  36165. case BABYLON.Material.LineLoopDrawMode:
  36166. case BABYLON.Material.LineStripDrawMode:
  36167. case BABYLON.Material.TriangleFanDrawMode:
  36168. case BABYLON.Material.TriangleStripDrawMode:
  36169. return null;
  36170. }
  36171. // LineMesh first as it's also a Mesh...
  36172. if (BABYLON.LinesMesh) {
  36173. if (this._mesh.getClassName() === "InstancedLinesMesh" || this._mesh.getClassName() === "LinesMesh") {
  36174. return this._intersectLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);
  36175. }
  36176. }
  36177. return this._intersectTriangles(ray, positions, indices, fastCheck);
  36178. };
  36179. /** @hidden */
  36180. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  36181. var intersectInfo = null;
  36182. // Line test
  36183. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  36184. var p0 = positions[indices[index]];
  36185. var p1 = positions[indices[index + 1]];
  36186. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  36187. if (length < 0) {
  36188. continue;
  36189. }
  36190. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  36191. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  36192. if (fastCheck) {
  36193. break;
  36194. }
  36195. }
  36196. }
  36197. return intersectInfo;
  36198. };
  36199. /** @hidden */
  36200. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  36201. var intersectInfo = null;
  36202. // Triangles test
  36203. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36204. var p0 = positions[indices[index]];
  36205. var p1 = positions[indices[index + 1]];
  36206. var p2 = positions[indices[index + 2]];
  36207. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  36208. if (currentIntersectInfo) {
  36209. if (currentIntersectInfo.distance < 0) {
  36210. continue;
  36211. }
  36212. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  36213. intersectInfo = currentIntersectInfo;
  36214. intersectInfo.faceId = index / 3;
  36215. if (fastCheck) {
  36216. break;
  36217. }
  36218. }
  36219. }
  36220. }
  36221. return intersectInfo;
  36222. };
  36223. /** @hidden */
  36224. SubMesh.prototype._rebuild = function () {
  36225. if (this._linesIndexBuffer) {
  36226. this._linesIndexBuffer = null;
  36227. }
  36228. };
  36229. // Clone
  36230. /**
  36231. * Creates a new submesh from the passed mesh
  36232. * @param newMesh defines the new hosting mesh
  36233. * @param newRenderingMesh defines an optional rendering mesh
  36234. * @returns the new submesh
  36235. */
  36236. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  36237. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  36238. if (!this.IsGlobal) {
  36239. var boundingInfo = this.getBoundingInfo();
  36240. if (!boundingInfo) {
  36241. return result;
  36242. }
  36243. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  36244. }
  36245. return result;
  36246. };
  36247. // Dispose
  36248. /**
  36249. * Release associated resources
  36250. */
  36251. SubMesh.prototype.dispose = function () {
  36252. if (this._linesIndexBuffer) {
  36253. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  36254. this._linesIndexBuffer = null;
  36255. }
  36256. // Remove from mesh
  36257. var index = this._mesh.subMeshes.indexOf(this);
  36258. this._mesh.subMeshes.splice(index, 1);
  36259. };
  36260. // Statics
  36261. /**
  36262. * Creates a new submesh from indices data
  36263. * @param materialIndex the index of the main mesh material
  36264. * @param startIndex the index where to start the copy in the mesh indices array
  36265. * @param indexCount the number of indices to copy then from the startIndex
  36266. * @param mesh the main mesh to create the submesh from
  36267. * @param renderingMesh the optional rendering mesh
  36268. * @returns a new submesh
  36269. */
  36270. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  36271. var minVertexIndex = Number.MAX_VALUE;
  36272. var maxVertexIndex = -Number.MAX_VALUE;
  36273. renderingMesh = (renderingMesh || mesh);
  36274. var indices = renderingMesh.getIndices();
  36275. for (var index = startIndex; index < startIndex + indexCount; index++) {
  36276. var vertexIndex = indices[index];
  36277. if (vertexIndex < minVertexIndex) {
  36278. minVertexIndex = vertexIndex;
  36279. }
  36280. if (vertexIndex > maxVertexIndex) {
  36281. maxVertexIndex = vertexIndex;
  36282. }
  36283. }
  36284. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  36285. };
  36286. return SubMesh;
  36287. }(BaseSubMesh));
  36288. BABYLON.SubMesh = SubMesh;
  36289. })(BABYLON || (BABYLON = {}));
  36290. //# sourceMappingURL=babylon.subMesh.js.map
  36291. var __assign = (this && this.__assign) || function () {
  36292. __assign = Object.assign || function(t) {
  36293. for (var s, i = 1, n = arguments.length; i < n; i++) {
  36294. s = arguments[i];
  36295. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  36296. t[p] = s[p];
  36297. }
  36298. return t;
  36299. };
  36300. return __assign.apply(this, arguments);
  36301. };
  36302. var BABYLON;
  36303. (function (BABYLON) {
  36304. /**
  36305. * Manages the defines for the Material
  36306. */
  36307. var MaterialDefines = /** @class */ (function () {
  36308. function MaterialDefines() {
  36309. this._isDirty = true;
  36310. /** @hidden */
  36311. this._areLightsDirty = true;
  36312. /** @hidden */
  36313. this._areAttributesDirty = true;
  36314. /** @hidden */
  36315. this._areTexturesDirty = true;
  36316. /** @hidden */
  36317. this._areFresnelDirty = true;
  36318. /** @hidden */
  36319. this._areMiscDirty = true;
  36320. /** @hidden */
  36321. this._areImageProcessingDirty = true;
  36322. /** @hidden */
  36323. this._normals = false;
  36324. /** @hidden */
  36325. this._uvs = false;
  36326. /** @hidden */
  36327. this._needNormals = false;
  36328. /** @hidden */
  36329. this._needUVs = false;
  36330. }
  36331. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36332. /**
  36333. * Specifies if the material needs to be re-calculated
  36334. */
  36335. get: function () {
  36336. return this._isDirty;
  36337. },
  36338. enumerable: true,
  36339. configurable: true
  36340. });
  36341. /**
  36342. * Marks the material to indicate that it has been re-calculated
  36343. */
  36344. MaterialDefines.prototype.markAsProcessed = function () {
  36345. this._isDirty = false;
  36346. this._areAttributesDirty = false;
  36347. this._areTexturesDirty = false;
  36348. this._areFresnelDirty = false;
  36349. this._areLightsDirty = false;
  36350. this._areMiscDirty = false;
  36351. this._areImageProcessingDirty = false;
  36352. };
  36353. /**
  36354. * Marks the material to indicate that it needs to be re-calculated
  36355. */
  36356. MaterialDefines.prototype.markAsUnprocessed = function () {
  36357. this._isDirty = true;
  36358. };
  36359. /**
  36360. * Marks the material to indicate all of its defines need to be re-calculated
  36361. */
  36362. MaterialDefines.prototype.markAllAsDirty = function () {
  36363. this._areTexturesDirty = true;
  36364. this._areAttributesDirty = true;
  36365. this._areLightsDirty = true;
  36366. this._areFresnelDirty = true;
  36367. this._areMiscDirty = true;
  36368. this._areImageProcessingDirty = true;
  36369. this._isDirty = true;
  36370. };
  36371. /**
  36372. * Marks the material to indicate that image processing needs to be re-calculated
  36373. */
  36374. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36375. this._areImageProcessingDirty = true;
  36376. this._isDirty = true;
  36377. };
  36378. /**
  36379. * Marks the material to indicate the lights need to be re-calculated
  36380. */
  36381. MaterialDefines.prototype.markAsLightDirty = function () {
  36382. this._areLightsDirty = true;
  36383. this._isDirty = true;
  36384. };
  36385. /**
  36386. * Marks the attribute state as changed
  36387. */
  36388. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36389. this._areAttributesDirty = true;
  36390. this._isDirty = true;
  36391. };
  36392. /**
  36393. * Marks the texture state as changed
  36394. */
  36395. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36396. this._areTexturesDirty = true;
  36397. this._isDirty = true;
  36398. };
  36399. /**
  36400. * Marks the fresnel state as changed
  36401. */
  36402. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36403. this._areFresnelDirty = true;
  36404. this._isDirty = true;
  36405. };
  36406. /**
  36407. * Marks the misc state as changed
  36408. */
  36409. MaterialDefines.prototype.markAsMiscDirty = function () {
  36410. this._areMiscDirty = true;
  36411. this._isDirty = true;
  36412. };
  36413. /**
  36414. * Rebuilds the material defines
  36415. */
  36416. MaterialDefines.prototype.rebuild = function () {
  36417. if (this._keys) {
  36418. delete this._keys;
  36419. }
  36420. this._keys = [];
  36421. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36422. var key = _a[_i];
  36423. if (key[0] === "_") {
  36424. continue;
  36425. }
  36426. this._keys.push(key);
  36427. }
  36428. };
  36429. /**
  36430. * Specifies if two material defines are equal
  36431. * @param other - A material define instance to compare to
  36432. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36433. */
  36434. MaterialDefines.prototype.isEqual = function (other) {
  36435. if (this._keys.length !== other._keys.length) {
  36436. return false;
  36437. }
  36438. for (var index = 0; index < this._keys.length; index++) {
  36439. var prop = this._keys[index];
  36440. if (this[prop] !== other[prop]) {
  36441. return false;
  36442. }
  36443. }
  36444. return true;
  36445. };
  36446. /**
  36447. * Clones this instance's defines to another instance
  36448. * @param other - material defines to clone values to
  36449. */
  36450. MaterialDefines.prototype.cloneTo = function (other) {
  36451. if (this._keys.length !== other._keys.length) {
  36452. other._keys = this._keys.slice(0);
  36453. }
  36454. for (var index = 0; index < this._keys.length; index++) {
  36455. var prop = this._keys[index];
  36456. other[prop] = this[prop];
  36457. }
  36458. };
  36459. /**
  36460. * Resets the material define values
  36461. */
  36462. MaterialDefines.prototype.reset = function () {
  36463. for (var index = 0; index < this._keys.length; index++) {
  36464. var prop = this._keys[index];
  36465. var type = typeof this[prop];
  36466. switch (type) {
  36467. case "number":
  36468. this[prop] = 0;
  36469. break;
  36470. case "string":
  36471. this[prop] = "";
  36472. break;
  36473. default:
  36474. this[prop] = false;
  36475. break;
  36476. }
  36477. }
  36478. };
  36479. /**
  36480. * Converts the material define values to a string
  36481. * @returns - String of material define information
  36482. */
  36483. MaterialDefines.prototype.toString = function () {
  36484. var result = "";
  36485. for (var index = 0; index < this._keys.length; index++) {
  36486. var prop = this._keys[index];
  36487. var value = this[prop];
  36488. var type = typeof value;
  36489. switch (type) {
  36490. case "number":
  36491. case "string":
  36492. result += "#define " + prop + " " + value + "\n";
  36493. break;
  36494. default:
  36495. if (value) {
  36496. result += "#define " + prop + "\n";
  36497. }
  36498. break;
  36499. }
  36500. }
  36501. return result;
  36502. };
  36503. return MaterialDefines;
  36504. }());
  36505. BABYLON.MaterialDefines = MaterialDefines;
  36506. /**
  36507. * Base class for the main features of a material in Babylon.js
  36508. */
  36509. var Material = /** @class */ (function () {
  36510. /**
  36511. * Creates a material instance
  36512. * @param name defines the name of the material
  36513. * @param scene defines the scene to reference
  36514. * @param doNotAdd specifies if the material should be added to the scene
  36515. */
  36516. function Material(name, scene, doNotAdd) {
  36517. /**
  36518. * Specifies if the ready state should be checked on each call
  36519. */
  36520. this.checkReadyOnEveryCall = false;
  36521. /**
  36522. * Specifies if the ready state should be checked once
  36523. */
  36524. this.checkReadyOnlyOnce = false;
  36525. /**
  36526. * The state of the material
  36527. */
  36528. this.state = "";
  36529. /**
  36530. * The alpha value of the material
  36531. */
  36532. this._alpha = 1.0;
  36533. /**
  36534. * Specifies if back face culling is enabled
  36535. */
  36536. this._backFaceCulling = true;
  36537. /**
  36538. * Specifies if the material should be serialized
  36539. */
  36540. this.doNotSerialize = false;
  36541. /**
  36542. * @hidden
  36543. */
  36544. this._storeEffectOnSubMeshes = false;
  36545. /**
  36546. * An event triggered when the material is disposed
  36547. */
  36548. this.onDisposeObservable = new BABYLON.Observable();
  36549. /**
  36550. * Stores the value of the alpha mode
  36551. */
  36552. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  36553. /**
  36554. * Stores the state of the need depth pre-pass value
  36555. */
  36556. this._needDepthPrePass = false;
  36557. /**
  36558. * Specifies if depth writing should be disabled
  36559. */
  36560. this.disableDepthWrite = false;
  36561. /**
  36562. * Specifies if depth writing should be forced
  36563. */
  36564. this.forceDepthWrite = false;
  36565. /**
  36566. * Specifies if there should be a separate pass for culling
  36567. */
  36568. this.separateCullingPass = false;
  36569. /**
  36570. * Stores the state specifing if fog should be enabled
  36571. */
  36572. this._fogEnabled = true;
  36573. /**
  36574. * Stores the size of points
  36575. */
  36576. this.pointSize = 1.0;
  36577. /**
  36578. * Stores the z offset value
  36579. */
  36580. this.zOffset = 0;
  36581. /**
  36582. * @hidden
  36583. * Specifies if the material was previously ready
  36584. */
  36585. this._wasPreviouslyReady = false;
  36586. /**
  36587. * Stores the fill mode state
  36588. */
  36589. this._fillMode = Material.TriangleFillMode;
  36590. /** @hidden */
  36591. this._indexInSceneMaterialArray = -1;
  36592. this.name = name;
  36593. this.id = name || BABYLON.Tools.RandomId();
  36594. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  36595. this.uniqueId = this._scene.getUniqueId();
  36596. if (this._scene.useRightHandedSystem) {
  36597. this.sideOrientation = Material.ClockWiseSideOrientation;
  36598. }
  36599. else {
  36600. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  36601. }
  36602. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  36603. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  36604. if (!doNotAdd) {
  36605. this._scene.addMaterial(this);
  36606. }
  36607. if (this._scene.useMaterialMeshMap) {
  36608. this.meshMap = {};
  36609. }
  36610. }
  36611. Object.defineProperty(Material, "TriangleFillMode", {
  36612. /**
  36613. * Returns the triangle fill mode
  36614. */
  36615. get: function () {
  36616. return Material._TriangleFillMode;
  36617. },
  36618. enumerable: true,
  36619. configurable: true
  36620. });
  36621. Object.defineProperty(Material, "WireFrameFillMode", {
  36622. /**
  36623. * Returns the wireframe mode
  36624. */
  36625. get: function () {
  36626. return Material._WireFrameFillMode;
  36627. },
  36628. enumerable: true,
  36629. configurable: true
  36630. });
  36631. Object.defineProperty(Material, "PointFillMode", {
  36632. /**
  36633. * Returns the point fill mode
  36634. */
  36635. get: function () {
  36636. return Material._PointFillMode;
  36637. },
  36638. enumerable: true,
  36639. configurable: true
  36640. });
  36641. Object.defineProperty(Material, "PointListDrawMode", {
  36642. /**
  36643. * Returns the point list draw mode
  36644. */
  36645. get: function () {
  36646. return Material._PointListDrawMode;
  36647. },
  36648. enumerable: true,
  36649. configurable: true
  36650. });
  36651. Object.defineProperty(Material, "LineListDrawMode", {
  36652. /**
  36653. * Returns the line list draw mode
  36654. */
  36655. get: function () {
  36656. return Material._LineListDrawMode;
  36657. },
  36658. enumerable: true,
  36659. configurable: true
  36660. });
  36661. Object.defineProperty(Material, "LineLoopDrawMode", {
  36662. /**
  36663. * Returns the line loop draw mode
  36664. */
  36665. get: function () {
  36666. return Material._LineLoopDrawMode;
  36667. },
  36668. enumerable: true,
  36669. configurable: true
  36670. });
  36671. Object.defineProperty(Material, "LineStripDrawMode", {
  36672. /**
  36673. * Returns the line strip draw mode
  36674. */
  36675. get: function () {
  36676. return Material._LineStripDrawMode;
  36677. },
  36678. enumerable: true,
  36679. configurable: true
  36680. });
  36681. Object.defineProperty(Material, "TriangleStripDrawMode", {
  36682. /**
  36683. * Returns the triangle strip draw mode
  36684. */
  36685. get: function () {
  36686. return Material._TriangleStripDrawMode;
  36687. },
  36688. enumerable: true,
  36689. configurable: true
  36690. });
  36691. Object.defineProperty(Material, "TriangleFanDrawMode", {
  36692. /**
  36693. * Returns the triangle fan draw mode
  36694. */
  36695. get: function () {
  36696. return Material._TriangleFanDrawMode;
  36697. },
  36698. enumerable: true,
  36699. configurable: true
  36700. });
  36701. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  36702. /**
  36703. * Returns the clock-wise side orientation
  36704. */
  36705. get: function () {
  36706. return Material._ClockWiseSideOrientation;
  36707. },
  36708. enumerable: true,
  36709. configurable: true
  36710. });
  36711. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  36712. /**
  36713. * Returns the counter clock-wise side orientation
  36714. */
  36715. get: function () {
  36716. return Material._CounterClockWiseSideOrientation;
  36717. },
  36718. enumerable: true,
  36719. configurable: true
  36720. });
  36721. Object.defineProperty(Material.prototype, "alpha", {
  36722. /**
  36723. * Gets the alpha value of the material
  36724. */
  36725. get: function () {
  36726. return this._alpha;
  36727. },
  36728. /**
  36729. * Sets the alpha value of the material
  36730. */
  36731. set: function (value) {
  36732. if (this._alpha === value) {
  36733. return;
  36734. }
  36735. this._alpha = value;
  36736. this.markAsDirty(Material.MiscDirtyFlag);
  36737. },
  36738. enumerable: true,
  36739. configurable: true
  36740. });
  36741. Object.defineProperty(Material.prototype, "backFaceCulling", {
  36742. /**
  36743. * Gets the back-face culling state
  36744. */
  36745. get: function () {
  36746. return this._backFaceCulling;
  36747. },
  36748. /**
  36749. * Sets the back-face culling state
  36750. */
  36751. set: function (value) {
  36752. if (this._backFaceCulling === value) {
  36753. return;
  36754. }
  36755. this._backFaceCulling = value;
  36756. this.markAsDirty(Material.TextureDirtyFlag);
  36757. },
  36758. enumerable: true,
  36759. configurable: true
  36760. });
  36761. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  36762. /**
  36763. * Gets a boolean indicating that current material needs to register RTT
  36764. */
  36765. get: function () {
  36766. return false;
  36767. },
  36768. enumerable: true,
  36769. configurable: true
  36770. });
  36771. Object.defineProperty(Material.prototype, "onDispose", {
  36772. /**
  36773. * Called during a dispose event
  36774. */
  36775. set: function (callback) {
  36776. if (this._onDisposeObserver) {
  36777. this.onDisposeObservable.remove(this._onDisposeObserver);
  36778. }
  36779. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  36780. },
  36781. enumerable: true,
  36782. configurable: true
  36783. });
  36784. Object.defineProperty(Material.prototype, "onBindObservable", {
  36785. /**
  36786. * An event triggered when the material is bound
  36787. */
  36788. get: function () {
  36789. if (!this._onBindObservable) {
  36790. this._onBindObservable = new BABYLON.Observable();
  36791. }
  36792. return this._onBindObservable;
  36793. },
  36794. enumerable: true,
  36795. configurable: true
  36796. });
  36797. Object.defineProperty(Material.prototype, "onBind", {
  36798. /**
  36799. * Called during a bind event
  36800. */
  36801. set: function (callback) {
  36802. if (this._onBindObserver) {
  36803. this.onBindObservable.remove(this._onBindObserver);
  36804. }
  36805. this._onBindObserver = this.onBindObservable.add(callback);
  36806. },
  36807. enumerable: true,
  36808. configurable: true
  36809. });
  36810. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  36811. /**
  36812. * An event triggered when the material is unbound
  36813. */
  36814. get: function () {
  36815. if (!this._onUnBindObservable) {
  36816. this._onUnBindObservable = new BABYLON.Observable();
  36817. }
  36818. return this._onUnBindObservable;
  36819. },
  36820. enumerable: true,
  36821. configurable: true
  36822. });
  36823. Object.defineProperty(Material.prototype, "alphaMode", {
  36824. /**
  36825. * Gets the value of the alpha mode
  36826. */
  36827. get: function () {
  36828. return this._alphaMode;
  36829. },
  36830. /**
  36831. * Sets the value of the alpha mode.
  36832. *
  36833. * | Value | Type | Description |
  36834. * | --- | --- | --- |
  36835. * | 0 | ALPHA_DISABLE | |
  36836. * | 1 | ALPHA_ADD | |
  36837. * | 2 | ALPHA_COMBINE | |
  36838. * | 3 | ALPHA_SUBTRACT | |
  36839. * | 4 | ALPHA_MULTIPLY | |
  36840. * | 5 | ALPHA_MAXIMIZED | |
  36841. * | 6 | ALPHA_ONEONE | |
  36842. * | 7 | ALPHA_PREMULTIPLIED | |
  36843. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  36844. * | 9 | ALPHA_INTERPOLATE | |
  36845. * | 10 | ALPHA_SCREENMODE | |
  36846. *
  36847. */
  36848. set: function (value) {
  36849. if (this._alphaMode === value) {
  36850. return;
  36851. }
  36852. this._alphaMode = value;
  36853. this.markAsDirty(Material.TextureDirtyFlag);
  36854. },
  36855. enumerable: true,
  36856. configurable: true
  36857. });
  36858. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  36859. /**
  36860. * Gets the depth pre-pass value
  36861. */
  36862. get: function () {
  36863. return this._needDepthPrePass;
  36864. },
  36865. /**
  36866. * Sets the need depth pre-pass value
  36867. */
  36868. set: function (value) {
  36869. if (this._needDepthPrePass === value) {
  36870. return;
  36871. }
  36872. this._needDepthPrePass = value;
  36873. if (this._needDepthPrePass) {
  36874. this.checkReadyOnEveryCall = true;
  36875. }
  36876. },
  36877. enumerable: true,
  36878. configurable: true
  36879. });
  36880. Object.defineProperty(Material.prototype, "fogEnabled", {
  36881. /**
  36882. * Gets the value of the fog enabled state
  36883. */
  36884. get: function () {
  36885. return this._fogEnabled;
  36886. },
  36887. /**
  36888. * Sets the state for enabling fog
  36889. */
  36890. set: function (value) {
  36891. if (this._fogEnabled === value) {
  36892. return;
  36893. }
  36894. this._fogEnabled = value;
  36895. this.markAsDirty(Material.MiscDirtyFlag);
  36896. },
  36897. enumerable: true,
  36898. configurable: true
  36899. });
  36900. Object.defineProperty(Material.prototype, "wireframe", {
  36901. /**
  36902. * Gets a value specifying if wireframe mode is enabled
  36903. */
  36904. get: function () {
  36905. switch (this._fillMode) {
  36906. case Material.WireFrameFillMode:
  36907. case Material.LineListDrawMode:
  36908. case Material.LineLoopDrawMode:
  36909. case Material.LineStripDrawMode:
  36910. return true;
  36911. }
  36912. return this._scene.forceWireframe;
  36913. },
  36914. /**
  36915. * Sets the state of wireframe mode
  36916. */
  36917. set: function (value) {
  36918. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  36919. },
  36920. enumerable: true,
  36921. configurable: true
  36922. });
  36923. Object.defineProperty(Material.prototype, "pointsCloud", {
  36924. /**
  36925. * Gets the value specifying if point clouds are enabled
  36926. */
  36927. get: function () {
  36928. switch (this._fillMode) {
  36929. case Material.PointFillMode:
  36930. case Material.PointListDrawMode:
  36931. return true;
  36932. }
  36933. return this._scene.forcePointsCloud;
  36934. },
  36935. /**
  36936. * Sets the state of point cloud mode
  36937. */
  36938. set: function (value) {
  36939. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  36940. },
  36941. enumerable: true,
  36942. configurable: true
  36943. });
  36944. Object.defineProperty(Material.prototype, "fillMode", {
  36945. /**
  36946. * Gets the material fill mode
  36947. */
  36948. get: function () {
  36949. return this._fillMode;
  36950. },
  36951. /**
  36952. * Sets the material fill mode
  36953. */
  36954. set: function (value) {
  36955. if (this._fillMode === value) {
  36956. return;
  36957. }
  36958. this._fillMode = value;
  36959. this.markAsDirty(Material.MiscDirtyFlag);
  36960. },
  36961. enumerable: true,
  36962. configurable: true
  36963. });
  36964. /**
  36965. * Returns a string representation of the current material
  36966. * @param fullDetails defines a boolean indicating which levels of logging is desired
  36967. * @returns a string with material information
  36968. */
  36969. Material.prototype.toString = function (fullDetails) {
  36970. var ret = "Name: " + this.name;
  36971. if (fullDetails) {
  36972. }
  36973. return ret;
  36974. };
  36975. /**
  36976. * Gets the class name of the material
  36977. * @returns a string with the class name of the material
  36978. */
  36979. Material.prototype.getClassName = function () {
  36980. return "Material";
  36981. };
  36982. Object.defineProperty(Material.prototype, "isFrozen", {
  36983. /**
  36984. * Specifies if updates for the material been locked
  36985. */
  36986. get: function () {
  36987. return this.checkReadyOnlyOnce;
  36988. },
  36989. enumerable: true,
  36990. configurable: true
  36991. });
  36992. /**
  36993. * Locks updates for the material
  36994. */
  36995. Material.prototype.freeze = function () {
  36996. this.checkReadyOnlyOnce = true;
  36997. };
  36998. /**
  36999. * Unlocks updates for the material
  37000. */
  37001. Material.prototype.unfreeze = function () {
  37002. this.checkReadyOnlyOnce = false;
  37003. };
  37004. /**
  37005. * Specifies if the material is ready to be used
  37006. * @param mesh defines the mesh to check
  37007. * @param useInstances specifies if instances should be used
  37008. * @returns a boolean indicating if the material is ready to be used
  37009. */
  37010. Material.prototype.isReady = function (mesh, useInstances) {
  37011. return true;
  37012. };
  37013. /**
  37014. * Specifies that the submesh is ready to be used
  37015. * @param mesh defines the mesh to check
  37016. * @param subMesh defines which submesh to check
  37017. * @param useInstances specifies that instances should be used
  37018. * @returns a boolean indicating that the submesh is ready or not
  37019. */
  37020. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  37021. return false;
  37022. };
  37023. /**
  37024. * Returns the material effect
  37025. * @returns the effect associated with the material
  37026. */
  37027. Material.prototype.getEffect = function () {
  37028. return this._effect;
  37029. };
  37030. /**
  37031. * Returns the current scene
  37032. * @returns a Scene
  37033. */
  37034. Material.prototype.getScene = function () {
  37035. return this._scene;
  37036. };
  37037. /**
  37038. * Specifies if the material will require alpha blending
  37039. * @returns a boolean specifying if alpha blending is needed
  37040. */
  37041. Material.prototype.needAlphaBlending = function () {
  37042. return (this.alpha < 1.0);
  37043. };
  37044. /**
  37045. * Specifies if the mesh will require alpha blending
  37046. * @param mesh defines the mesh to check
  37047. * @returns a boolean specifying if alpha blending is needed for the mesh
  37048. */
  37049. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  37050. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  37051. };
  37052. /**
  37053. * Specifies if this material should be rendered in alpha test mode
  37054. * @returns a boolean specifying if an alpha test is needed.
  37055. */
  37056. Material.prototype.needAlphaTesting = function () {
  37057. return false;
  37058. };
  37059. /**
  37060. * Gets the texture used for the alpha test
  37061. * @returns the texture to use for alpha testing
  37062. */
  37063. Material.prototype.getAlphaTestTexture = function () {
  37064. return null;
  37065. };
  37066. /**
  37067. * Marks the material to indicate that it needs to be re-calculated
  37068. */
  37069. Material.prototype.markDirty = function () {
  37070. this._wasPreviouslyReady = false;
  37071. };
  37072. /** @hidden */
  37073. Material.prototype._preBind = function (effect, overrideOrientation) {
  37074. if (overrideOrientation === void 0) { overrideOrientation = null; }
  37075. var engine = this._scene.getEngine();
  37076. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  37077. var reverse = orientation === Material.ClockWiseSideOrientation;
  37078. engine.enableEffect(effect ? effect : this._effect);
  37079. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  37080. return reverse;
  37081. };
  37082. /**
  37083. * Binds the material to the mesh
  37084. * @param world defines the world transformation matrix
  37085. * @param mesh defines the mesh to bind the material to
  37086. */
  37087. Material.prototype.bind = function (world, mesh) {
  37088. };
  37089. /**
  37090. * Binds the submesh to the material
  37091. * @param world defines the world transformation matrix
  37092. * @param mesh defines the mesh containing the submesh
  37093. * @param subMesh defines the submesh to bind the material to
  37094. */
  37095. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  37096. };
  37097. /**
  37098. * Binds the world matrix to the material
  37099. * @param world defines the world transformation matrix
  37100. */
  37101. Material.prototype.bindOnlyWorldMatrix = function (world) {
  37102. };
  37103. /**
  37104. * Binds the scene's uniform buffer to the effect.
  37105. * @param effect defines the effect to bind to the scene uniform buffer
  37106. * @param sceneUbo defines the uniform buffer storing scene data
  37107. */
  37108. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  37109. sceneUbo.bindToEffect(effect, "Scene");
  37110. };
  37111. /**
  37112. * Binds the view matrix to the effect
  37113. * @param effect defines the effect to bind the view matrix to
  37114. */
  37115. Material.prototype.bindView = function (effect) {
  37116. if (!this._useUBO) {
  37117. effect.setMatrix("view", this.getScene().getViewMatrix());
  37118. }
  37119. else {
  37120. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37121. }
  37122. };
  37123. /**
  37124. * Binds the view projection matrix to the effect
  37125. * @param effect defines the effect to bind the view projection matrix to
  37126. */
  37127. Material.prototype.bindViewProjection = function (effect) {
  37128. if (!this._useUBO) {
  37129. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  37130. }
  37131. else {
  37132. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37133. }
  37134. };
  37135. /**
  37136. * Specifies if material alpha testing should be turned on for the mesh
  37137. * @param mesh defines the mesh to check
  37138. */
  37139. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  37140. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  37141. };
  37142. /**
  37143. * Processes to execute after binding the material to a mesh
  37144. * @param mesh defines the rendered mesh
  37145. */
  37146. Material.prototype._afterBind = function (mesh) {
  37147. this._scene._cachedMaterial = this;
  37148. if (mesh) {
  37149. this._scene._cachedVisibility = mesh.visibility;
  37150. }
  37151. else {
  37152. this._scene._cachedVisibility = 1;
  37153. }
  37154. if (this._onBindObservable && mesh) {
  37155. this._onBindObservable.notifyObservers(mesh);
  37156. }
  37157. if (this.disableDepthWrite) {
  37158. var engine = this._scene.getEngine();
  37159. this._cachedDepthWriteState = engine.getDepthWrite();
  37160. engine.setDepthWrite(false);
  37161. }
  37162. };
  37163. /**
  37164. * Unbinds the material from the mesh
  37165. */
  37166. Material.prototype.unbind = function () {
  37167. if (this._onUnBindObservable) {
  37168. this._onUnBindObservable.notifyObservers(this);
  37169. }
  37170. if (this.disableDepthWrite) {
  37171. var engine = this._scene.getEngine();
  37172. engine.setDepthWrite(this._cachedDepthWriteState);
  37173. }
  37174. };
  37175. /**
  37176. * Gets the active textures from the material
  37177. * @returns an array of textures
  37178. */
  37179. Material.prototype.getActiveTextures = function () {
  37180. return [];
  37181. };
  37182. /**
  37183. * Specifies if the material uses a texture
  37184. * @param texture defines the texture to check against the material
  37185. * @returns a boolean specifying if the material uses the texture
  37186. */
  37187. Material.prototype.hasTexture = function (texture) {
  37188. return false;
  37189. };
  37190. /**
  37191. * Makes a duplicate of the material, and gives it a new name
  37192. * @param name defines the new name for the duplicated material
  37193. * @returns the cloned material
  37194. */
  37195. Material.prototype.clone = function (name) {
  37196. return null;
  37197. };
  37198. /**
  37199. * Gets the meshes bound to the material
  37200. * @returns an array of meshes bound to the material
  37201. */
  37202. Material.prototype.getBindedMeshes = function () {
  37203. var _this = this;
  37204. if (this.meshMap) {
  37205. var result = new Array();
  37206. for (var meshId in this.meshMap) {
  37207. var mesh = this.meshMap[meshId];
  37208. if (mesh) {
  37209. result.push(mesh);
  37210. }
  37211. }
  37212. return result;
  37213. }
  37214. else {
  37215. var meshes = this._scene.meshes;
  37216. return meshes.filter(function (mesh) { return mesh.material === _this; });
  37217. }
  37218. };
  37219. /**
  37220. * Force shader compilation
  37221. * @param mesh defines the mesh associated with this material
  37222. * @param onCompiled defines a function to execute once the material is compiled
  37223. * @param options defines the options to configure the compilation
  37224. */
  37225. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  37226. var _this = this;
  37227. var localOptions = __assign({ clipPlane: false }, options);
  37228. var subMesh = new BABYLON.BaseSubMesh();
  37229. var scene = this.getScene();
  37230. var checkReady = function () {
  37231. if (!_this._scene || !_this._scene.getEngine()) {
  37232. return;
  37233. }
  37234. if (subMesh._materialDefines) {
  37235. subMesh._materialDefines._renderId = -1;
  37236. }
  37237. var clipPlaneState = scene.clipPlane;
  37238. if (localOptions.clipPlane) {
  37239. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  37240. }
  37241. if (_this._storeEffectOnSubMeshes) {
  37242. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  37243. if (onCompiled) {
  37244. onCompiled(_this);
  37245. }
  37246. }
  37247. else {
  37248. setTimeout(checkReady, 16);
  37249. }
  37250. }
  37251. else {
  37252. if (_this.isReady(mesh)) {
  37253. if (onCompiled) {
  37254. onCompiled(_this);
  37255. }
  37256. }
  37257. else {
  37258. setTimeout(checkReady, 16);
  37259. }
  37260. }
  37261. if (localOptions.clipPlane) {
  37262. scene.clipPlane = clipPlaneState;
  37263. }
  37264. };
  37265. checkReady();
  37266. };
  37267. /**
  37268. * Force shader compilation
  37269. * @param mesh defines the mesh that will use this material
  37270. * @param options defines additional options for compiling the shaders
  37271. * @returns a promise that resolves when the compilation completes
  37272. */
  37273. Material.prototype.forceCompilationAsync = function (mesh, options) {
  37274. var _this = this;
  37275. return new Promise(function (resolve) {
  37276. _this.forceCompilation(mesh, function () {
  37277. resolve();
  37278. }, options);
  37279. });
  37280. };
  37281. /**
  37282. * Marks a define in the material to indicate that it needs to be re-computed
  37283. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  37284. */
  37285. Material.prototype.markAsDirty = function (flag) {
  37286. if (this.getScene().blockMaterialDirtyMechanism) {
  37287. return;
  37288. }
  37289. Material._DirtyCallbackArray.length = 0;
  37290. if (flag & Material.TextureDirtyFlag) {
  37291. Material._DirtyCallbackArray.push(Material._TextureDirtyCallBack);
  37292. }
  37293. if (flag & Material.LightDirtyFlag) {
  37294. Material._DirtyCallbackArray.push(Material._LightsDirtyCallBack);
  37295. }
  37296. if (flag & Material.FresnelDirtyFlag) {
  37297. Material._DirtyCallbackArray.push(Material._FresnelDirtyCallBack);
  37298. }
  37299. if (flag & Material.AttributesDirtyFlag) {
  37300. Material._DirtyCallbackArray.push(Material._AttributeDirtyCallBack);
  37301. }
  37302. if (flag & Material.MiscDirtyFlag) {
  37303. Material._DirtyCallbackArray.push(Material._MiscDirtyCallBack);
  37304. }
  37305. if (Material._DirtyCallbackArray.length) {
  37306. this._markAllSubMeshesAsDirty(Material._RunDirtyCallBacks);
  37307. }
  37308. this.getScene().resetCachedMaterial();
  37309. };
  37310. /**
  37311. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  37312. * @param func defines a function which checks material defines against the submeshes
  37313. */
  37314. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  37315. if (this.getScene().blockMaterialDirtyMechanism) {
  37316. return;
  37317. }
  37318. var meshes = this.getScene().meshes;
  37319. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  37320. var mesh = meshes_1[_i];
  37321. if (!mesh.subMeshes) {
  37322. continue;
  37323. }
  37324. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  37325. var subMesh = _b[_a];
  37326. if (subMesh.getMaterial() !== this) {
  37327. continue;
  37328. }
  37329. if (!subMesh._materialDefines) {
  37330. continue;
  37331. }
  37332. func(subMesh._materialDefines);
  37333. }
  37334. }
  37335. };
  37336. /**
  37337. * Indicates that image processing needs to be re-calculated for all submeshes
  37338. */
  37339. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37340. this._markAllSubMeshesAsDirty(Material._ImageProcessingDirtyCallBack);
  37341. };
  37342. /**
  37343. * Indicates that textures need to be re-calculated for all submeshes
  37344. */
  37345. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37346. this._markAllSubMeshesAsDirty(Material._TextureDirtyCallBack);
  37347. };
  37348. /**
  37349. * Indicates that fresnel needs to be re-calculated for all submeshes
  37350. */
  37351. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37352. this._markAllSubMeshesAsDirty(Material._FresnelDirtyCallBack);
  37353. };
  37354. /**
  37355. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37356. */
  37357. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37358. this._markAllSubMeshesAsDirty(Material._FresnelAndMiscDirtyCallBack);
  37359. };
  37360. /**
  37361. * Indicates that lights need to be re-calculated for all submeshes
  37362. */
  37363. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37364. this._markAllSubMeshesAsDirty(Material._LightsDirtyCallBack);
  37365. };
  37366. /**
  37367. * Indicates that attributes need to be re-calculated for all submeshes
  37368. */
  37369. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37370. this._markAllSubMeshesAsDirty(Material._AttributeDirtyCallBack);
  37371. };
  37372. /**
  37373. * Indicates that misc needs to be re-calculated for all submeshes
  37374. */
  37375. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37376. this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack);
  37377. };
  37378. /**
  37379. * Indicates that textures and misc need to be re-calculated for all submeshes
  37380. */
  37381. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37382. this._markAllSubMeshesAsDirty(Material._TextureAndMiscDirtyCallBack);
  37383. };
  37384. /**
  37385. * Disposes the material
  37386. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37387. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37388. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  37389. */
  37390. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  37391. var scene = this.getScene();
  37392. // Animations
  37393. scene.stopAnimation(this);
  37394. scene.freeProcessedMaterials();
  37395. // Remove from scene
  37396. scene.removeMaterial(this);
  37397. if (notBoundToMesh !== true) {
  37398. // Remove from meshes
  37399. if (this.meshMap) {
  37400. for (var meshId in this.meshMap) {
  37401. var mesh = this.meshMap[meshId];
  37402. if (mesh) {
  37403. mesh.material = null; // will set the entry in the map to undefined
  37404. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37405. }
  37406. }
  37407. }
  37408. else {
  37409. var meshes = scene.meshes;
  37410. for (var _i = 0, meshes_2 = meshes; _i < meshes_2.length; _i++) {
  37411. var mesh = meshes_2[_i];
  37412. if (mesh.material === this) {
  37413. mesh.material = null;
  37414. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37415. }
  37416. }
  37417. }
  37418. }
  37419. this._uniformBuffer.dispose();
  37420. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37421. if (forceDisposeEffect && this._effect) {
  37422. if (!this._storeEffectOnSubMeshes) {
  37423. scene.getEngine()._releaseEffect(this._effect);
  37424. }
  37425. this._effect = null;
  37426. }
  37427. // Callback
  37428. this.onDisposeObservable.notifyObservers(this);
  37429. this.onDisposeObservable.clear();
  37430. if (this._onBindObservable) {
  37431. this._onBindObservable.clear();
  37432. }
  37433. if (this._onUnBindObservable) {
  37434. this._onUnBindObservable.clear();
  37435. }
  37436. };
  37437. /** @hidden */
  37438. Material.prototype.releaseVertexArrayObject = function (mesh, forceDisposeEffect) {
  37439. if (mesh.geometry) {
  37440. var geometry = (mesh.geometry);
  37441. var scene = this.getScene();
  37442. if (this._storeEffectOnSubMeshes) {
  37443. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37444. var subMesh = _a[_i];
  37445. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37446. if (forceDisposeEffect && subMesh._materialEffect) {
  37447. scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37448. }
  37449. }
  37450. }
  37451. else {
  37452. geometry._releaseVertexArrayObject(this._effect);
  37453. }
  37454. }
  37455. };
  37456. /**
  37457. * Serializes this material
  37458. * @returns the serialized material object
  37459. */
  37460. Material.prototype.serialize = function () {
  37461. return BABYLON.SerializationHelper.Serialize(this);
  37462. };
  37463. /**
  37464. * Creates a MultiMaterial from parsed MultiMaterial data.
  37465. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37466. * @param scene defines the hosting scene
  37467. * @returns a new MultiMaterial
  37468. */
  37469. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37470. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37471. multiMaterial.id = parsedMultiMaterial.id;
  37472. if (BABYLON.Tags) {
  37473. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37474. }
  37475. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37476. var subMatId = parsedMultiMaterial.materials[matIndex];
  37477. if (subMatId) {
  37478. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37479. }
  37480. else {
  37481. multiMaterial.subMaterials.push(null);
  37482. }
  37483. }
  37484. return multiMaterial;
  37485. };
  37486. /**
  37487. * Creates a material from parsed material data
  37488. * @param parsedMaterial defines parsed material data
  37489. * @param scene defines the hosting scene
  37490. * @param rootUrl defines the root URL to use to load textures
  37491. * @returns a new material
  37492. */
  37493. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37494. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37495. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37496. }
  37497. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37498. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37499. if (!BABYLON.LegacyPBRMaterial) {
  37500. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37501. return;
  37502. }
  37503. }
  37504. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37505. return materialType.Parse(parsedMaterial, scene, rootUrl);
  37506. };
  37507. // Triangle views
  37508. Material._TriangleFillMode = 0;
  37509. Material._WireFrameFillMode = 1;
  37510. Material._PointFillMode = 2;
  37511. // Draw modes
  37512. Material._PointListDrawMode = 3;
  37513. Material._LineListDrawMode = 4;
  37514. Material._LineLoopDrawMode = 5;
  37515. Material._LineStripDrawMode = 6;
  37516. Material._TriangleStripDrawMode = 7;
  37517. Material._TriangleFanDrawMode = 8;
  37518. /**
  37519. * Stores the clock-wise side orientation
  37520. */
  37521. Material._ClockWiseSideOrientation = 0;
  37522. /**
  37523. * Stores the counter clock-wise side orientation
  37524. */
  37525. Material._CounterClockWiseSideOrientation = 1;
  37526. /**
  37527. * The dirty texture flag value
  37528. */
  37529. Material.TextureDirtyFlag = 1;
  37530. /**
  37531. * The dirty light flag value
  37532. */
  37533. Material.LightDirtyFlag = 2;
  37534. /**
  37535. * The dirty fresnel flag value
  37536. */
  37537. Material.FresnelDirtyFlag = 4;
  37538. /**
  37539. * The dirty attribute flag value
  37540. */
  37541. Material.AttributesDirtyFlag = 8;
  37542. /**
  37543. * The dirty misc flag value
  37544. */
  37545. Material.MiscDirtyFlag = 16;
  37546. /**
  37547. * The all dirty flag value
  37548. */
  37549. Material.AllDirtyFlag = 31;
  37550. Material._ImageProcessingDirtyCallBack = function (defines) { return defines.markAsImageProcessingDirty(); };
  37551. Material._TextureDirtyCallBack = function (defines) { return defines.markAsTexturesDirty(); };
  37552. Material._FresnelDirtyCallBack = function (defines) { return defines.markAsFresnelDirty(); };
  37553. Material._MiscDirtyCallBack = function (defines) { return defines.markAsMiscDirty(); };
  37554. Material._LightsDirtyCallBack = function (defines) { return defines.markAsLightDirty(); };
  37555. Material._AttributeDirtyCallBack = function (defines) { return defines.markAsAttributesDirty(); };
  37556. Material._FresnelAndMiscDirtyCallBack = function (defines) {
  37557. Material._FresnelDirtyCallBack(defines);
  37558. Material._MiscDirtyCallBack(defines);
  37559. };
  37560. Material._TextureAndMiscDirtyCallBack = function (defines) {
  37561. Material._TextureDirtyCallBack(defines);
  37562. Material._MiscDirtyCallBack(defines);
  37563. };
  37564. Material._DirtyCallbackArray = [];
  37565. Material._RunDirtyCallBacks = function (defines) {
  37566. for (var _i = 0, _a = Material._DirtyCallbackArray; _i < _a.length; _i++) {
  37567. var cb = _a[_i];
  37568. cb(defines);
  37569. }
  37570. };
  37571. __decorate([
  37572. BABYLON.serialize()
  37573. ], Material.prototype, "id", void 0);
  37574. __decorate([
  37575. BABYLON.serialize()
  37576. ], Material.prototype, "uniqueId", void 0);
  37577. __decorate([
  37578. BABYLON.serialize()
  37579. ], Material.prototype, "name", void 0);
  37580. __decorate([
  37581. BABYLON.serialize()
  37582. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  37583. __decorate([
  37584. BABYLON.serialize()
  37585. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  37586. __decorate([
  37587. BABYLON.serialize()
  37588. ], Material.prototype, "state", void 0);
  37589. __decorate([
  37590. BABYLON.serialize("alpha")
  37591. ], Material.prototype, "_alpha", void 0);
  37592. __decorate([
  37593. BABYLON.serialize("backFaceCulling")
  37594. ], Material.prototype, "_backFaceCulling", void 0);
  37595. __decorate([
  37596. BABYLON.serialize()
  37597. ], Material.prototype, "sideOrientation", void 0);
  37598. __decorate([
  37599. BABYLON.serialize("alphaMode")
  37600. ], Material.prototype, "_alphaMode", void 0);
  37601. __decorate([
  37602. BABYLON.serialize()
  37603. ], Material.prototype, "_needDepthPrePass", void 0);
  37604. __decorate([
  37605. BABYLON.serialize()
  37606. ], Material.prototype, "disableDepthWrite", void 0);
  37607. __decorate([
  37608. BABYLON.serialize()
  37609. ], Material.prototype, "forceDepthWrite", void 0);
  37610. __decorate([
  37611. BABYLON.serialize()
  37612. ], Material.prototype, "separateCullingPass", void 0);
  37613. __decorate([
  37614. BABYLON.serialize("fogEnabled")
  37615. ], Material.prototype, "_fogEnabled", void 0);
  37616. __decorate([
  37617. BABYLON.serialize()
  37618. ], Material.prototype, "pointSize", void 0);
  37619. __decorate([
  37620. BABYLON.serialize()
  37621. ], Material.prototype, "zOffset", void 0);
  37622. __decorate([
  37623. BABYLON.serialize()
  37624. ], Material.prototype, "wireframe", null);
  37625. __decorate([
  37626. BABYLON.serialize()
  37627. ], Material.prototype, "pointsCloud", null);
  37628. __decorate([
  37629. BABYLON.serialize()
  37630. ], Material.prototype, "fillMode", null);
  37631. return Material;
  37632. }());
  37633. BABYLON.Material = Material;
  37634. })(BABYLON || (BABYLON = {}));
  37635. //# sourceMappingURL=babylon.material.js.map
  37636. var BABYLON;
  37637. (function (BABYLON) {
  37638. /**
  37639. * Uniform buffer objects.
  37640. *
  37641. * Handles blocks of uniform on the GPU.
  37642. *
  37643. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37644. *
  37645. * For more information, please refer to :
  37646. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37647. */
  37648. var UniformBuffer = /** @class */ (function () {
  37649. /**
  37650. * Instantiates a new Uniform buffer objects.
  37651. *
  37652. * Handles blocks of uniform on the GPU.
  37653. *
  37654. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37655. *
  37656. * For more information, please refer to :
  37657. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37658. * @param engine Define the engine the buffer is associated with
  37659. * @param data Define the data contained in the buffer
  37660. * @param dynamic Define if the buffer is updatable
  37661. */
  37662. function UniformBuffer(engine, data, dynamic) {
  37663. this._engine = engine;
  37664. this._noUBO = !engine.supportsUniformBuffers;
  37665. this._dynamic = dynamic;
  37666. this._data = data || [];
  37667. this._uniformLocations = {};
  37668. this._uniformSizes = {};
  37669. this._uniformLocationPointer = 0;
  37670. this._needSync = false;
  37671. if (this._noUBO) {
  37672. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  37673. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  37674. this.updateFloat = this._updateFloatForEffect;
  37675. this.updateFloat2 = this._updateFloat2ForEffect;
  37676. this.updateFloat3 = this._updateFloat3ForEffect;
  37677. this.updateFloat4 = this._updateFloat4ForEffect;
  37678. this.updateMatrix = this._updateMatrixForEffect;
  37679. this.updateVector3 = this._updateVector3ForEffect;
  37680. this.updateVector4 = this._updateVector4ForEffect;
  37681. this.updateColor3 = this._updateColor3ForEffect;
  37682. this.updateColor4 = this._updateColor4ForEffect;
  37683. }
  37684. else {
  37685. this._engine._uniformBuffers.push(this);
  37686. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  37687. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  37688. this.updateFloat = this._updateFloatForUniform;
  37689. this.updateFloat2 = this._updateFloat2ForUniform;
  37690. this.updateFloat3 = this._updateFloat3ForUniform;
  37691. this.updateFloat4 = this._updateFloat4ForUniform;
  37692. this.updateMatrix = this._updateMatrixForUniform;
  37693. this.updateVector3 = this._updateVector3ForUniform;
  37694. this.updateVector4 = this._updateVector4ForUniform;
  37695. this.updateColor3 = this._updateColor3ForUniform;
  37696. this.updateColor4 = this._updateColor4ForUniform;
  37697. }
  37698. }
  37699. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  37700. /**
  37701. * Indicates if the buffer is using the WebGL2 UBO implementation,
  37702. * or just falling back on setUniformXXX calls.
  37703. */
  37704. get: function () {
  37705. return !this._noUBO;
  37706. },
  37707. enumerable: true,
  37708. configurable: true
  37709. });
  37710. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  37711. /**
  37712. * Indicates if the WebGL underlying uniform buffer is in sync
  37713. * with the javascript cache data.
  37714. */
  37715. get: function () {
  37716. return !this._needSync;
  37717. },
  37718. enumerable: true,
  37719. configurable: true
  37720. });
  37721. /**
  37722. * Indicates if the WebGL underlying uniform buffer is dynamic.
  37723. * Also, a dynamic UniformBuffer will disable cache verification and always
  37724. * update the underlying WebGL uniform buffer to the GPU.
  37725. * @returns if Dynamic, otherwise false
  37726. */
  37727. UniformBuffer.prototype.isDynamic = function () {
  37728. return this._dynamic !== undefined;
  37729. };
  37730. /**
  37731. * The data cache on JS side.
  37732. * @returns the underlying data as a float array
  37733. */
  37734. UniformBuffer.prototype.getData = function () {
  37735. return this._bufferData;
  37736. };
  37737. /**
  37738. * The underlying WebGL Uniform buffer.
  37739. * @returns the webgl buffer
  37740. */
  37741. UniformBuffer.prototype.getBuffer = function () {
  37742. return this._buffer;
  37743. };
  37744. /**
  37745. * std140 layout specifies how to align data within an UBO structure.
  37746. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  37747. * for specs.
  37748. */
  37749. UniformBuffer.prototype._fillAlignment = function (size) {
  37750. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  37751. // and 4x4 matrices
  37752. // TODO : change if other types are used
  37753. var alignment;
  37754. if (size <= 2) {
  37755. alignment = size;
  37756. }
  37757. else {
  37758. alignment = 4;
  37759. }
  37760. if ((this._uniformLocationPointer % alignment) !== 0) {
  37761. var oldPointer = this._uniformLocationPointer;
  37762. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  37763. var diff = this._uniformLocationPointer - oldPointer;
  37764. for (var i = 0; i < diff; i++) {
  37765. this._data.push(0);
  37766. }
  37767. }
  37768. };
  37769. /**
  37770. * Adds an uniform in the buffer.
  37771. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  37772. * for the layout to be correct !
  37773. * @param name Name of the uniform, as used in the uniform block in the shader.
  37774. * @param size Data size, or data directly.
  37775. */
  37776. UniformBuffer.prototype.addUniform = function (name, size) {
  37777. if (this._noUBO) {
  37778. return;
  37779. }
  37780. if (this._uniformLocations[name] !== undefined) {
  37781. // Already existing uniform
  37782. return;
  37783. }
  37784. // This function must be called in the order of the shader layout !
  37785. // size can be the size of the uniform, or data directly
  37786. var data;
  37787. if (size instanceof Array) {
  37788. data = size;
  37789. size = data.length;
  37790. }
  37791. else {
  37792. size = size;
  37793. data = [];
  37794. // Fill with zeros
  37795. for (var i = 0; i < size; i++) {
  37796. data.push(0);
  37797. }
  37798. }
  37799. this._fillAlignment(size);
  37800. this._uniformSizes[name] = size;
  37801. this._uniformLocations[name] = this._uniformLocationPointer;
  37802. this._uniformLocationPointer += size;
  37803. for (var i = 0; i < size; i++) {
  37804. this._data.push(data[i]);
  37805. }
  37806. this._needSync = true;
  37807. };
  37808. /**
  37809. * Adds a Matrix 4x4 to the uniform buffer.
  37810. * @param name Name of the uniform, as used in the uniform block in the shader.
  37811. * @param mat A 4x4 matrix.
  37812. */
  37813. UniformBuffer.prototype.addMatrix = function (name, mat) {
  37814. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  37815. };
  37816. /**
  37817. * Adds a vec2 to the uniform buffer.
  37818. * @param name Name of the uniform, as used in the uniform block in the shader.
  37819. * @param x Define the x component value of the vec2
  37820. * @param y Define the y component value of the vec2
  37821. */
  37822. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  37823. var temp = [x, y];
  37824. this.addUniform(name, temp);
  37825. };
  37826. /**
  37827. * Adds a vec3 to the uniform buffer.
  37828. * @param name Name of the uniform, as used in the uniform block in the shader.
  37829. * @param x Define the x component value of the vec3
  37830. * @param y Define the y component value of the vec3
  37831. * @param z Define the z component value of the vec3
  37832. */
  37833. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  37834. var temp = [x, y, z];
  37835. this.addUniform(name, temp);
  37836. };
  37837. /**
  37838. * Adds a vec3 to the uniform buffer.
  37839. * @param name Name of the uniform, as used in the uniform block in the shader.
  37840. * @param color Define the vec3 from a Color
  37841. */
  37842. UniformBuffer.prototype.addColor3 = function (name, color) {
  37843. var temp = new Array();
  37844. color.toArray(temp);
  37845. this.addUniform(name, temp);
  37846. };
  37847. /**
  37848. * Adds a vec4 to the uniform buffer.
  37849. * @param name Name of the uniform, as used in the uniform block in the shader.
  37850. * @param color Define the rgb components from a Color
  37851. * @param alpha Define the a component of the vec4
  37852. */
  37853. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  37854. var temp = new Array();
  37855. color.toArray(temp);
  37856. temp.push(alpha);
  37857. this.addUniform(name, temp);
  37858. };
  37859. /**
  37860. * Adds a vec3 to the uniform buffer.
  37861. * @param name Name of the uniform, as used in the uniform block in the shader.
  37862. * @param vector Define the vec3 components from a Vector
  37863. */
  37864. UniformBuffer.prototype.addVector3 = function (name, vector) {
  37865. var temp = new Array();
  37866. vector.toArray(temp);
  37867. this.addUniform(name, temp);
  37868. };
  37869. /**
  37870. * Adds a Matrix 3x3 to the uniform buffer.
  37871. * @param name Name of the uniform, as used in the uniform block in the shader.
  37872. */
  37873. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  37874. this.addUniform(name, 12);
  37875. };
  37876. /**
  37877. * Adds a Matrix 2x2 to the uniform buffer.
  37878. * @param name Name of the uniform, as used in the uniform block in the shader.
  37879. */
  37880. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  37881. this.addUniform(name, 8);
  37882. };
  37883. /**
  37884. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  37885. */
  37886. UniformBuffer.prototype.create = function () {
  37887. if (this._noUBO) {
  37888. return;
  37889. }
  37890. if (this._buffer) {
  37891. return; // nothing to do
  37892. }
  37893. // See spec, alignment must be filled as a vec4
  37894. this._fillAlignment(4);
  37895. this._bufferData = new Float32Array(this._data);
  37896. this._rebuild();
  37897. this._needSync = true;
  37898. };
  37899. /** @hidden */
  37900. UniformBuffer.prototype._rebuild = function () {
  37901. if (this._noUBO) {
  37902. return;
  37903. }
  37904. if (this._dynamic) {
  37905. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  37906. }
  37907. else {
  37908. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  37909. }
  37910. };
  37911. /**
  37912. * Updates the WebGL Uniform Buffer on the GPU.
  37913. * If the `dynamic` flag is set to true, no cache comparison is done.
  37914. * Otherwise, the buffer will be updated only if the cache differs.
  37915. */
  37916. UniformBuffer.prototype.update = function () {
  37917. if (!this._buffer) {
  37918. this.create();
  37919. return;
  37920. }
  37921. if (!this._dynamic && !this._needSync) {
  37922. return;
  37923. }
  37924. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  37925. this._needSync = false;
  37926. };
  37927. /**
  37928. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  37929. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  37930. * @param data Define the flattened data
  37931. * @param size Define the size of the data.
  37932. */
  37933. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  37934. var location = this._uniformLocations[uniformName];
  37935. if (location === undefined) {
  37936. if (this._buffer) {
  37937. // Cannot add an uniform if the buffer is already created
  37938. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  37939. return;
  37940. }
  37941. this.addUniform(uniformName, size);
  37942. location = this._uniformLocations[uniformName];
  37943. }
  37944. if (!this._buffer) {
  37945. this.create();
  37946. }
  37947. if (!this._dynamic) {
  37948. // Cache for static uniform buffers
  37949. var changed = false;
  37950. for (var i = 0; i < size; i++) {
  37951. if (this._bufferData[location + i] !== data[i]) {
  37952. changed = true;
  37953. this._bufferData[location + i] = data[i];
  37954. }
  37955. }
  37956. this._needSync = this._needSync || changed;
  37957. }
  37958. else {
  37959. // No cache for dynamic
  37960. for (var i = 0; i < size; i++) {
  37961. this._bufferData[location + i] = data[i];
  37962. }
  37963. }
  37964. };
  37965. // Update methods
  37966. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  37967. // To match std140, matrix must be realigned
  37968. for (var i = 0; i < 3; i++) {
  37969. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  37970. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  37971. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  37972. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  37973. }
  37974. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  37975. };
  37976. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  37977. this._currentEffect.setMatrix3x3(name, matrix);
  37978. };
  37979. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  37980. this._currentEffect.setMatrix2x2(name, matrix);
  37981. };
  37982. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  37983. // To match std140, matrix must be realigned
  37984. for (var i = 0; i < 2; i++) {
  37985. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  37986. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  37987. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  37988. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  37989. }
  37990. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  37991. };
  37992. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  37993. this._currentEffect.setFloat(name, x);
  37994. };
  37995. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  37996. UniformBuffer._tempBuffer[0] = x;
  37997. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  37998. };
  37999. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  38000. if (suffix === void 0) { suffix = ""; }
  38001. this._currentEffect.setFloat2(name + suffix, x, y);
  38002. };
  38003. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  38004. if (suffix === void 0) { suffix = ""; }
  38005. UniformBuffer._tempBuffer[0] = x;
  38006. UniformBuffer._tempBuffer[1] = y;
  38007. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  38008. };
  38009. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  38010. if (suffix === void 0) { suffix = ""; }
  38011. this._currentEffect.setFloat3(name + suffix, x, y, z);
  38012. };
  38013. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  38014. if (suffix === void 0) { suffix = ""; }
  38015. UniformBuffer._tempBuffer[0] = x;
  38016. UniformBuffer._tempBuffer[1] = y;
  38017. UniformBuffer._tempBuffer[2] = z;
  38018. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38019. };
  38020. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  38021. if (suffix === void 0) { suffix = ""; }
  38022. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  38023. };
  38024. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  38025. if (suffix === void 0) { suffix = ""; }
  38026. UniformBuffer._tempBuffer[0] = x;
  38027. UniformBuffer._tempBuffer[1] = y;
  38028. UniformBuffer._tempBuffer[2] = z;
  38029. UniformBuffer._tempBuffer[3] = w;
  38030. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38031. };
  38032. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  38033. this._currentEffect.setMatrix(name, mat);
  38034. };
  38035. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  38036. this.updateUniform(name, mat.toArray(), 16);
  38037. };
  38038. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  38039. this._currentEffect.setVector3(name, vector);
  38040. };
  38041. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  38042. vector.toArray(UniformBuffer._tempBuffer);
  38043. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38044. };
  38045. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  38046. this._currentEffect.setVector4(name, vector);
  38047. };
  38048. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  38049. vector.toArray(UniformBuffer._tempBuffer);
  38050. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38051. };
  38052. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  38053. if (suffix === void 0) { suffix = ""; }
  38054. this._currentEffect.setColor3(name + suffix, color);
  38055. };
  38056. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  38057. if (suffix === void 0) { suffix = ""; }
  38058. color.toArray(UniformBuffer._tempBuffer);
  38059. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38060. };
  38061. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  38062. if (suffix === void 0) { suffix = ""; }
  38063. this._currentEffect.setColor4(name + suffix, color, alpha);
  38064. };
  38065. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  38066. if (suffix === void 0) { suffix = ""; }
  38067. color.toArray(UniformBuffer._tempBuffer);
  38068. UniformBuffer._tempBuffer[3] = alpha;
  38069. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38070. };
  38071. /**
  38072. * Sets a sampler uniform on the effect.
  38073. * @param name Define the name of the sampler.
  38074. * @param texture Define the texture to set in the sampler
  38075. */
  38076. UniformBuffer.prototype.setTexture = function (name, texture) {
  38077. this._currentEffect.setTexture(name, texture);
  38078. };
  38079. /**
  38080. * Directly updates the value of the uniform in the cache AND on the GPU.
  38081. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38082. * @param data Define the flattened data
  38083. */
  38084. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  38085. this.updateUniform(uniformName, data, data.length);
  38086. this.update();
  38087. };
  38088. /**
  38089. * Binds this uniform buffer to an effect.
  38090. * @param effect Define the effect to bind the buffer to
  38091. * @param name Name of the uniform block in the shader.
  38092. */
  38093. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  38094. this._currentEffect = effect;
  38095. if (this._noUBO || !this._buffer) {
  38096. return;
  38097. }
  38098. effect.bindUniformBuffer(this._buffer, name);
  38099. };
  38100. /**
  38101. * Disposes the uniform buffer.
  38102. */
  38103. UniformBuffer.prototype.dispose = function () {
  38104. if (this._noUBO) {
  38105. return;
  38106. }
  38107. var uniformBuffers = this._engine._uniformBuffers;
  38108. var index = uniformBuffers.indexOf(this);
  38109. if (index !== -1) {
  38110. uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];
  38111. uniformBuffers.pop();
  38112. }
  38113. if (!this._buffer) {
  38114. return;
  38115. }
  38116. if (this._engine._releaseBuffer(this._buffer)) {
  38117. this._buffer = null;
  38118. }
  38119. };
  38120. // Pool for avoiding memory leaks
  38121. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  38122. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  38123. return UniformBuffer;
  38124. }());
  38125. BABYLON.UniformBuffer = UniformBuffer;
  38126. })(BABYLON || (BABYLON = {}));
  38127. //# sourceMappingURL=babylon.uniformBuffer.js.map
  38128. var BABYLON;
  38129. (function (BABYLON) {
  38130. /**
  38131. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  38132. */
  38133. var VertexData = /** @class */ (function () {
  38134. function VertexData() {
  38135. }
  38136. /**
  38137. * Uses the passed data array to set the set the values for the specified kind of data
  38138. * @param data a linear array of floating numbers
  38139. * @param kind the type of data that is being set, eg positions, colors etc
  38140. */
  38141. VertexData.prototype.set = function (data, kind) {
  38142. switch (kind) {
  38143. case BABYLON.VertexBuffer.PositionKind:
  38144. this.positions = data;
  38145. break;
  38146. case BABYLON.VertexBuffer.NormalKind:
  38147. this.normals = data;
  38148. break;
  38149. case BABYLON.VertexBuffer.TangentKind:
  38150. this.tangents = data;
  38151. break;
  38152. case BABYLON.VertexBuffer.UVKind:
  38153. this.uvs = data;
  38154. break;
  38155. case BABYLON.VertexBuffer.UV2Kind:
  38156. this.uvs2 = data;
  38157. break;
  38158. case BABYLON.VertexBuffer.UV3Kind:
  38159. this.uvs3 = data;
  38160. break;
  38161. case BABYLON.VertexBuffer.UV4Kind:
  38162. this.uvs4 = data;
  38163. break;
  38164. case BABYLON.VertexBuffer.UV5Kind:
  38165. this.uvs5 = data;
  38166. break;
  38167. case BABYLON.VertexBuffer.UV6Kind:
  38168. this.uvs6 = data;
  38169. break;
  38170. case BABYLON.VertexBuffer.ColorKind:
  38171. this.colors = data;
  38172. break;
  38173. case BABYLON.VertexBuffer.MatricesIndicesKind:
  38174. this.matricesIndices = data;
  38175. break;
  38176. case BABYLON.VertexBuffer.MatricesWeightsKind:
  38177. this.matricesWeights = data;
  38178. break;
  38179. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  38180. this.matricesIndicesExtra = data;
  38181. break;
  38182. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  38183. this.matricesWeightsExtra = data;
  38184. break;
  38185. }
  38186. };
  38187. /**
  38188. * Associates the vertexData to the passed Mesh.
  38189. * Sets it as updatable or not (default `false`)
  38190. * @param mesh the mesh the vertexData is applied to
  38191. * @param updatable when used and having the value true allows new data to update the vertexData
  38192. * @returns the VertexData
  38193. */
  38194. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  38195. this._applyTo(mesh, updatable);
  38196. return this;
  38197. };
  38198. /**
  38199. * Associates the vertexData to the passed Geometry.
  38200. * Sets it as updatable or not (default `false`)
  38201. * @param geometry the geometry the vertexData is applied to
  38202. * @param updatable when used and having the value true allows new data to update the vertexData
  38203. * @returns VertexData
  38204. */
  38205. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  38206. this._applyTo(geometry, updatable);
  38207. return this;
  38208. };
  38209. /**
  38210. * Updates the associated mesh
  38211. * @param mesh the mesh to be updated
  38212. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38213. * @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
  38214. * @returns VertexData
  38215. */
  38216. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  38217. this._update(mesh);
  38218. return this;
  38219. };
  38220. /**
  38221. * Updates the associated geometry
  38222. * @param geometry the geometry to be updated
  38223. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38224. * @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
  38225. * @returns VertexData.
  38226. */
  38227. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  38228. this._update(geometry);
  38229. return this;
  38230. };
  38231. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  38232. if (updatable === void 0) { updatable = false; }
  38233. if (this.positions) {
  38234. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  38235. }
  38236. if (this.normals) {
  38237. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  38238. }
  38239. if (this.tangents) {
  38240. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  38241. }
  38242. if (this.uvs) {
  38243. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  38244. }
  38245. if (this.uvs2) {
  38246. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  38247. }
  38248. if (this.uvs3) {
  38249. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  38250. }
  38251. if (this.uvs4) {
  38252. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  38253. }
  38254. if (this.uvs5) {
  38255. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  38256. }
  38257. if (this.uvs6) {
  38258. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  38259. }
  38260. if (this.colors) {
  38261. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  38262. }
  38263. if (this.matricesIndices) {
  38264. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  38265. }
  38266. if (this.matricesWeights) {
  38267. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  38268. }
  38269. if (this.matricesIndicesExtra) {
  38270. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  38271. }
  38272. if (this.matricesWeightsExtra) {
  38273. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  38274. }
  38275. if (this.indices) {
  38276. meshOrGeometry.setIndices(this.indices, null, updatable);
  38277. }
  38278. else {
  38279. meshOrGeometry.setIndices([], null);
  38280. }
  38281. return this;
  38282. };
  38283. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  38284. if (this.positions) {
  38285. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  38286. }
  38287. if (this.normals) {
  38288. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  38289. }
  38290. if (this.tangents) {
  38291. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  38292. }
  38293. if (this.uvs) {
  38294. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  38295. }
  38296. if (this.uvs2) {
  38297. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  38298. }
  38299. if (this.uvs3) {
  38300. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  38301. }
  38302. if (this.uvs4) {
  38303. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  38304. }
  38305. if (this.uvs5) {
  38306. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  38307. }
  38308. if (this.uvs6) {
  38309. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  38310. }
  38311. if (this.colors) {
  38312. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  38313. }
  38314. if (this.matricesIndices) {
  38315. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  38316. }
  38317. if (this.matricesWeights) {
  38318. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  38319. }
  38320. if (this.matricesIndicesExtra) {
  38321. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  38322. }
  38323. if (this.matricesWeightsExtra) {
  38324. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  38325. }
  38326. if (this.indices) {
  38327. meshOrGeometry.setIndices(this.indices, null);
  38328. }
  38329. return this;
  38330. };
  38331. /**
  38332. * Transforms each position and each normal of the vertexData according to the passed Matrix
  38333. * @param matrix the transforming matrix
  38334. * @returns the VertexData
  38335. */
  38336. VertexData.prototype.transform = function (matrix) {
  38337. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  38338. var transformed = BABYLON.Vector3.Zero();
  38339. var index;
  38340. if (this.positions) {
  38341. var position = BABYLON.Vector3.Zero();
  38342. for (index = 0; index < this.positions.length; index += 3) {
  38343. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  38344. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  38345. this.positions[index] = transformed.x;
  38346. this.positions[index + 1] = transformed.y;
  38347. this.positions[index + 2] = transformed.z;
  38348. }
  38349. }
  38350. if (this.normals) {
  38351. var normal = BABYLON.Vector3.Zero();
  38352. for (index = 0; index < this.normals.length; index += 3) {
  38353. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  38354. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  38355. this.normals[index] = transformed.x;
  38356. this.normals[index + 1] = transformed.y;
  38357. this.normals[index + 2] = transformed.z;
  38358. }
  38359. }
  38360. if (this.tangents) {
  38361. var tangent = BABYLON.Vector4.Zero();
  38362. var tangentTransformed = BABYLON.Vector4.Zero();
  38363. for (index = 0; index < this.tangents.length; index += 4) {
  38364. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  38365. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  38366. this.tangents[index] = tangentTransformed.x;
  38367. this.tangents[index + 1] = tangentTransformed.y;
  38368. this.tangents[index + 2] = tangentTransformed.z;
  38369. this.tangents[index + 3] = tangentTransformed.w;
  38370. }
  38371. }
  38372. if (flip && this.indices) {
  38373. for (index = 0; index < this.indices.length; index += 3) {
  38374. var tmp = this.indices[index + 1];
  38375. this.indices[index + 1] = this.indices[index + 2];
  38376. this.indices[index + 2] = tmp;
  38377. }
  38378. }
  38379. return this;
  38380. };
  38381. /**
  38382. * Merges the passed VertexData into the current one
  38383. * @param other the VertexData to be merged into the current one
  38384. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38385. * @returns the modified VertexData
  38386. */
  38387. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38388. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38389. this._validate();
  38390. other._validate();
  38391. if (!this.normals !== !other.normals ||
  38392. !this.tangents !== !other.tangents ||
  38393. !this.uvs !== !other.uvs ||
  38394. !this.uvs2 !== !other.uvs2 ||
  38395. !this.uvs3 !== !other.uvs3 ||
  38396. !this.uvs4 !== !other.uvs4 ||
  38397. !this.uvs5 !== !other.uvs5 ||
  38398. !this.uvs6 !== !other.uvs6 ||
  38399. !this.colors !== !other.colors ||
  38400. !this.matricesIndices !== !other.matricesIndices ||
  38401. !this.matricesWeights !== !other.matricesWeights ||
  38402. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38403. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38404. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38405. }
  38406. if (other.indices) {
  38407. if (!this.indices) {
  38408. this.indices = [];
  38409. }
  38410. var offset = this.positions ? this.positions.length / 3 : 0;
  38411. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38412. if (isSrcTypedArray) {
  38413. var len = this.indices.length + other.indices.length;
  38414. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38415. temp.set(this.indices);
  38416. var decal = this.indices.length;
  38417. for (var index = 0; index < other.indices.length; index++) {
  38418. temp[decal + index] = other.indices[index] + offset;
  38419. }
  38420. this.indices = temp;
  38421. }
  38422. else {
  38423. for (var index = 0; index < other.indices.length; index++) {
  38424. this.indices.push(other.indices[index] + offset);
  38425. }
  38426. }
  38427. }
  38428. this.positions = this._mergeElement(this.positions, other.positions);
  38429. this.normals = this._mergeElement(this.normals, other.normals);
  38430. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38431. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38432. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38433. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38434. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38435. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38436. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38437. this.colors = this._mergeElement(this.colors, other.colors);
  38438. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38439. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38440. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38441. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38442. return this;
  38443. };
  38444. VertexData.prototype._mergeElement = function (source, other) {
  38445. if (!source) {
  38446. return other;
  38447. }
  38448. if (!other) {
  38449. return source;
  38450. }
  38451. var len = other.length + source.length;
  38452. var isSrcTypedArray = source instanceof Float32Array;
  38453. var isOthTypedArray = other instanceof Float32Array;
  38454. // use non-loop method when the source is Float32Array
  38455. if (isSrcTypedArray) {
  38456. var ret32 = new Float32Array(len);
  38457. ret32.set(source);
  38458. ret32.set(other, source.length);
  38459. return ret32;
  38460. // source is number[], when other is also use concat
  38461. }
  38462. else if (!isOthTypedArray) {
  38463. return source.concat(other);
  38464. // source is a number[], but other is a Float32Array, loop required
  38465. }
  38466. else {
  38467. var ret = source.slice(0); // copy source to a separate array
  38468. for (var i = 0, len = other.length; i < len; i++) {
  38469. ret.push(other[i]);
  38470. }
  38471. return ret;
  38472. }
  38473. };
  38474. VertexData.prototype._validate = function () {
  38475. if (!this.positions) {
  38476. throw new Error("Positions are required");
  38477. }
  38478. var getElementCount = function (kind, values) {
  38479. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38480. if ((values.length % stride) !== 0) {
  38481. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38482. }
  38483. return values.length / stride;
  38484. };
  38485. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38486. var validateElementCount = function (kind, values) {
  38487. var elementCount = getElementCount(kind, values);
  38488. if (elementCount !== positionsElementCount) {
  38489. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38490. }
  38491. };
  38492. if (this.normals) {
  38493. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38494. }
  38495. if (this.tangents) {
  38496. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38497. }
  38498. if (this.uvs) {
  38499. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38500. }
  38501. if (this.uvs2) {
  38502. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38503. }
  38504. if (this.uvs3) {
  38505. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  38506. }
  38507. if (this.uvs4) {
  38508. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  38509. }
  38510. if (this.uvs5) {
  38511. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  38512. }
  38513. if (this.uvs6) {
  38514. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  38515. }
  38516. if (this.colors) {
  38517. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  38518. }
  38519. if (this.matricesIndices) {
  38520. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  38521. }
  38522. if (this.matricesWeights) {
  38523. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  38524. }
  38525. if (this.matricesIndicesExtra) {
  38526. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  38527. }
  38528. if (this.matricesWeightsExtra) {
  38529. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  38530. }
  38531. };
  38532. /**
  38533. * Serializes the VertexData
  38534. * @returns a serialized object
  38535. */
  38536. VertexData.prototype.serialize = function () {
  38537. var serializationObject = this.serialize();
  38538. if (this.positions) {
  38539. serializationObject.positions = this.positions;
  38540. }
  38541. if (this.normals) {
  38542. serializationObject.normals = this.normals;
  38543. }
  38544. if (this.tangents) {
  38545. serializationObject.tangents = this.tangents;
  38546. }
  38547. if (this.uvs) {
  38548. serializationObject.uvs = this.uvs;
  38549. }
  38550. if (this.uvs2) {
  38551. serializationObject.uvs2 = this.uvs2;
  38552. }
  38553. if (this.uvs3) {
  38554. serializationObject.uvs3 = this.uvs3;
  38555. }
  38556. if (this.uvs4) {
  38557. serializationObject.uvs4 = this.uvs4;
  38558. }
  38559. if (this.uvs5) {
  38560. serializationObject.uvs5 = this.uvs5;
  38561. }
  38562. if (this.uvs6) {
  38563. serializationObject.uvs6 = this.uvs6;
  38564. }
  38565. if (this.colors) {
  38566. serializationObject.colors = this.colors;
  38567. }
  38568. if (this.matricesIndices) {
  38569. serializationObject.matricesIndices = this.matricesIndices;
  38570. serializationObject.matricesIndices._isExpanded = true;
  38571. }
  38572. if (this.matricesWeights) {
  38573. serializationObject.matricesWeights = this.matricesWeights;
  38574. }
  38575. if (this.matricesIndicesExtra) {
  38576. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  38577. serializationObject.matricesIndicesExtra._isExpanded = true;
  38578. }
  38579. if (this.matricesWeightsExtra) {
  38580. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  38581. }
  38582. serializationObject.indices = this.indices;
  38583. return serializationObject;
  38584. };
  38585. // Statics
  38586. /**
  38587. * Extracts the vertexData from a mesh
  38588. * @param mesh the mesh from which to extract the VertexData
  38589. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  38590. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38591. * @returns the object VertexData associated to the passed mesh
  38592. */
  38593. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  38594. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  38595. };
  38596. /**
  38597. * Extracts the vertexData from the geometry
  38598. * @param geometry the geometry from which to extract the VertexData
  38599. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  38600. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38601. * @returns the object VertexData associated to the passed mesh
  38602. */
  38603. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  38604. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  38605. };
  38606. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  38607. var result = new VertexData();
  38608. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  38609. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  38610. }
  38611. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  38612. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  38613. }
  38614. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  38615. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  38616. }
  38617. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  38618. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  38619. }
  38620. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  38621. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  38622. }
  38623. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  38624. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  38625. }
  38626. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  38627. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  38628. }
  38629. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  38630. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  38631. }
  38632. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  38633. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  38634. }
  38635. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  38636. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  38637. }
  38638. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  38639. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  38640. }
  38641. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  38642. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  38643. }
  38644. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  38645. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  38646. }
  38647. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  38648. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  38649. }
  38650. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  38651. return result;
  38652. };
  38653. /**
  38654. * Creates the VertexData for a Ribbon
  38655. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  38656. * * pathArray array of paths, each of which an array of successive Vector3
  38657. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  38658. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  38659. * * 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
  38660. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38661. * * 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)
  38662. * * 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)
  38663. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  38664. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  38665. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  38666. * @returns the VertexData of the ribbon
  38667. */
  38668. VertexData.CreateRibbon = function (options) {
  38669. var pathArray = options.pathArray;
  38670. var closeArray = options.closeArray || false;
  38671. var closePath = options.closePath || false;
  38672. var invertUV = options.invertUV || false;
  38673. var defaultOffset = Math.floor(pathArray[0].length / 2);
  38674. var offset = options.offset || defaultOffset;
  38675. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  38676. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38677. var customUV = options.uvs;
  38678. var customColors = options.colors;
  38679. var positions = [];
  38680. var indices = [];
  38681. var normals = [];
  38682. var uvs = [];
  38683. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  38684. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  38685. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  38686. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  38687. var minlg; // minimal length among all paths from pathArray
  38688. var lg = []; // array of path lengths : nb of vertex per path
  38689. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  38690. var p; // path iterator
  38691. var i; // point iterator
  38692. var j; // point iterator
  38693. // if single path in pathArray
  38694. if (pathArray.length < 2) {
  38695. var ar1 = [];
  38696. var ar2 = [];
  38697. for (i = 0; i < pathArray[0].length - offset; i++) {
  38698. ar1.push(pathArray[0][i]);
  38699. ar2.push(pathArray[0][i + offset]);
  38700. }
  38701. pathArray = [ar1, ar2];
  38702. }
  38703. // positions and horizontal distances (u)
  38704. var idc = 0;
  38705. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  38706. var path;
  38707. var l;
  38708. minlg = pathArray[0].length;
  38709. var vectlg;
  38710. var dist;
  38711. for (p = 0; p < pathArray.length; p++) {
  38712. uTotalDistance[p] = 0;
  38713. us[p] = [0];
  38714. path = pathArray[p];
  38715. l = path.length;
  38716. minlg = (minlg < l) ? minlg : l;
  38717. j = 0;
  38718. while (j < l) {
  38719. positions.push(path[j].x, path[j].y, path[j].z);
  38720. if (j > 0) {
  38721. vectlg = path[j].subtract(path[j - 1]).length();
  38722. dist = vectlg + uTotalDistance[p];
  38723. us[p].push(dist);
  38724. uTotalDistance[p] = dist;
  38725. }
  38726. j++;
  38727. }
  38728. if (closePath) { // an extra hidden vertex is added in the "positions" array
  38729. j--;
  38730. positions.push(path[0].x, path[0].y, path[0].z);
  38731. vectlg = path[j].subtract(path[0]).length();
  38732. dist = vectlg + uTotalDistance[p];
  38733. us[p].push(dist);
  38734. uTotalDistance[p] = dist;
  38735. }
  38736. lg[p] = l + closePathCorr;
  38737. idx[p] = idc;
  38738. idc += (l + closePathCorr);
  38739. }
  38740. // vertical distances (v)
  38741. var path1;
  38742. var path2;
  38743. var vertex1 = null;
  38744. var vertex2 = null;
  38745. for (i = 0; i < minlg + closePathCorr; i++) {
  38746. vTotalDistance[i] = 0;
  38747. vs[i] = [0];
  38748. for (p = 0; p < pathArray.length - 1; p++) {
  38749. path1 = pathArray[p];
  38750. path2 = pathArray[p + 1];
  38751. if (i === minlg) { // closePath
  38752. vertex1 = path1[0];
  38753. vertex2 = path2[0];
  38754. }
  38755. else {
  38756. vertex1 = path1[i];
  38757. vertex2 = path2[i];
  38758. }
  38759. vectlg = vertex2.subtract(vertex1).length();
  38760. dist = vectlg + vTotalDistance[i];
  38761. vs[i].push(dist);
  38762. vTotalDistance[i] = dist;
  38763. }
  38764. if (closeArray && vertex2 && vertex1) {
  38765. path1 = pathArray[p];
  38766. path2 = pathArray[0];
  38767. if (i === minlg) { // closePath
  38768. vertex2 = path2[0];
  38769. }
  38770. vectlg = vertex2.subtract(vertex1).length();
  38771. dist = vectlg + vTotalDistance[i];
  38772. vTotalDistance[i] = dist;
  38773. }
  38774. }
  38775. // uvs
  38776. var u;
  38777. var v;
  38778. if (customUV) {
  38779. for (p = 0; p < customUV.length; p++) {
  38780. uvs.push(customUV[p].x, customUV[p].y);
  38781. }
  38782. }
  38783. else {
  38784. for (p = 0; p < pathArray.length; p++) {
  38785. for (i = 0; i < minlg + closePathCorr; i++) {
  38786. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  38787. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  38788. if (invertUV) {
  38789. uvs.push(v, u);
  38790. }
  38791. else {
  38792. uvs.push(u, v);
  38793. }
  38794. }
  38795. }
  38796. }
  38797. // indices
  38798. p = 0; // path index
  38799. var pi = 0; // positions array index
  38800. var l1 = lg[p] - 1; // path1 length
  38801. var l2 = lg[p + 1] - 1; // path2 length
  38802. var min = (l1 < l2) ? l1 : l2; // current path stop index
  38803. var shft = idx[1] - idx[0]; // shift
  38804. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  38805. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  38806. // 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
  38807. indices.push(pi, pi + shft, pi + 1);
  38808. indices.push(pi + shft + 1, pi + 1, pi + shft);
  38809. pi += 1;
  38810. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  38811. p++;
  38812. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  38813. shft = idx[0] - idx[p];
  38814. l1 = lg[p] - 1;
  38815. l2 = lg[0] - 1;
  38816. }
  38817. else {
  38818. shft = idx[p + 1] - idx[p];
  38819. l1 = lg[p] - 1;
  38820. l2 = lg[p + 1] - 1;
  38821. }
  38822. pi = idx[p];
  38823. min = (l1 < l2) ? l1 + pi : l2 + pi;
  38824. }
  38825. }
  38826. // normals
  38827. VertexData.ComputeNormals(positions, indices, normals);
  38828. if (closePath) { // update both the first and last vertex normals to their average value
  38829. var indexFirst = 0;
  38830. var indexLast = 0;
  38831. for (p = 0; p < pathArray.length; p++) {
  38832. indexFirst = idx[p] * 3;
  38833. if (p + 1 < pathArray.length) {
  38834. indexLast = (idx[p + 1] - 1) * 3;
  38835. }
  38836. else {
  38837. indexLast = normals.length - 3;
  38838. }
  38839. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  38840. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  38841. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  38842. normals[indexLast] = normals[indexFirst];
  38843. normals[indexLast + 1] = normals[indexFirst + 1];
  38844. normals[indexLast + 2] = normals[indexFirst + 2];
  38845. }
  38846. }
  38847. // sides
  38848. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38849. // Colors
  38850. var colors = null;
  38851. if (customColors) {
  38852. colors = new Float32Array(customColors.length * 4);
  38853. for (var c = 0; c < customColors.length; c++) {
  38854. colors[c * 4] = customColors[c].r;
  38855. colors[c * 4 + 1] = customColors[c].g;
  38856. colors[c * 4 + 2] = customColors[c].b;
  38857. colors[c * 4 + 3] = customColors[c].a;
  38858. }
  38859. }
  38860. // Result
  38861. var vertexData = new VertexData();
  38862. var positions32 = new Float32Array(positions);
  38863. var normals32 = new Float32Array(normals);
  38864. var uvs32 = new Float32Array(uvs);
  38865. vertexData.indices = indices;
  38866. vertexData.positions = positions32;
  38867. vertexData.normals = normals32;
  38868. vertexData.uvs = uvs32;
  38869. if (colors) {
  38870. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  38871. }
  38872. if (closePath) {
  38873. vertexData._idx = idx;
  38874. }
  38875. return vertexData;
  38876. };
  38877. /**
  38878. * Creates the VertexData for a box
  38879. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38880. * * size sets the width, height and depth of the box to the value of size, optional default 1
  38881. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  38882. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  38883. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  38884. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  38885. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  38886. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38887. * * 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)
  38888. * * 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)
  38889. * @returns the VertexData of the box
  38890. */
  38891. VertexData.CreateBox = function (options) {
  38892. var normalsSource = [
  38893. new BABYLON.Vector3(0, 0, 1),
  38894. new BABYLON.Vector3(0, 0, -1),
  38895. new BABYLON.Vector3(1, 0, 0),
  38896. new BABYLON.Vector3(-1, 0, 0),
  38897. new BABYLON.Vector3(0, 1, 0),
  38898. new BABYLON.Vector3(0, -1, 0)
  38899. ];
  38900. var indices = [];
  38901. var positions = [];
  38902. var normals = [];
  38903. var uvs = [];
  38904. var width = options.width || options.size || 1;
  38905. var height = options.height || options.size || 1;
  38906. var depth = options.depth || options.size || 1;
  38907. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38908. var faceUV = options.faceUV || new Array(6);
  38909. var faceColors = options.faceColors;
  38910. var colors = [];
  38911. // default face colors and UV if undefined
  38912. for (var f = 0; f < 6; f++) {
  38913. if (faceUV[f] === undefined) {
  38914. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  38915. }
  38916. if (faceColors && faceColors[f] === undefined) {
  38917. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  38918. }
  38919. }
  38920. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  38921. // Create each face in turn.
  38922. for (var index = 0; index < normalsSource.length; index++) {
  38923. var normal = normalsSource[index];
  38924. // Get two vectors perpendicular to the face normal and to each other.
  38925. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  38926. var side2 = BABYLON.Vector3.Cross(normal, side1);
  38927. // Six indices (two triangles) per face.
  38928. var verticesLength = positions.length / 3;
  38929. indices.push(verticesLength);
  38930. indices.push(verticesLength + 1);
  38931. indices.push(verticesLength + 2);
  38932. indices.push(verticesLength);
  38933. indices.push(verticesLength + 2);
  38934. indices.push(verticesLength + 3);
  38935. // Four vertices per face.
  38936. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  38937. positions.push(vertex.x, vertex.y, vertex.z);
  38938. normals.push(normal.x, normal.y, normal.z);
  38939. uvs.push(faceUV[index].z, faceUV[index].w);
  38940. if (faceColors) {
  38941. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38942. }
  38943. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  38944. positions.push(vertex.x, vertex.y, vertex.z);
  38945. normals.push(normal.x, normal.y, normal.z);
  38946. uvs.push(faceUV[index].x, faceUV[index].w);
  38947. if (faceColors) {
  38948. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38949. }
  38950. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  38951. positions.push(vertex.x, vertex.y, vertex.z);
  38952. normals.push(normal.x, normal.y, normal.z);
  38953. uvs.push(faceUV[index].x, faceUV[index].y);
  38954. if (faceColors) {
  38955. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38956. }
  38957. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  38958. positions.push(vertex.x, vertex.y, vertex.z);
  38959. normals.push(normal.x, normal.y, normal.z);
  38960. uvs.push(faceUV[index].z, faceUV[index].y);
  38961. if (faceColors) {
  38962. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38963. }
  38964. }
  38965. // sides
  38966. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38967. // Result
  38968. var vertexData = new VertexData();
  38969. vertexData.indices = indices;
  38970. vertexData.positions = positions;
  38971. vertexData.normals = normals;
  38972. vertexData.uvs = uvs;
  38973. if (faceColors) {
  38974. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  38975. vertexData.colors = totalColors;
  38976. }
  38977. return vertexData;
  38978. };
  38979. /**
  38980. * Creates the VertexData for an ellipsoid, defaults to a sphere
  38981. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38982. * * segments sets the number of horizontal strips optional, default 32
  38983. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  38984. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  38985. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  38986. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  38987. * * 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
  38988. * * 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
  38989. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38990. * * 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)
  38991. * * 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)
  38992. * @returns the VertexData of the ellipsoid
  38993. */
  38994. VertexData.CreateSphere = function (options) {
  38995. var segments = options.segments || 32;
  38996. var diameterX = options.diameterX || options.diameter || 1;
  38997. var diameterY = options.diameterY || options.diameter || 1;
  38998. var diameterZ = options.diameterZ || options.diameter || 1;
  38999. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39000. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  39001. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39002. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  39003. var totalZRotationSteps = 2 + segments;
  39004. var totalYRotationSteps = 2 * totalZRotationSteps;
  39005. var indices = [];
  39006. var positions = [];
  39007. var normals = [];
  39008. var uvs = [];
  39009. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  39010. var normalizedZ = zRotationStep / totalZRotationSteps;
  39011. var angleZ = normalizedZ * Math.PI * slice;
  39012. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  39013. var normalizedY = yRotationStep / totalYRotationSteps;
  39014. var angleY = normalizedY * Math.PI * 2 * arc;
  39015. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  39016. var rotationY = BABYLON.Matrix.RotationY(angleY);
  39017. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  39018. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  39019. var vertex = complete.multiply(radius);
  39020. var normal = complete.divide(radius).normalize();
  39021. positions.push(vertex.x, vertex.y, vertex.z);
  39022. normals.push(normal.x, normal.y, normal.z);
  39023. uvs.push(normalizedY, normalizedZ);
  39024. }
  39025. if (zRotationStep > 0) {
  39026. var verticesCount = positions.length / 3;
  39027. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  39028. indices.push((firstIndex));
  39029. indices.push((firstIndex + 1));
  39030. indices.push(firstIndex + totalYRotationSteps + 1);
  39031. indices.push((firstIndex + totalYRotationSteps + 1));
  39032. indices.push((firstIndex + 1));
  39033. indices.push((firstIndex + totalYRotationSteps + 2));
  39034. }
  39035. }
  39036. }
  39037. // Sides
  39038. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39039. // Result
  39040. var vertexData = new VertexData();
  39041. vertexData.indices = indices;
  39042. vertexData.positions = positions;
  39043. vertexData.normals = normals;
  39044. vertexData.uvs = uvs;
  39045. return vertexData;
  39046. };
  39047. /**
  39048. * Creates the VertexData for a cylinder, cone or prism
  39049. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39050. * * height sets the height (y direction) of the cylinder, optional, default 2
  39051. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  39052. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  39053. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  39054. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39055. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  39056. * * 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
  39057. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39058. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39059. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  39060. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  39061. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39062. * * 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)
  39063. * * 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)
  39064. * @returns the VertexData of the cylinder, cone or prism
  39065. */
  39066. VertexData.CreateCylinder = function (options) {
  39067. var height = options.height || 2;
  39068. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  39069. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  39070. var tessellation = options.tessellation || 24;
  39071. var subdivisions = options.subdivisions || 1;
  39072. var hasRings = options.hasRings ? true : false;
  39073. var enclose = options.enclose ? true : false;
  39074. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39075. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39076. var faceUV = options.faceUV || new Array(3);
  39077. var faceColors = options.faceColors;
  39078. // default face colors and UV if undefined
  39079. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  39080. var ringNb = (hasRings) ? subdivisions : 1;
  39081. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  39082. var f;
  39083. for (f = 0; f < surfaceNb; f++) {
  39084. if (faceColors && faceColors[f] === undefined) {
  39085. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39086. }
  39087. }
  39088. for (f = 0; f < surfaceNb; f++) {
  39089. if (faceUV && faceUV[f] === undefined) {
  39090. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39091. }
  39092. }
  39093. var indices = new Array();
  39094. var positions = new Array();
  39095. var normals = new Array();
  39096. var uvs = new Array();
  39097. var colors = new Array();
  39098. var angle_step = Math.PI * 2 * arc / tessellation;
  39099. var angle;
  39100. var h;
  39101. var radius;
  39102. var tan = (diameterBottom - diameterTop) / 2 / height;
  39103. var ringVertex = BABYLON.Vector3.Zero();
  39104. var ringNormal = BABYLON.Vector3.Zero();
  39105. var ringFirstVertex = BABYLON.Vector3.Zero();
  39106. var ringFirstNormal = BABYLON.Vector3.Zero();
  39107. var quadNormal = BABYLON.Vector3.Zero();
  39108. var Y = BABYLON.Axis.Y;
  39109. // positions, normals, uvs
  39110. var i;
  39111. var j;
  39112. var r;
  39113. var ringIdx = 1;
  39114. var s = 1; // surface index
  39115. var cs = 0;
  39116. var v = 0;
  39117. for (i = 0; i <= subdivisions; i++) {
  39118. h = i / subdivisions;
  39119. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  39120. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  39121. for (r = 0; r < ringIdx; r++) {
  39122. if (hasRings) {
  39123. s += r;
  39124. }
  39125. if (enclose) {
  39126. s += 2 * r;
  39127. }
  39128. for (j = 0; j <= tessellation; j++) {
  39129. angle = j * angle_step;
  39130. // position
  39131. ringVertex.x = Math.cos(-angle) * radius;
  39132. ringVertex.y = -height / 2 + h * height;
  39133. ringVertex.z = Math.sin(-angle) * radius;
  39134. // normal
  39135. if (diameterTop === 0 && i === subdivisions) {
  39136. // if no top cap, reuse former normals
  39137. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  39138. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  39139. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  39140. }
  39141. else {
  39142. ringNormal.x = ringVertex.x;
  39143. ringNormal.z = ringVertex.z;
  39144. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  39145. ringNormal.normalize();
  39146. }
  39147. // keep first ring vertex values for enclose
  39148. if (j === 0) {
  39149. ringFirstVertex.copyFrom(ringVertex);
  39150. ringFirstNormal.copyFrom(ringNormal);
  39151. }
  39152. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39153. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  39154. if (hasRings) {
  39155. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  39156. }
  39157. else {
  39158. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  39159. }
  39160. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  39161. if (faceColors) {
  39162. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  39163. }
  39164. }
  39165. // if enclose, add four vertices and their dedicated normals
  39166. if (arc !== 1 && enclose) {
  39167. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39168. positions.push(0, ringVertex.y, 0);
  39169. positions.push(0, ringVertex.y, 0);
  39170. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  39171. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  39172. quadNormal.normalize();
  39173. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39174. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  39175. quadNormal.normalize();
  39176. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39177. if (hasRings) {
  39178. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  39179. }
  39180. else {
  39181. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  39182. }
  39183. uvs.push(faceUV[s + 1].x, v);
  39184. uvs.push(faceUV[s + 1].z, v);
  39185. if (hasRings) {
  39186. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  39187. }
  39188. else {
  39189. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  39190. }
  39191. uvs.push(faceUV[s + 2].x, v);
  39192. uvs.push(faceUV[s + 2].z, v);
  39193. if (faceColors) {
  39194. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39195. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39196. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39197. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39198. }
  39199. }
  39200. if (cs !== s) {
  39201. cs = s;
  39202. }
  39203. }
  39204. }
  39205. // indices
  39206. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  39207. var s;
  39208. i = 0;
  39209. for (s = 0; s < subdivisions; s++) {
  39210. var i0 = 0;
  39211. var i1 = 0;
  39212. var i2 = 0;
  39213. var i3 = 0;
  39214. for (j = 0; j < tessellation; j++) {
  39215. i0 = i * (e + 1) + j;
  39216. i1 = (i + 1) * (e + 1) + j;
  39217. i2 = i * (e + 1) + (j + 1);
  39218. i3 = (i + 1) * (e + 1) + (j + 1);
  39219. indices.push(i0, i1, i2);
  39220. indices.push(i3, i2, i1);
  39221. }
  39222. if (arc !== 1 && enclose) { // if enclose, add two quads
  39223. indices.push(i0 + 2, i1 + 2, i2 + 2);
  39224. indices.push(i3 + 2, i2 + 2, i1 + 2);
  39225. indices.push(i0 + 4, i1 + 4, i2 + 4);
  39226. indices.push(i3 + 4, i2 + 4, i1 + 4);
  39227. }
  39228. i = (hasRings) ? (i + 2) : (i + 1);
  39229. }
  39230. // Caps
  39231. var createCylinderCap = function (isTop) {
  39232. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  39233. if (radius === 0) {
  39234. return;
  39235. }
  39236. // Cap positions, normals & uvs
  39237. var angle;
  39238. var circleVector;
  39239. var i;
  39240. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  39241. var c = null;
  39242. if (faceColors) {
  39243. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  39244. }
  39245. // cap center
  39246. var vbase = positions.length / 3;
  39247. var offset = isTop ? height / 2 : -height / 2;
  39248. var center = new BABYLON.Vector3(0, offset, 0);
  39249. positions.push(center.x, center.y, center.z);
  39250. normals.push(0, isTop ? 1 : -1, 0);
  39251. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  39252. if (c) {
  39253. colors.push(c.r, c.g, c.b, c.a);
  39254. }
  39255. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  39256. for (i = 0; i <= tessellation; i++) {
  39257. angle = Math.PI * 2 * i * arc / tessellation;
  39258. var cos = Math.cos(-angle);
  39259. var sin = Math.sin(-angle);
  39260. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  39261. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  39262. positions.push(circleVector.x, circleVector.y, circleVector.z);
  39263. normals.push(0, isTop ? 1 : -1, 0);
  39264. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  39265. if (c) {
  39266. colors.push(c.r, c.g, c.b, c.a);
  39267. }
  39268. }
  39269. // Cap indices
  39270. for (i = 0; i < tessellation; i++) {
  39271. if (!isTop) {
  39272. indices.push(vbase);
  39273. indices.push(vbase + (i + 1));
  39274. indices.push(vbase + (i + 2));
  39275. }
  39276. else {
  39277. indices.push(vbase);
  39278. indices.push(vbase + (i + 2));
  39279. indices.push(vbase + (i + 1));
  39280. }
  39281. }
  39282. };
  39283. // add caps to geometry
  39284. createCylinderCap(false);
  39285. createCylinderCap(true);
  39286. // Sides
  39287. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39288. var vertexData = new VertexData();
  39289. vertexData.indices = indices;
  39290. vertexData.positions = positions;
  39291. vertexData.normals = normals;
  39292. vertexData.uvs = uvs;
  39293. if (faceColors) {
  39294. vertexData.colors = colors;
  39295. }
  39296. return vertexData;
  39297. };
  39298. /**
  39299. * Creates the VertexData for a torus
  39300. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39301. * * diameter the diameter of the torus, optional default 1
  39302. * * thickness the diameter of the tube forming the torus, optional default 0.5
  39303. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39304. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39305. * * 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)
  39306. * * 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)
  39307. * @returns the VertexData of the torus
  39308. */
  39309. VertexData.CreateTorus = function (options) {
  39310. var indices = [];
  39311. var positions = [];
  39312. var normals = [];
  39313. var uvs = [];
  39314. var diameter = options.diameter || 1;
  39315. var thickness = options.thickness || 0.5;
  39316. var tessellation = options.tessellation || 16;
  39317. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39318. var stride = tessellation + 1;
  39319. for (var i = 0; i <= tessellation; i++) {
  39320. var u = i / tessellation;
  39321. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  39322. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  39323. for (var j = 0; j <= tessellation; j++) {
  39324. var v = 1 - j / tessellation;
  39325. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  39326. var dx = Math.cos(innerAngle);
  39327. var dy = Math.sin(innerAngle);
  39328. // Create a vertex.
  39329. var normal = new BABYLON.Vector3(dx, dy, 0);
  39330. var position = normal.scale(thickness / 2);
  39331. var textureCoordinate = new BABYLON.Vector2(u, v);
  39332. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  39333. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  39334. positions.push(position.x, position.y, position.z);
  39335. normals.push(normal.x, normal.y, normal.z);
  39336. uvs.push(textureCoordinate.x, textureCoordinate.y);
  39337. // And create indices for two triangles.
  39338. var nextI = (i + 1) % stride;
  39339. var nextJ = (j + 1) % stride;
  39340. indices.push(i * stride + j);
  39341. indices.push(i * stride + nextJ);
  39342. indices.push(nextI * stride + j);
  39343. indices.push(i * stride + nextJ);
  39344. indices.push(nextI * stride + nextJ);
  39345. indices.push(nextI * stride + j);
  39346. }
  39347. }
  39348. // Sides
  39349. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39350. // Result
  39351. var vertexData = new VertexData();
  39352. vertexData.indices = indices;
  39353. vertexData.positions = positions;
  39354. vertexData.normals = normals;
  39355. vertexData.uvs = uvs;
  39356. return vertexData;
  39357. };
  39358. /**
  39359. * Creates the VertexData of the LineSystem
  39360. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  39361. * - lines an array of lines, each line being an array of successive Vector3
  39362. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  39363. * @returns the VertexData of the LineSystem
  39364. */
  39365. VertexData.CreateLineSystem = function (options) {
  39366. var indices = [];
  39367. var positions = [];
  39368. var lines = options.lines;
  39369. var colors = options.colors;
  39370. var vertexColors = [];
  39371. var idx = 0;
  39372. for (var l = 0; l < lines.length; l++) {
  39373. var points = lines[l];
  39374. for (var index = 0; index < points.length; index++) {
  39375. positions.push(points[index].x, points[index].y, points[index].z);
  39376. if (colors) {
  39377. var color = colors[l];
  39378. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39379. }
  39380. if (index > 0) {
  39381. indices.push(idx - 1);
  39382. indices.push(idx);
  39383. }
  39384. idx++;
  39385. }
  39386. }
  39387. var vertexData = new VertexData();
  39388. vertexData.indices = indices;
  39389. vertexData.positions = positions;
  39390. if (colors) {
  39391. vertexData.colors = vertexColors;
  39392. }
  39393. return vertexData;
  39394. };
  39395. /**
  39396. * Create the VertexData for a DashedLines
  39397. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39398. * - points an array successive Vector3
  39399. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39400. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39401. * - dashNb the intended total number of dashes, optional, default 200
  39402. * @returns the VertexData for the DashedLines
  39403. */
  39404. VertexData.CreateDashedLines = function (options) {
  39405. var dashSize = options.dashSize || 3;
  39406. var gapSize = options.gapSize || 1;
  39407. var dashNb = options.dashNb || 200;
  39408. var points = options.points;
  39409. var positions = new Array();
  39410. var indices = new Array();
  39411. var curvect = BABYLON.Vector3.Zero();
  39412. var lg = 0;
  39413. var nb = 0;
  39414. var shft = 0;
  39415. var dashshft = 0;
  39416. var curshft = 0;
  39417. var idx = 0;
  39418. var i = 0;
  39419. for (i = 0; i < points.length - 1; i++) {
  39420. points[i + 1].subtractToRef(points[i], curvect);
  39421. lg += curvect.length();
  39422. }
  39423. shft = lg / dashNb;
  39424. dashshft = dashSize * shft / (dashSize + gapSize);
  39425. for (i = 0; i < points.length - 1; i++) {
  39426. points[i + 1].subtractToRef(points[i], curvect);
  39427. nb = Math.floor(curvect.length() / shft);
  39428. curvect.normalize();
  39429. for (var j = 0; j < nb; j++) {
  39430. curshft = shft * j;
  39431. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39432. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39433. indices.push(idx, idx + 1);
  39434. idx += 2;
  39435. }
  39436. }
  39437. // Result
  39438. var vertexData = new VertexData();
  39439. vertexData.positions = positions;
  39440. vertexData.indices = indices;
  39441. return vertexData;
  39442. };
  39443. /**
  39444. * Creates the VertexData for a Ground
  39445. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39446. * - width the width (x direction) of the ground, optional, default 1
  39447. * - height the height (z direction) of the ground, optional, default 1
  39448. * - subdivisions the number of subdivisions per side, optional, default 1
  39449. * @returns the VertexData of the Ground
  39450. */
  39451. VertexData.CreateGround = function (options) {
  39452. var indices = [];
  39453. var positions = [];
  39454. var normals = [];
  39455. var uvs = [];
  39456. var row, col;
  39457. var width = options.width || 1;
  39458. var height = options.height || 1;
  39459. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39460. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39461. for (row = 0; row <= subdivisionsY; row++) {
  39462. for (col = 0; col <= subdivisionsX; col++) {
  39463. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39464. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39465. positions.push(position.x, position.y, position.z);
  39466. normals.push(normal.x, normal.y, normal.z);
  39467. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39468. }
  39469. }
  39470. for (row = 0; row < subdivisionsY; row++) {
  39471. for (col = 0; col < subdivisionsX; col++) {
  39472. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39473. indices.push(col + 1 + row * (subdivisionsX + 1));
  39474. indices.push(col + row * (subdivisionsX + 1));
  39475. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39476. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39477. indices.push(col + row * (subdivisionsX + 1));
  39478. }
  39479. }
  39480. // Result
  39481. var vertexData = new VertexData();
  39482. vertexData.indices = indices;
  39483. vertexData.positions = positions;
  39484. vertexData.normals = normals;
  39485. vertexData.uvs = uvs;
  39486. return vertexData;
  39487. };
  39488. /**
  39489. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39490. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39491. * * xmin the ground minimum X coordinate, optional, default -1
  39492. * * zmin the ground minimum Z coordinate, optional, default -1
  39493. * * xmax the ground maximum X coordinate, optional, default 1
  39494. * * zmax the ground maximum Z coordinate, optional, default 1
  39495. * * 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}
  39496. * * 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}
  39497. * @returns the VertexData of the TiledGround
  39498. */
  39499. VertexData.CreateTiledGround = function (options) {
  39500. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39501. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39502. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39503. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39504. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39505. var precision = options.precision || { w: 1, h: 1 };
  39506. var indices = new Array();
  39507. var positions = new Array();
  39508. var normals = new Array();
  39509. var uvs = new Array();
  39510. var row, col, tileRow, tileCol;
  39511. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  39512. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  39513. precision.w = (precision.w < 1) ? 1 : precision.w;
  39514. precision.h = (precision.h < 1) ? 1 : precision.h;
  39515. var tileSize = {
  39516. 'w': (xmax - xmin) / subdivisions.w,
  39517. 'h': (zmax - zmin) / subdivisions.h
  39518. };
  39519. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  39520. // Indices
  39521. var base = positions.length / 3;
  39522. var rowLength = precision.w + 1;
  39523. for (row = 0; row < precision.h; row++) {
  39524. for (col = 0; col < precision.w; col++) {
  39525. var square = [
  39526. base + col + row * rowLength,
  39527. base + (col + 1) + row * rowLength,
  39528. base + (col + 1) + (row + 1) * rowLength,
  39529. base + col + (row + 1) * rowLength
  39530. ];
  39531. indices.push(square[1]);
  39532. indices.push(square[2]);
  39533. indices.push(square[3]);
  39534. indices.push(square[0]);
  39535. indices.push(square[1]);
  39536. indices.push(square[3]);
  39537. }
  39538. }
  39539. // Position, normals and uvs
  39540. var position = BABYLON.Vector3.Zero();
  39541. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39542. for (row = 0; row <= precision.h; row++) {
  39543. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  39544. for (col = 0; col <= precision.w; col++) {
  39545. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  39546. position.y = 0;
  39547. positions.push(position.x, position.y, position.z);
  39548. normals.push(normal.x, normal.y, normal.z);
  39549. uvs.push(col / precision.w, row / precision.h);
  39550. }
  39551. }
  39552. }
  39553. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  39554. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  39555. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  39556. }
  39557. }
  39558. // Result
  39559. var vertexData = new VertexData();
  39560. vertexData.indices = indices;
  39561. vertexData.positions = positions;
  39562. vertexData.normals = normals;
  39563. vertexData.uvs = uvs;
  39564. return vertexData;
  39565. };
  39566. /**
  39567. * Creates the VertexData of the Ground designed from a heightmap
  39568. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  39569. * * width the width (x direction) of the ground
  39570. * * height the height (z direction) of the ground
  39571. * * subdivisions the number of subdivisions per side
  39572. * * minHeight the minimum altitude on the ground, optional, default 0
  39573. * * maxHeight the maximum altitude on the ground, optional default 1
  39574. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  39575. * * buffer the array holding the image color data
  39576. * * bufferWidth the width of image
  39577. * * bufferHeight the height of image
  39578. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  39579. * @returns the VertexData of the Ground designed from a heightmap
  39580. */
  39581. VertexData.CreateGroundFromHeightMap = function (options) {
  39582. var indices = [];
  39583. var positions = [];
  39584. var normals = [];
  39585. var uvs = [];
  39586. var row, col;
  39587. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  39588. var alphaFilter = options.alphaFilter || 0.0;
  39589. // Vertices
  39590. for (row = 0; row <= options.subdivisions; row++) {
  39591. for (col = 0; col <= options.subdivisions; col++) {
  39592. 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));
  39593. // Compute height
  39594. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  39595. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  39596. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  39597. var r = options.buffer[pos] / 255.0;
  39598. var g = options.buffer[pos + 1] / 255.0;
  39599. var b = options.buffer[pos + 2] / 255.0;
  39600. var a = options.buffer[pos + 3] / 255.0;
  39601. var gradient = r * filter.r + g * filter.g + b * filter.b;
  39602. // If our alpha channel is not within our filter then we will assign a 'special' height
  39603. // Then when building the indices, we will ignore any vertex that is using the special height
  39604. if (a >= alphaFilter) {
  39605. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  39606. }
  39607. else {
  39608. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  39609. }
  39610. // Add vertex
  39611. positions.push(position.x, position.y, position.z);
  39612. normals.push(0, 0, 0);
  39613. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  39614. }
  39615. }
  39616. // Indices
  39617. for (row = 0; row < options.subdivisions; row++) {
  39618. for (col = 0; col < options.subdivisions; col++) {
  39619. // Calculate Indices
  39620. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  39621. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  39622. var idx3 = (col + row * (options.subdivisions + 1));
  39623. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  39624. // Check that all indices are visible (based on our special height)
  39625. // Only display the vertex if all Indices are visible
  39626. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  39627. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  39628. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  39629. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  39630. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  39631. indices.push(idx1);
  39632. indices.push(idx2);
  39633. indices.push(idx3);
  39634. }
  39635. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  39636. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  39637. indices.push(idx4);
  39638. indices.push(idx1);
  39639. indices.push(idx3);
  39640. }
  39641. }
  39642. }
  39643. // Normals
  39644. VertexData.ComputeNormals(positions, indices, normals);
  39645. // Result
  39646. var vertexData = new VertexData();
  39647. vertexData.indices = indices;
  39648. vertexData.positions = positions;
  39649. vertexData.normals = normals;
  39650. vertexData.uvs = uvs;
  39651. return vertexData;
  39652. };
  39653. /**
  39654. * Creates the VertexData for a Plane
  39655. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  39656. * * size sets the width and height of the plane to the value of size, optional default 1
  39657. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  39658. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  39659. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39660. * * 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)
  39661. * * 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)
  39662. * @returns the VertexData of the box
  39663. */
  39664. VertexData.CreatePlane = function (options) {
  39665. var indices = [];
  39666. var positions = [];
  39667. var normals = [];
  39668. var uvs = [];
  39669. var width = options.width || options.size || 1;
  39670. var height = options.height || options.size || 1;
  39671. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39672. // Vertices
  39673. var halfWidth = width / 2.0;
  39674. var halfHeight = height / 2.0;
  39675. positions.push(-halfWidth, -halfHeight, 0);
  39676. normals.push(0, 0, -1.0);
  39677. uvs.push(0.0, 0.0);
  39678. positions.push(halfWidth, -halfHeight, 0);
  39679. normals.push(0, 0, -1.0);
  39680. uvs.push(1.0, 0.0);
  39681. positions.push(halfWidth, halfHeight, 0);
  39682. normals.push(0, 0, -1.0);
  39683. uvs.push(1.0, 1.0);
  39684. positions.push(-halfWidth, halfHeight, 0);
  39685. normals.push(0, 0, -1.0);
  39686. uvs.push(0.0, 1.0);
  39687. // Indices
  39688. indices.push(0);
  39689. indices.push(1);
  39690. indices.push(2);
  39691. indices.push(0);
  39692. indices.push(2);
  39693. indices.push(3);
  39694. // Sides
  39695. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39696. // Result
  39697. var vertexData = new VertexData();
  39698. vertexData.indices = indices;
  39699. vertexData.positions = positions;
  39700. vertexData.normals = normals;
  39701. vertexData.uvs = uvs;
  39702. return vertexData;
  39703. };
  39704. /**
  39705. * Creates the VertexData of the Disc or regular Polygon
  39706. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  39707. * * radius the radius of the disc, optional default 0.5
  39708. * * tessellation the number of polygon sides, optional, default 64
  39709. * * 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
  39710. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39711. * * 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)
  39712. * * 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)
  39713. * @returns the VertexData of the box
  39714. */
  39715. VertexData.CreateDisc = function (options) {
  39716. var positions = new Array();
  39717. var indices = new Array();
  39718. var normals = new Array();
  39719. var uvs = new Array();
  39720. var radius = options.radius || 0.5;
  39721. var tessellation = options.tessellation || 64;
  39722. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39723. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39724. // positions and uvs
  39725. positions.push(0, 0, 0); // disc center first
  39726. uvs.push(0.5, 0.5);
  39727. var theta = Math.PI * 2 * arc;
  39728. var step = theta / tessellation;
  39729. for (var a = 0; a < theta; a += step) {
  39730. var x = Math.cos(a);
  39731. var y = Math.sin(a);
  39732. var u = (x + 1) / 2;
  39733. var v = (1 - y) / 2;
  39734. positions.push(radius * x, radius * y, 0);
  39735. uvs.push(u, v);
  39736. }
  39737. if (arc === 1) {
  39738. positions.push(positions[3], positions[4], positions[5]); // close the circle
  39739. uvs.push(uvs[2], uvs[3]);
  39740. }
  39741. //indices
  39742. var vertexNb = positions.length / 3;
  39743. for (var i = 1; i < vertexNb - 1; i++) {
  39744. indices.push(i + 1, 0, i);
  39745. }
  39746. // result
  39747. VertexData.ComputeNormals(positions, indices, normals);
  39748. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39749. var vertexData = new VertexData();
  39750. vertexData.indices = indices;
  39751. vertexData.positions = positions;
  39752. vertexData.normals = normals;
  39753. vertexData.uvs = uvs;
  39754. return vertexData;
  39755. };
  39756. /**
  39757. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  39758. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  39759. * @param polygon a mesh built from polygonTriangulation.build()
  39760. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39761. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39762. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39763. * @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)
  39764. * @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)
  39765. * @returns the VertexData of the Polygon
  39766. */
  39767. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  39768. var faceUV = fUV || new Array(3);
  39769. var faceColors = fColors;
  39770. var colors = [];
  39771. // default face colors and UV if undefined
  39772. for (var f = 0; f < 3; f++) {
  39773. if (faceUV[f] === undefined) {
  39774. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39775. }
  39776. if (faceColors && faceColors[f] === undefined) {
  39777. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39778. }
  39779. }
  39780. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  39781. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  39782. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  39783. var indices = polygon.getIndices();
  39784. // set face colours and textures
  39785. var idx = 0;
  39786. var face = 0;
  39787. for (var index = 0; index < normals.length; index += 3) {
  39788. //Edge Face no. 1
  39789. if (Math.abs(normals[index + 1]) < 0.001) {
  39790. face = 1;
  39791. }
  39792. //Top Face no. 0
  39793. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  39794. face = 0;
  39795. }
  39796. //Bottom Face no. 2
  39797. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  39798. face = 2;
  39799. }
  39800. idx = index / 3;
  39801. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  39802. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  39803. if (faceColors) {
  39804. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  39805. }
  39806. }
  39807. // sides
  39808. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  39809. // Result
  39810. var vertexData = new VertexData();
  39811. vertexData.indices = indices;
  39812. vertexData.positions = positions;
  39813. vertexData.normals = normals;
  39814. vertexData.uvs = uvs;
  39815. if (faceColors) {
  39816. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39817. vertexData.colors = totalColors;
  39818. }
  39819. return vertexData;
  39820. };
  39821. /**
  39822. * Creates the VertexData of the IcoSphere
  39823. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  39824. * * radius the radius of the IcoSphere, optional default 1
  39825. * * radiusX allows stretching in the x direction, optional, default radius
  39826. * * radiusY allows stretching in the y direction, optional, default radius
  39827. * * radiusZ allows stretching in the z direction, optional, default radius
  39828. * * flat when true creates a flat shaded mesh, optional, default true
  39829. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  39830. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39831. * * 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)
  39832. * * 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)
  39833. * @returns the VertexData of the IcoSphere
  39834. */
  39835. VertexData.CreateIcoSphere = function (options) {
  39836. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39837. var radius = options.radius || 1;
  39838. var flat = (options.flat === undefined) ? true : options.flat;
  39839. var subdivisions = options.subdivisions || 4;
  39840. var radiusX = options.radiusX || radius;
  39841. var radiusY = options.radiusY || radius;
  39842. var radiusZ = options.radiusZ || radius;
  39843. var t = (1 + Math.sqrt(5)) / 2;
  39844. // 12 vertex x,y,z
  39845. var ico_vertices = [
  39846. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  39847. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  39848. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  39849. ];
  39850. // index of 3 vertex makes a face of icopshere
  39851. var ico_indices = [
  39852. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  39853. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  39854. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  39855. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  39856. ];
  39857. // vertex for uv have aliased position, not for UV
  39858. var vertices_unalias_id = [
  39859. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  39860. // vertex alias
  39861. 0,
  39862. 2,
  39863. 3,
  39864. 3,
  39865. 3,
  39866. 4,
  39867. 7,
  39868. 8,
  39869. 9,
  39870. 9,
  39871. 10,
  39872. 11 // 23: B + 12
  39873. ];
  39874. // uv as integer step (not pixels !)
  39875. var ico_vertexuv = [
  39876. 5, 1, 3, 1, 6, 4, 0, 0,
  39877. 5, 3, 4, 2, 2, 2, 4, 0,
  39878. 2, 0, 1, 1, 6, 0, 6, 2,
  39879. // vertex alias (for same vertex on different faces)
  39880. 0, 4,
  39881. 3, 3,
  39882. 4, 4,
  39883. 3, 1,
  39884. 4, 2,
  39885. 4, 4,
  39886. 0, 2,
  39887. 1, 1,
  39888. 2, 2,
  39889. 3, 3,
  39890. 1, 3,
  39891. 2, 4 // 23: B + 12
  39892. ];
  39893. // Vertices[0, 1, ...9, A, B] : position on UV plane
  39894. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  39895. // First island of uv mapping
  39896. // v = 4h 3+ 2
  39897. // v = 3h 9+ 4
  39898. // v = 2h 9+ 5 B
  39899. // v = 1h 9 1 0
  39900. // v = 0h 3 8 7 A
  39901. // u = 0 1 2 3 4 5 6 *a
  39902. // Second island of uv mapping
  39903. // v = 4h 0+ B+ 4+
  39904. // v = 3h A+ 2+
  39905. // v = 2h 7+ 6 3+
  39906. // v = 1h 8+ 3+
  39907. // v = 0h
  39908. // u = 0 1 2 3 4 5 6 *a
  39909. // Face layout on texture UV mapping
  39910. // ============
  39911. // \ 4 /\ 16 / ======
  39912. // \ / \ / /\ 11 /
  39913. // \/ 7 \/ / \ /
  39914. // ======= / 10 \/
  39915. // /\ 17 /\ =======
  39916. // / \ / \ \ 15 /\
  39917. // / 8 \/ 12 \ \ / \
  39918. // ============ \/ 6 \
  39919. // \ 18 /\ ============
  39920. // \ / \ \ 5 /\ 0 /
  39921. // \/ 13 \ \ / \ /
  39922. // ======= \/ 1 \/
  39923. // =============
  39924. // /\ 19 /\ 2 /\
  39925. // / \ / \ / \
  39926. // / 14 \/ 9 \/ 3 \
  39927. // ===================
  39928. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  39929. var ustep = 138 / 1024;
  39930. var vstep = 239 / 1024;
  39931. var uoffset = 60 / 1024;
  39932. var voffset = 26 / 1024;
  39933. // Second island should have margin, not to touch the first island
  39934. // avoid any borderline artefact in pixel rounding
  39935. var island_u_offset = -40 / 1024;
  39936. var island_v_offset = +20 / 1024;
  39937. // face is either island 0 or 1 :
  39938. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  39939. var island = [
  39940. 0, 0, 0, 0, 1,
  39941. 0, 0, 1, 1, 0,
  39942. 0, 0, 1, 1, 0,
  39943. 0, 1, 1, 1, 0 // 15 - 19
  39944. ];
  39945. var indices = new Array();
  39946. var positions = new Array();
  39947. var normals = new Array();
  39948. var uvs = new Array();
  39949. var current_indice = 0;
  39950. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  39951. var face_vertex_pos = new Array(3);
  39952. var face_vertex_uv = new Array(3);
  39953. var v012;
  39954. for (v012 = 0; v012 < 3; v012++) {
  39955. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  39956. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  39957. }
  39958. // create all with normals
  39959. for (var face = 0; face < 20; face++) {
  39960. // 3 vertex per face
  39961. for (v012 = 0; v012 < 3; v012++) {
  39962. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  39963. var v_id = ico_indices[3 * face + v012];
  39964. // vertex have 3D position (x,y,z)
  39965. 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]);
  39966. // Normalize to get normal, then scale to radius
  39967. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  39968. // uv Coordinates from vertex ID
  39969. 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);
  39970. }
  39971. // Subdivide the face (interpolate pos, norm, uv)
  39972. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  39973. // - norm is linear interpolation of vertex corner normal
  39974. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  39975. // - uv is linear interpolation
  39976. //
  39977. // Topology is as below for sub-divide by 2
  39978. // vertex shown as v0,v1,v2
  39979. // interp index is i1 to progress in range [v0,v1[
  39980. // interp index is i2 to progress in range [v0,v2[
  39981. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  39982. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  39983. //
  39984. //
  39985. // i2 v2
  39986. // ^ ^
  39987. // / / \
  39988. // / / \
  39989. // / / \
  39990. // / / (0,1) \
  39991. // / #---------\
  39992. // / / \ (0,0)'/ \
  39993. // / / \ / \
  39994. // / / \ / \
  39995. // / / (0,0) \ / (1,0) \
  39996. // / #---------#---------\
  39997. // v0 v1
  39998. //
  39999. // --------------------> i1
  40000. //
  40001. // interp of (i1,i2):
  40002. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  40003. // along i1 : lerp(x0,x1, i1/(S-i2))
  40004. //
  40005. // centroid of triangle is needed to get help normal computation
  40006. // (c1,c2) are used for centroid location
  40007. var interp_vertex = function (i1, i2, c1, c2) {
  40008. // vertex is interpolated from
  40009. // - face_vertex_pos[0..2]
  40010. // - face_vertex_uv[0..2]
  40011. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  40012. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  40013. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  40014. pos_interp.normalize();
  40015. var vertex_normal;
  40016. if (flat) {
  40017. // in flat mode, recalculate normal as face centroid normal
  40018. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  40019. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  40020. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  40021. }
  40022. else {
  40023. // in smooth mode, recalculate normal from each single vertex position
  40024. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  40025. }
  40026. // Vertex normal need correction due to X,Y,Z radius scaling
  40027. vertex_normal.x /= radiusX;
  40028. vertex_normal.y /= radiusY;
  40029. vertex_normal.z /= radiusZ;
  40030. vertex_normal.normalize();
  40031. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  40032. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  40033. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  40034. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  40035. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  40036. uvs.push(uv_interp.x, uv_interp.y);
  40037. // push each vertex has member of a face
  40038. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  40039. indices.push(current_indice);
  40040. current_indice++;
  40041. };
  40042. for (var i2 = 0; i2 < subdivisions; i2++) {
  40043. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  40044. // face : (i1,i2) for /\ :
  40045. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  40046. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40047. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40048. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40049. if (i1 + i2 + 1 < subdivisions) {
  40050. // face : (i1,i2)' for \/ :
  40051. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40052. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40053. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40054. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40055. }
  40056. }
  40057. }
  40058. }
  40059. // Sides
  40060. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40061. // Result
  40062. var vertexData = new VertexData();
  40063. vertexData.indices = indices;
  40064. vertexData.positions = positions;
  40065. vertexData.normals = normals;
  40066. vertexData.uvs = uvs;
  40067. return vertexData;
  40068. };
  40069. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  40070. /**
  40071. * Creates the VertexData for a Polyhedron
  40072. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  40073. * * type provided types are:
  40074. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40075. * * 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)
  40076. * * size the size of the IcoSphere, optional default 1
  40077. * * sizeX allows stretching in the x direction, optional, default size
  40078. * * sizeY allows stretching in the y direction, optional, default size
  40079. * * sizeZ allows stretching in the z direction, optional, default size
  40080. * * 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
  40081. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40082. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40083. * * flat when true creates a flat shaded mesh, optional, default true
  40084. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40085. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40086. * * 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)
  40087. * * 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)
  40088. * @returns the VertexData of the Polyhedron
  40089. */
  40090. VertexData.CreatePolyhedron = function (options) {
  40091. // provided polyhedron types :
  40092. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40093. // 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)
  40094. var polyhedra = [];
  40095. 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]] };
  40096. 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]] };
  40097. polyhedra[2] = {
  40098. 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]],
  40099. 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]]
  40100. };
  40101. polyhedra[3] = {
  40102. 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]],
  40103. 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]]
  40104. };
  40105. polyhedra[4] = {
  40106. 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]],
  40107. 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]]
  40108. };
  40109. 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]] };
  40110. 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]] };
  40111. 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]] };
  40112. 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]] };
  40113. 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]] };
  40114. 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]] };
  40115. 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]] };
  40116. 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]] };
  40117. 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]] };
  40118. polyhedra[14] = {
  40119. 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]],
  40120. 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]]
  40121. };
  40122. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  40123. var size = options.size;
  40124. var sizeX = options.sizeX || size || 1;
  40125. var sizeY = options.sizeY || size || 1;
  40126. var sizeZ = options.sizeZ || size || 1;
  40127. var data = options.custom || polyhedra[type];
  40128. var nbfaces = data.face.length;
  40129. var faceUV = options.faceUV || new Array(nbfaces);
  40130. var faceColors = options.faceColors;
  40131. var flat = (options.flat === undefined) ? true : options.flat;
  40132. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40133. var positions = new Array();
  40134. var indices = new Array();
  40135. var normals = new Array();
  40136. var uvs = new Array();
  40137. var colors = new Array();
  40138. var index = 0;
  40139. var faceIdx = 0; // face cursor in the array "indexes"
  40140. var indexes = new Array();
  40141. var i = 0;
  40142. var f = 0;
  40143. var u, v, ang, x, y, tmp;
  40144. // default face colors and UV if undefined
  40145. if (flat) {
  40146. for (f = 0; f < nbfaces; f++) {
  40147. if (faceColors && faceColors[f] === undefined) {
  40148. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40149. }
  40150. if (faceUV && faceUV[f] === undefined) {
  40151. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40152. }
  40153. }
  40154. }
  40155. if (!flat) {
  40156. for (i = 0; i < data.vertex.length; i++) {
  40157. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  40158. uvs.push(0, 0);
  40159. }
  40160. for (f = 0; f < nbfaces; f++) {
  40161. for (i = 0; i < data.face[f].length - 2; i++) {
  40162. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  40163. }
  40164. }
  40165. }
  40166. else {
  40167. for (f = 0; f < nbfaces; f++) {
  40168. var fl = data.face[f].length; // number of vertices of the current face
  40169. ang = 2 * Math.PI / fl;
  40170. x = 0.5 * Math.tan(ang / 2);
  40171. y = 0.5;
  40172. // positions, uvs, colors
  40173. for (i = 0; i < fl; i++) {
  40174. // positions
  40175. 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);
  40176. indexes.push(index);
  40177. index++;
  40178. // uvs
  40179. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  40180. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  40181. uvs.push(u, v);
  40182. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  40183. y = x * Math.sin(ang) + y * Math.cos(ang);
  40184. x = tmp;
  40185. // colors
  40186. if (faceColors) {
  40187. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  40188. }
  40189. }
  40190. // indices from indexes
  40191. for (i = 0; i < fl - 2; i++) {
  40192. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  40193. }
  40194. faceIdx += fl;
  40195. }
  40196. }
  40197. VertexData.ComputeNormals(positions, indices, normals);
  40198. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40199. var vertexData = new VertexData();
  40200. vertexData.positions = positions;
  40201. vertexData.indices = indices;
  40202. vertexData.normals = normals;
  40203. vertexData.uvs = uvs;
  40204. if (faceColors && flat) {
  40205. vertexData.colors = colors;
  40206. }
  40207. return vertexData;
  40208. };
  40209. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  40210. /**
  40211. * Creates the VertexData for a TorusKnot
  40212. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  40213. * * radius the radius of the torus knot, optional, default 2
  40214. * * tube the thickness of the tube, optional, default 0.5
  40215. * * radialSegments the number of sides on each tube segments, optional, default 32
  40216. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  40217. * * p the number of windings around the z axis, optional, default 2
  40218. * * q the number of windings around the x axis, optional, default 3
  40219. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40220. * * 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)
  40221. * * 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)
  40222. * @returns the VertexData of the Torus Knot
  40223. */
  40224. VertexData.CreateTorusKnot = function (options) {
  40225. var indices = new Array();
  40226. var positions = new Array();
  40227. var normals = new Array();
  40228. var uvs = new Array();
  40229. var radius = options.radius || 2;
  40230. var tube = options.tube || 0.5;
  40231. var radialSegments = options.radialSegments || 32;
  40232. var tubularSegments = options.tubularSegments || 32;
  40233. var p = options.p || 2;
  40234. var q = options.q || 3;
  40235. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40236. // Helper
  40237. var getPos = function (angle) {
  40238. var cu = Math.cos(angle);
  40239. var su = Math.sin(angle);
  40240. var quOverP = q / p * angle;
  40241. var cs = Math.cos(quOverP);
  40242. var tx = radius * (2 + cs) * 0.5 * cu;
  40243. var ty = radius * (2 + cs) * su * 0.5;
  40244. var tz = radius * Math.sin(quOverP) * 0.5;
  40245. return new BABYLON.Vector3(tx, ty, tz);
  40246. };
  40247. // Vertices
  40248. var i;
  40249. var j;
  40250. for (i = 0; i <= radialSegments; i++) {
  40251. var modI = i % radialSegments;
  40252. var u = modI / radialSegments * 2 * p * Math.PI;
  40253. var p1 = getPos(u);
  40254. var p2 = getPos(u + 0.01);
  40255. var tang = p2.subtract(p1);
  40256. var n = p2.add(p1);
  40257. var bitan = BABYLON.Vector3.Cross(tang, n);
  40258. n = BABYLON.Vector3.Cross(bitan, tang);
  40259. bitan.normalize();
  40260. n.normalize();
  40261. for (j = 0; j < tubularSegments; j++) {
  40262. var modJ = j % tubularSegments;
  40263. var v = modJ / tubularSegments * 2 * Math.PI;
  40264. var cx = -tube * Math.cos(v);
  40265. var cy = tube * Math.sin(v);
  40266. positions.push(p1.x + cx * n.x + cy * bitan.x);
  40267. positions.push(p1.y + cx * n.y + cy * bitan.y);
  40268. positions.push(p1.z + cx * n.z + cy * bitan.z);
  40269. uvs.push(i / radialSegments);
  40270. uvs.push(j / tubularSegments);
  40271. }
  40272. }
  40273. for (i = 0; i < radialSegments; i++) {
  40274. for (j = 0; j < tubularSegments; j++) {
  40275. var jNext = (j + 1) % tubularSegments;
  40276. var a = i * tubularSegments + j;
  40277. var b = (i + 1) * tubularSegments + j;
  40278. var c = (i + 1) * tubularSegments + jNext;
  40279. var d = i * tubularSegments + jNext;
  40280. indices.push(d);
  40281. indices.push(b);
  40282. indices.push(a);
  40283. indices.push(d);
  40284. indices.push(c);
  40285. indices.push(b);
  40286. }
  40287. }
  40288. // Normals
  40289. VertexData.ComputeNormals(positions, indices, normals);
  40290. // Sides
  40291. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40292. // Result
  40293. var vertexData = new VertexData();
  40294. vertexData.indices = indices;
  40295. vertexData.positions = positions;
  40296. vertexData.normals = normals;
  40297. vertexData.uvs = uvs;
  40298. return vertexData;
  40299. };
  40300. // Tools
  40301. /**
  40302. * Compute normals for given positions and indices
  40303. * @param positions an array of vertex positions, [...., x, y, z, ......]
  40304. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  40305. * @param normals an array of vertex normals, [...., x, y, z, ......]
  40306. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  40307. * * facetNormals : optional array of facet normals (vector3)
  40308. * * facetPositions : optional array of facet positions (vector3)
  40309. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  40310. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  40311. * * bInfo : optional bounding info, required for facetPartitioning computation
  40312. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  40313. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  40314. * * useRightHandedSystem: optional boolean to for right handed system computation
  40315. * * depthSort : optional boolean to enable the facet depth sort computation
  40316. * * distanceTo : optional Vector3 to compute the facet depth from this location
  40317. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  40318. */
  40319. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  40320. // temporary scalar variables
  40321. var index = 0; // facet index
  40322. var p1p2x = 0.0; // p1p2 vector x coordinate
  40323. var p1p2y = 0.0; // p1p2 vector y coordinate
  40324. var p1p2z = 0.0; // p1p2 vector z coordinate
  40325. var p3p2x = 0.0; // p3p2 vector x coordinate
  40326. var p3p2y = 0.0; // p3p2 vector y coordinate
  40327. var p3p2z = 0.0; // p3p2 vector z coordinate
  40328. var faceNormalx = 0.0; // facet normal x coordinate
  40329. var faceNormaly = 0.0; // facet normal y coordinate
  40330. var faceNormalz = 0.0; // facet normal z coordinate
  40331. var length = 0.0; // facet normal length before normalization
  40332. var v1x = 0; // vector1 x index in the positions array
  40333. var v1y = 0; // vector1 y index in the positions array
  40334. var v1z = 0; // vector1 z index in the positions array
  40335. var v2x = 0; // vector2 x index in the positions array
  40336. var v2y = 0; // vector2 y index in the positions array
  40337. var v2z = 0; // vector2 z index in the positions array
  40338. var v3x = 0; // vector3 x index in the positions array
  40339. var v3y = 0; // vector3 y index in the positions array
  40340. var v3z = 0; // vector3 z index in the positions array
  40341. var computeFacetNormals = false;
  40342. var computeFacetPositions = false;
  40343. var computeFacetPartitioning = false;
  40344. var computeDepthSort = false;
  40345. var faceNormalSign = 1;
  40346. var ratio = 0;
  40347. var distanceTo = null;
  40348. if (options) {
  40349. computeFacetNormals = (options.facetNormals) ? true : false;
  40350. computeFacetPositions = (options.facetPositions) ? true : false;
  40351. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  40352. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  40353. ratio = options.ratio || 0;
  40354. computeDepthSort = (options.depthSort) ? true : false;
  40355. distanceTo = (options.distanceTo);
  40356. if (computeDepthSort) {
  40357. if (distanceTo === undefined) {
  40358. distanceTo = BABYLON.Vector3.Zero();
  40359. }
  40360. var depthSortedFacets = options.depthSortedFacets;
  40361. }
  40362. }
  40363. // facetPartitioning reinit if needed
  40364. var xSubRatio = 0;
  40365. var ySubRatio = 0;
  40366. var zSubRatio = 0;
  40367. var subSq = 0;
  40368. if (computeFacetPartitioning && options && options.bbSize) {
  40369. var ox = 0; // X partitioning index for facet position
  40370. var oy = 0; // Y partinioning index for facet position
  40371. var oz = 0; // Z partinioning index for facet position
  40372. var b1x = 0; // X partitioning index for facet v1 vertex
  40373. var b1y = 0; // Y partitioning index for facet v1 vertex
  40374. var b1z = 0; // z partitioning index for facet v1 vertex
  40375. var b2x = 0; // X partitioning index for facet v2 vertex
  40376. var b2y = 0; // Y partitioning index for facet v2 vertex
  40377. var b2z = 0; // Z partitioning index for facet v2 vertex
  40378. var b3x = 0; // X partitioning index for facet v3 vertex
  40379. var b3y = 0; // Y partitioning index for facet v3 vertex
  40380. var b3z = 0; // Z partitioning index for facet v3 vertex
  40381. var block_idx_o = 0; // facet barycenter block index
  40382. var block_idx_v1 = 0; // v1 vertex block index
  40383. var block_idx_v2 = 0; // v2 vertex block index
  40384. var block_idx_v3 = 0; // v3 vertex block index
  40385. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40386. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40387. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40388. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40389. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40390. subSq = options.subDiv.max * options.subDiv.max;
  40391. options.facetPartitioning.length = 0;
  40392. }
  40393. // reset the normals
  40394. for (index = 0; index < positions.length; index++) {
  40395. normals[index] = 0.0;
  40396. }
  40397. // Loop : 1 indice triplet = 1 facet
  40398. var nbFaces = (indices.length / 3) | 0;
  40399. for (index = 0; index < nbFaces; index++) {
  40400. // get the indexes of the coordinates of each vertex of the facet
  40401. v1x = indices[index * 3] * 3;
  40402. v1y = v1x + 1;
  40403. v1z = v1x + 2;
  40404. v2x = indices[index * 3 + 1] * 3;
  40405. v2y = v2x + 1;
  40406. v2z = v2x + 2;
  40407. v3x = indices[index * 3 + 2] * 3;
  40408. v3y = v3x + 1;
  40409. v3z = v3x + 2;
  40410. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40411. p1p2y = positions[v1y] - positions[v2y];
  40412. p1p2z = positions[v1z] - positions[v2z];
  40413. p3p2x = positions[v3x] - positions[v2x];
  40414. p3p2y = positions[v3y] - positions[v2y];
  40415. p3p2z = positions[v3z] - positions[v2z];
  40416. // compute the face normal with the cross product
  40417. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40418. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40419. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40420. // normalize this normal and store it in the array facetData
  40421. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40422. length = (length === 0) ? 1.0 : length;
  40423. faceNormalx /= length;
  40424. faceNormaly /= length;
  40425. faceNormalz /= length;
  40426. if (computeFacetNormals && options) {
  40427. options.facetNormals[index].x = faceNormalx;
  40428. options.facetNormals[index].y = faceNormaly;
  40429. options.facetNormals[index].z = faceNormalz;
  40430. }
  40431. if (computeFacetPositions && options) {
  40432. // compute and the facet barycenter coordinates in the array facetPositions
  40433. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40434. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40435. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40436. }
  40437. if (computeFacetPartitioning && options) {
  40438. // store the facet indexes in arrays in the main facetPartitioning array :
  40439. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40440. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40441. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40442. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40443. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40444. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40445. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40446. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40447. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40448. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40449. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40450. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40451. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40452. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40453. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40454. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40455. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40456. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40457. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40458. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40459. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40460. // push each facet index in each block containing the vertex
  40461. options.facetPartitioning[block_idx_v1].push(index);
  40462. if (block_idx_v2 != block_idx_v1) {
  40463. options.facetPartitioning[block_idx_v2].push(index);
  40464. }
  40465. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40466. options.facetPartitioning[block_idx_v3].push(index);
  40467. }
  40468. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40469. options.facetPartitioning[block_idx_o].push(index);
  40470. }
  40471. }
  40472. if (computeDepthSort && options && options.facetPositions) {
  40473. var dsf = depthSortedFacets[index];
  40474. dsf.ind = index * 3;
  40475. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40476. }
  40477. // compute the normals anyway
  40478. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40479. normals[v1y] += faceNormaly;
  40480. normals[v1z] += faceNormalz;
  40481. normals[v2x] += faceNormalx;
  40482. normals[v2y] += faceNormaly;
  40483. normals[v2z] += faceNormalz;
  40484. normals[v3x] += faceNormalx;
  40485. normals[v3y] += faceNormaly;
  40486. normals[v3z] += faceNormalz;
  40487. }
  40488. // last normalization of each normal
  40489. for (index = 0; index < normals.length / 3; index++) {
  40490. faceNormalx = normals[index * 3];
  40491. faceNormaly = normals[index * 3 + 1];
  40492. faceNormalz = normals[index * 3 + 2];
  40493. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40494. length = (length === 0) ? 1.0 : length;
  40495. faceNormalx /= length;
  40496. faceNormaly /= length;
  40497. faceNormalz /= length;
  40498. normals[index * 3] = faceNormalx;
  40499. normals[index * 3 + 1] = faceNormaly;
  40500. normals[index * 3 + 2] = faceNormalz;
  40501. }
  40502. };
  40503. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40504. var li = indices.length;
  40505. var ln = normals.length;
  40506. var i;
  40507. var n;
  40508. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40509. switch (sideOrientation) {
  40510. case BABYLON.Mesh.FRONTSIDE:
  40511. // nothing changed
  40512. break;
  40513. case BABYLON.Mesh.BACKSIDE:
  40514. var tmp;
  40515. // indices
  40516. for (i = 0; i < li; i += 3) {
  40517. tmp = indices[i];
  40518. indices[i] = indices[i + 2];
  40519. indices[i + 2] = tmp;
  40520. }
  40521. // normals
  40522. for (n = 0; n < ln; n++) {
  40523. normals[n] = -normals[n];
  40524. }
  40525. break;
  40526. case BABYLON.Mesh.DOUBLESIDE:
  40527. // positions
  40528. var lp = positions.length;
  40529. var l = lp / 3;
  40530. for (var p = 0; p < lp; p++) {
  40531. positions[lp + p] = positions[p];
  40532. }
  40533. // indices
  40534. for (i = 0; i < li; i += 3) {
  40535. indices[i + li] = indices[i + 2] + l;
  40536. indices[i + 1 + li] = indices[i + 1] + l;
  40537. indices[i + 2 + li] = indices[i] + l;
  40538. }
  40539. // normals
  40540. for (n = 0; n < ln; n++) {
  40541. normals[ln + n] = -normals[n];
  40542. }
  40543. // uvs
  40544. var lu = uvs.length;
  40545. var u = 0;
  40546. for (u = 0; u < lu; u++) {
  40547. uvs[u + lu] = uvs[u];
  40548. }
  40549. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40550. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40551. u = 0;
  40552. for (i = 0; i < lu / 2; i++) {
  40553. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  40554. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  40555. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  40556. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  40557. u += 2;
  40558. }
  40559. break;
  40560. }
  40561. };
  40562. /**
  40563. * Applies VertexData created from the imported parameters to the geometry
  40564. * @param parsedVertexData the parsed data from an imported file
  40565. * @param geometry the geometry to apply the VertexData to
  40566. */
  40567. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  40568. var vertexData = new VertexData();
  40569. // positions
  40570. var positions = parsedVertexData.positions;
  40571. if (positions) {
  40572. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  40573. }
  40574. // normals
  40575. var normals = parsedVertexData.normals;
  40576. if (normals) {
  40577. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  40578. }
  40579. // tangents
  40580. var tangents = parsedVertexData.tangents;
  40581. if (tangents) {
  40582. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  40583. }
  40584. // uvs
  40585. var uvs = parsedVertexData.uvs;
  40586. if (uvs) {
  40587. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  40588. }
  40589. // uv2s
  40590. var uv2s = parsedVertexData.uv2s;
  40591. if (uv2s) {
  40592. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  40593. }
  40594. // uv3s
  40595. var uv3s = parsedVertexData.uv3s;
  40596. if (uv3s) {
  40597. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  40598. }
  40599. // uv4s
  40600. var uv4s = parsedVertexData.uv4s;
  40601. if (uv4s) {
  40602. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  40603. }
  40604. // uv5s
  40605. var uv5s = parsedVertexData.uv5s;
  40606. if (uv5s) {
  40607. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  40608. }
  40609. // uv6s
  40610. var uv6s = parsedVertexData.uv6s;
  40611. if (uv6s) {
  40612. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  40613. }
  40614. // colors
  40615. var colors = parsedVertexData.colors;
  40616. if (colors) {
  40617. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  40618. }
  40619. // matricesIndices
  40620. var matricesIndices = parsedVertexData.matricesIndices;
  40621. if (matricesIndices) {
  40622. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  40623. }
  40624. // matricesWeights
  40625. var matricesWeights = parsedVertexData.matricesWeights;
  40626. if (matricesWeights) {
  40627. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  40628. }
  40629. // indices
  40630. var indices = parsedVertexData.indices;
  40631. if (indices) {
  40632. vertexData.indices = indices;
  40633. }
  40634. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  40635. };
  40636. return VertexData;
  40637. }());
  40638. BABYLON.VertexData = VertexData;
  40639. })(BABYLON || (BABYLON = {}));
  40640. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  40641. var BABYLON;
  40642. (function (BABYLON) {
  40643. /**
  40644. * Class used to store geometry data (vertex buffers + index buffer)
  40645. */
  40646. var Geometry = /** @class */ (function () {
  40647. /**
  40648. * Creates a new geometry
  40649. * @param id defines the unique ID
  40650. * @param scene defines the hosting scene
  40651. * @param vertexData defines the VertexData used to get geometry data
  40652. * @param updatable defines if geometry must be updatable (false by default)
  40653. * @param mesh defines the mesh that will be associated with the geometry
  40654. */
  40655. function Geometry(id, scene, vertexData, updatable, mesh) {
  40656. if (updatable === void 0) { updatable = false; }
  40657. if (mesh === void 0) { mesh = null; }
  40658. /**
  40659. * Gets the delay loading state of the geometry (none by default which means not delayed)
  40660. */
  40661. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  40662. this._totalVertices = 0;
  40663. this._isDisposed = false;
  40664. this._indexBufferIsUpdatable = false;
  40665. this.id = id;
  40666. this._engine = scene.getEngine();
  40667. this._meshes = [];
  40668. this._scene = scene;
  40669. //Init vertex buffer cache
  40670. this._vertexBuffers = {};
  40671. this._indices = [];
  40672. this._updatable = updatable;
  40673. // vertexData
  40674. if (vertexData) {
  40675. this.setAllVerticesData(vertexData, updatable);
  40676. }
  40677. else {
  40678. this._totalVertices = 0;
  40679. this._indices = [];
  40680. }
  40681. if (this._engine.getCaps().vertexArrayObject) {
  40682. this._vertexArrayObjects = {};
  40683. }
  40684. // applyToMesh
  40685. if (mesh) {
  40686. this.applyToMesh(mesh);
  40687. mesh.computeWorldMatrix(true);
  40688. }
  40689. }
  40690. Object.defineProperty(Geometry.prototype, "boundingBias", {
  40691. /**
  40692. * 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
  40693. */
  40694. get: function () {
  40695. return this._boundingBias;
  40696. },
  40697. /**
  40698. * 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
  40699. */
  40700. set: function (value) {
  40701. if (this._boundingBias) {
  40702. this._boundingBias.copyFrom(value);
  40703. }
  40704. else {
  40705. this._boundingBias = value.clone();
  40706. }
  40707. this._updateBoundingInfo(true, null);
  40708. },
  40709. enumerable: true,
  40710. configurable: true
  40711. });
  40712. /**
  40713. * Static function used to attach a new empty geometry to a mesh
  40714. * @param mesh defines the mesh to attach the geometry to
  40715. * @returns the new Geometry
  40716. */
  40717. Geometry.CreateGeometryForMesh = function (mesh) {
  40718. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  40719. geometry.applyToMesh(mesh);
  40720. return geometry;
  40721. };
  40722. Object.defineProperty(Geometry.prototype, "extend", {
  40723. /**
  40724. * Gets the current extend of the geometry
  40725. */
  40726. get: function () {
  40727. return this._extend;
  40728. },
  40729. enumerable: true,
  40730. configurable: true
  40731. });
  40732. /**
  40733. * Gets the hosting scene
  40734. * @returns the hosting Scene
  40735. */
  40736. Geometry.prototype.getScene = function () {
  40737. return this._scene;
  40738. };
  40739. /**
  40740. * Gets the hosting engine
  40741. * @returns the hosting Engine
  40742. */
  40743. Geometry.prototype.getEngine = function () {
  40744. return this._engine;
  40745. };
  40746. /**
  40747. * Defines if the geometry is ready to use
  40748. * @returns true if the geometry is ready to be used
  40749. */
  40750. Geometry.prototype.isReady = function () {
  40751. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  40752. };
  40753. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  40754. /**
  40755. * Gets a value indicating that the geometry should not be serialized
  40756. */
  40757. get: function () {
  40758. for (var index = 0; index < this._meshes.length; index++) {
  40759. if (!this._meshes[index].doNotSerialize) {
  40760. return false;
  40761. }
  40762. }
  40763. return true;
  40764. },
  40765. enumerable: true,
  40766. configurable: true
  40767. });
  40768. /** @hidden */
  40769. Geometry.prototype._rebuild = function () {
  40770. if (this._vertexArrayObjects) {
  40771. this._vertexArrayObjects = {};
  40772. }
  40773. // Index buffer
  40774. if (this._meshes.length !== 0 && this._indices) {
  40775. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  40776. }
  40777. // Vertex buffers
  40778. for (var key in this._vertexBuffers) {
  40779. var vertexBuffer = this._vertexBuffers[key];
  40780. vertexBuffer._rebuild();
  40781. }
  40782. };
  40783. /**
  40784. * Affects all geometry data in one call
  40785. * @param vertexData defines the geometry data
  40786. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  40787. */
  40788. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  40789. vertexData.applyToGeometry(this, updatable);
  40790. this.notifyUpdate();
  40791. };
  40792. /**
  40793. * Set specific vertex data
  40794. * @param kind defines the data kind (Position, normal, etc...)
  40795. * @param data defines the vertex data to use
  40796. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  40797. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  40798. */
  40799. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  40800. if (updatable === void 0) { updatable = false; }
  40801. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  40802. this.setVerticesBuffer(buffer);
  40803. };
  40804. /**
  40805. * Removes a specific vertex data
  40806. * @param kind defines the data kind (Position, normal, etc...)
  40807. */
  40808. Geometry.prototype.removeVerticesData = function (kind) {
  40809. if (this._vertexBuffers[kind]) {
  40810. this._vertexBuffers[kind].dispose();
  40811. delete this._vertexBuffers[kind];
  40812. }
  40813. };
  40814. /**
  40815. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  40816. * @param buffer defines the vertex buffer to use
  40817. * @param totalVertices defines the total number of vertices for position kind (could be null)
  40818. */
  40819. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  40820. if (totalVertices === void 0) { totalVertices = null; }
  40821. var kind = buffer.getKind();
  40822. if (this._vertexBuffers[kind]) {
  40823. this._vertexBuffers[kind].dispose();
  40824. }
  40825. this._vertexBuffers[kind] = buffer;
  40826. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40827. var data = buffer.getData();
  40828. if (totalVertices != null) {
  40829. this._totalVertices = totalVertices;
  40830. }
  40831. else {
  40832. if (data != null) {
  40833. this._totalVertices = data.length / (buffer.byteStride / 4);
  40834. }
  40835. }
  40836. this._updateExtend(data);
  40837. this._resetPointsArrayCache();
  40838. var meshes = this._meshes;
  40839. var numOfMeshes = meshes.length;
  40840. for (var index = 0; index < numOfMeshes; index++) {
  40841. var mesh = meshes[index];
  40842. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  40843. mesh._createGlobalSubMesh(false);
  40844. mesh.computeWorldMatrix(true);
  40845. }
  40846. }
  40847. this.notifyUpdate(kind);
  40848. if (this._vertexArrayObjects) {
  40849. this._disposeVertexArrayObjects();
  40850. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  40851. }
  40852. };
  40853. /**
  40854. * Update a specific vertex buffer
  40855. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  40856. * It will do nothing if the buffer is not updatable
  40857. * @param kind defines the data kind (Position, normal, etc...)
  40858. * @param data defines the data to use
  40859. * @param offset defines the offset in the target buffer where to store the data
  40860. * @param useBytes set to true if the offset is in bytes
  40861. */
  40862. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  40863. if (useBytes === void 0) { useBytes = false; }
  40864. var vertexBuffer = this.getVertexBuffer(kind);
  40865. if (!vertexBuffer) {
  40866. return;
  40867. }
  40868. vertexBuffer.updateDirectly(data, offset, useBytes);
  40869. this.notifyUpdate(kind);
  40870. };
  40871. /**
  40872. * Update a specific vertex buffer
  40873. * This function will create a new buffer if the current one is not updatable
  40874. * @param kind defines the data kind (Position, normal, etc...)
  40875. * @param data defines the data to use
  40876. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  40877. */
  40878. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  40879. if (updateExtends === void 0) { updateExtends = false; }
  40880. var vertexBuffer = this.getVertexBuffer(kind);
  40881. if (!vertexBuffer) {
  40882. return;
  40883. }
  40884. vertexBuffer.update(data);
  40885. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40886. this._updateBoundingInfo(updateExtends, data);
  40887. }
  40888. this.notifyUpdate(kind);
  40889. };
  40890. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  40891. if (updateExtends) {
  40892. this._updateExtend(data);
  40893. }
  40894. this._resetPointsArrayCache();
  40895. if (updateExtends) {
  40896. var meshes = this._meshes;
  40897. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  40898. var mesh = meshes_1[_i];
  40899. if (mesh._boundingInfo) {
  40900. mesh._boundingInfo.reConstruct(this._extend.minimum, this._extend.maximum);
  40901. }
  40902. else {
  40903. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  40904. }
  40905. var subMeshes = mesh.subMeshes;
  40906. for (var _a = 0, subMeshes_1 = subMeshes; _a < subMeshes_1.length; _a++) {
  40907. var subMesh = subMeshes_1[_a];
  40908. subMesh.refreshBoundingInfo();
  40909. }
  40910. }
  40911. }
  40912. };
  40913. /** @hidden */
  40914. Geometry.prototype._bind = function (effect, indexToBind) {
  40915. if (!effect) {
  40916. return;
  40917. }
  40918. if (indexToBind === undefined) {
  40919. indexToBind = this._indexBuffer;
  40920. }
  40921. var vbs = this.getVertexBuffers();
  40922. if (!vbs) {
  40923. return;
  40924. }
  40925. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  40926. this._engine.bindBuffers(vbs, indexToBind, effect);
  40927. return;
  40928. }
  40929. // Using VAO
  40930. if (!this._vertexArrayObjects[effect.key]) {
  40931. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  40932. }
  40933. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  40934. };
  40935. /**
  40936. * Gets total number of vertices
  40937. * @returns the total number of vertices
  40938. */
  40939. Geometry.prototype.getTotalVertices = function () {
  40940. if (!this.isReady()) {
  40941. return 0;
  40942. }
  40943. return this._totalVertices;
  40944. };
  40945. /**
  40946. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  40947. * @param kind defines the data kind (Position, normal, etc...)
  40948. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  40949. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  40950. * @returns a float array containing vertex data
  40951. */
  40952. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  40953. var vertexBuffer = this.getVertexBuffer(kind);
  40954. if (!vertexBuffer) {
  40955. return null;
  40956. }
  40957. var data = vertexBuffer.getData();
  40958. if (!data) {
  40959. return null;
  40960. }
  40961. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  40962. var count = this._totalVertices * vertexBuffer.getSize();
  40963. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  40964. var copy_1 = [];
  40965. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  40966. return copy_1;
  40967. }
  40968. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  40969. if (data instanceof Array) {
  40970. var offset = vertexBuffer.byteOffset / 4;
  40971. return BABYLON.Tools.Slice(data, offset, offset + count);
  40972. }
  40973. else if (data instanceof ArrayBuffer) {
  40974. return new Float32Array(data, vertexBuffer.byteOffset, count);
  40975. }
  40976. else {
  40977. var offset = data.byteOffset + vertexBuffer.byteOffset;
  40978. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  40979. var result = new Float32Array(count);
  40980. var source = new Float32Array(data.buffer, offset, count);
  40981. result.set(source);
  40982. return result;
  40983. }
  40984. return new Float32Array(data.buffer, offset, count);
  40985. }
  40986. }
  40987. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  40988. return BABYLON.Tools.Slice(data);
  40989. }
  40990. return data;
  40991. };
  40992. /**
  40993. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  40994. * @param kind defines the data kind (Position, normal, etc...)
  40995. * @returns true if the vertex buffer with the specified kind is updatable
  40996. */
  40997. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  40998. var vb = this._vertexBuffers[kind];
  40999. if (!vb) {
  41000. return false;
  41001. }
  41002. return vb.isUpdatable();
  41003. };
  41004. /**
  41005. * Gets a specific vertex buffer
  41006. * @param kind defines the data kind (Position, normal, etc...)
  41007. * @returns a VertexBuffer
  41008. */
  41009. Geometry.prototype.getVertexBuffer = function (kind) {
  41010. if (!this.isReady()) {
  41011. return null;
  41012. }
  41013. return this._vertexBuffers[kind];
  41014. };
  41015. /**
  41016. * Returns all vertex buffers
  41017. * @return an object holding all vertex buffers indexed by kind
  41018. */
  41019. Geometry.prototype.getVertexBuffers = function () {
  41020. if (!this.isReady()) {
  41021. return null;
  41022. }
  41023. return this._vertexBuffers;
  41024. };
  41025. /**
  41026. * Gets a boolean indicating if specific vertex buffer is present
  41027. * @param kind defines the data kind (Position, normal, etc...)
  41028. * @returns true if data is present
  41029. */
  41030. Geometry.prototype.isVerticesDataPresent = function (kind) {
  41031. if (!this._vertexBuffers) {
  41032. if (this._delayInfo) {
  41033. return this._delayInfo.indexOf(kind) !== -1;
  41034. }
  41035. return false;
  41036. }
  41037. return this._vertexBuffers[kind] !== undefined;
  41038. };
  41039. /**
  41040. * Gets a list of all attached data kinds (Position, normal, etc...)
  41041. * @returns a list of string containing all kinds
  41042. */
  41043. Geometry.prototype.getVerticesDataKinds = function () {
  41044. var result = [];
  41045. var kind;
  41046. if (!this._vertexBuffers && this._delayInfo) {
  41047. for (kind in this._delayInfo) {
  41048. result.push(kind);
  41049. }
  41050. }
  41051. else {
  41052. for (kind in this._vertexBuffers) {
  41053. result.push(kind);
  41054. }
  41055. }
  41056. return result;
  41057. };
  41058. /**
  41059. * Update index buffer
  41060. * @param indices defines the indices to store in the index buffer
  41061. * @param offset defines the offset in the target buffer where to store the data
  41062. */
  41063. Geometry.prototype.updateIndices = function (indices, offset) {
  41064. if (!this._indexBuffer) {
  41065. return;
  41066. }
  41067. if (!this._indexBufferIsUpdatable) {
  41068. this.setIndices(indices, null, true);
  41069. }
  41070. else {
  41071. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  41072. }
  41073. };
  41074. /**
  41075. * Creates a new index buffer
  41076. * @param indices defines the indices to store in the index buffer
  41077. * @param totalVertices defines the total number of vertices (could be null)
  41078. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  41079. */
  41080. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  41081. if (totalVertices === void 0) { totalVertices = null; }
  41082. if (updatable === void 0) { updatable = false; }
  41083. if (this._indexBuffer) {
  41084. this._engine._releaseBuffer(this._indexBuffer);
  41085. }
  41086. this._disposeVertexArrayObjects();
  41087. this._indices = indices;
  41088. this._indexBufferIsUpdatable = updatable;
  41089. if (this._meshes.length !== 0 && this._indices) {
  41090. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  41091. }
  41092. if (totalVertices != undefined) { // including null and undefined
  41093. this._totalVertices = totalVertices;
  41094. }
  41095. var meshes = this._meshes;
  41096. var numOfMeshes = meshes.length;
  41097. for (var index = 0; index < numOfMeshes; index++) {
  41098. meshes[index]._createGlobalSubMesh(true);
  41099. }
  41100. this.notifyUpdate();
  41101. };
  41102. /**
  41103. * Return the total number of indices
  41104. * @returns the total number of indices
  41105. */
  41106. Geometry.prototype.getTotalIndices = function () {
  41107. if (!this.isReady()) {
  41108. return 0;
  41109. }
  41110. return this._indices.length;
  41111. };
  41112. /**
  41113. * Gets the index buffer array
  41114. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41115. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41116. * @returns the index buffer array
  41117. */
  41118. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  41119. if (!this.isReady()) {
  41120. return null;
  41121. }
  41122. var orig = this._indices;
  41123. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  41124. return orig;
  41125. }
  41126. else {
  41127. var len = orig.length;
  41128. var copy = [];
  41129. for (var i = 0; i < len; i++) {
  41130. copy.push(orig[i]);
  41131. }
  41132. return copy;
  41133. }
  41134. };
  41135. /**
  41136. * Gets the index buffer
  41137. * @return the index buffer
  41138. */
  41139. Geometry.prototype.getIndexBuffer = function () {
  41140. if (!this.isReady()) {
  41141. return null;
  41142. }
  41143. return this._indexBuffer;
  41144. };
  41145. /** @hidden */
  41146. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  41147. if (effect === void 0) { effect = null; }
  41148. if (!effect || !this._vertexArrayObjects) {
  41149. return;
  41150. }
  41151. if (this._vertexArrayObjects[effect.key]) {
  41152. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  41153. delete this._vertexArrayObjects[effect.key];
  41154. }
  41155. };
  41156. /**
  41157. * Release the associated resources for a specific mesh
  41158. * @param mesh defines the source mesh
  41159. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  41160. */
  41161. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  41162. var meshes = this._meshes;
  41163. var index = meshes.indexOf(mesh);
  41164. if (index === -1) {
  41165. return;
  41166. }
  41167. meshes.splice(index, 1);
  41168. mesh._geometry = null;
  41169. if (meshes.length === 0 && shouldDispose) {
  41170. this.dispose();
  41171. }
  41172. };
  41173. /**
  41174. * Apply current geometry to a given mesh
  41175. * @param mesh defines the mesh to apply geometry to
  41176. */
  41177. Geometry.prototype.applyToMesh = function (mesh) {
  41178. if (mesh._geometry === this) {
  41179. return;
  41180. }
  41181. var previousGeometry = mesh._geometry;
  41182. if (previousGeometry) {
  41183. previousGeometry.releaseForMesh(mesh);
  41184. }
  41185. var meshes = this._meshes;
  41186. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  41187. mesh._geometry = this;
  41188. this._scene.pushGeometry(this);
  41189. meshes.push(mesh);
  41190. if (this.isReady()) {
  41191. this._applyToMesh(mesh);
  41192. }
  41193. else {
  41194. mesh._boundingInfo = this._boundingInfo;
  41195. }
  41196. };
  41197. Geometry.prototype._updateExtend = function (data) {
  41198. if (data === void 0) { data = null; }
  41199. if (!data) {
  41200. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41201. }
  41202. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  41203. };
  41204. Geometry.prototype._applyToMesh = function (mesh) {
  41205. var numOfMeshes = this._meshes.length;
  41206. // vertexBuffers
  41207. for (var kind in this._vertexBuffers) {
  41208. if (numOfMeshes === 1) {
  41209. this._vertexBuffers[kind].create();
  41210. }
  41211. var buffer = this._vertexBuffers[kind].getBuffer();
  41212. if (buffer) {
  41213. buffer.references = numOfMeshes;
  41214. }
  41215. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41216. if (!this._extend) {
  41217. this._updateExtend();
  41218. }
  41219. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41220. mesh._createGlobalSubMesh(false);
  41221. //bounding info was just created again, world matrix should be applied again.
  41222. mesh._updateBoundingInfo();
  41223. }
  41224. }
  41225. // indexBuffer
  41226. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  41227. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41228. }
  41229. if (this._indexBuffer) {
  41230. this._indexBuffer.references = numOfMeshes;
  41231. }
  41232. // morphTargets
  41233. mesh._syncGeometryWithMorphTargetManager();
  41234. // instances
  41235. mesh.synchronizeInstances();
  41236. };
  41237. Geometry.prototype.notifyUpdate = function (kind) {
  41238. if (this.onGeometryUpdated) {
  41239. this.onGeometryUpdated(this, kind);
  41240. }
  41241. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  41242. var mesh = _a[_i];
  41243. mesh._markSubMeshesAsAttributesDirty();
  41244. }
  41245. };
  41246. /**
  41247. * Load the geometry if it was flagged as delay loaded
  41248. * @param scene defines the hosting scene
  41249. * @param onLoaded defines a callback called when the geometry is loaded
  41250. */
  41251. Geometry.prototype.load = function (scene, onLoaded) {
  41252. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  41253. return;
  41254. }
  41255. if (this.isReady()) {
  41256. if (onLoaded) {
  41257. onLoaded();
  41258. }
  41259. return;
  41260. }
  41261. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  41262. this._queueLoad(scene, onLoaded);
  41263. };
  41264. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  41265. var _this = this;
  41266. if (!this.delayLoadingFile) {
  41267. return;
  41268. }
  41269. scene._addPendingData(this);
  41270. scene._loadFile(this.delayLoadingFile, function (data) {
  41271. if (!_this._delayLoadingFunction) {
  41272. return;
  41273. }
  41274. _this._delayLoadingFunction(JSON.parse(data), _this);
  41275. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  41276. _this._delayInfo = [];
  41277. scene._removePendingData(_this);
  41278. var meshes = _this._meshes;
  41279. var numOfMeshes = meshes.length;
  41280. for (var index = 0; index < numOfMeshes; index++) {
  41281. _this._applyToMesh(meshes[index]);
  41282. }
  41283. if (onLoaded) {
  41284. onLoaded();
  41285. }
  41286. }, undefined, true);
  41287. };
  41288. /**
  41289. * Invert the geometry to move from a right handed system to a left handed one.
  41290. */
  41291. Geometry.prototype.toLeftHanded = function () {
  41292. // Flip faces
  41293. var tIndices = this.getIndices(false);
  41294. if (tIndices != null && tIndices.length > 0) {
  41295. for (var i = 0; i < tIndices.length; i += 3) {
  41296. var tTemp = tIndices[i + 0];
  41297. tIndices[i + 0] = tIndices[i + 2];
  41298. tIndices[i + 2] = tTemp;
  41299. }
  41300. this.setIndices(tIndices);
  41301. }
  41302. // Negate position.z
  41303. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  41304. if (tPositions != null && tPositions.length > 0) {
  41305. for (var i = 0; i < tPositions.length; i += 3) {
  41306. tPositions[i + 2] = -tPositions[i + 2];
  41307. }
  41308. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  41309. }
  41310. // Negate normal.z
  41311. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  41312. if (tNormals != null && tNormals.length > 0) {
  41313. for (var i = 0; i < tNormals.length; i += 3) {
  41314. tNormals[i + 2] = -tNormals[i + 2];
  41315. }
  41316. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  41317. }
  41318. };
  41319. // Cache
  41320. /** @hidden */
  41321. Geometry.prototype._resetPointsArrayCache = function () {
  41322. this._positions = null;
  41323. };
  41324. /** @hidden */
  41325. Geometry.prototype._generatePointsArray = function () {
  41326. if (this._positions) {
  41327. return true;
  41328. }
  41329. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41330. if (!data || data.length === 0) {
  41331. return false;
  41332. }
  41333. this._positions = [];
  41334. for (var index = 0; index < data.length; index += 3) {
  41335. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  41336. }
  41337. return true;
  41338. };
  41339. /**
  41340. * Gets a value indicating if the geometry is disposed
  41341. * @returns true if the geometry was disposed
  41342. */
  41343. Geometry.prototype.isDisposed = function () {
  41344. return this._isDisposed;
  41345. };
  41346. Geometry.prototype._disposeVertexArrayObjects = function () {
  41347. if (this._vertexArrayObjects) {
  41348. for (var kind in this._vertexArrayObjects) {
  41349. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  41350. }
  41351. this._vertexArrayObjects = {};
  41352. }
  41353. };
  41354. /**
  41355. * Free all associated resources
  41356. */
  41357. Geometry.prototype.dispose = function () {
  41358. var meshes = this._meshes;
  41359. var numOfMeshes = meshes.length;
  41360. var index;
  41361. for (index = 0; index < numOfMeshes; index++) {
  41362. this.releaseForMesh(meshes[index]);
  41363. }
  41364. this._meshes = [];
  41365. this._disposeVertexArrayObjects();
  41366. for (var kind in this._vertexBuffers) {
  41367. this._vertexBuffers[kind].dispose();
  41368. }
  41369. this._vertexBuffers = {};
  41370. this._totalVertices = 0;
  41371. if (this._indexBuffer) {
  41372. this._engine._releaseBuffer(this._indexBuffer);
  41373. }
  41374. this._indexBuffer = null;
  41375. this._indices = [];
  41376. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41377. this.delayLoadingFile = null;
  41378. this._delayLoadingFunction = null;
  41379. this._delayInfo = [];
  41380. this._boundingInfo = null;
  41381. this._scene.removeGeometry(this);
  41382. this._isDisposed = true;
  41383. };
  41384. /**
  41385. * Clone the current geometry into a new geometry
  41386. * @param id defines the unique ID of the new geometry
  41387. * @returns a new geometry object
  41388. */
  41389. Geometry.prototype.copy = function (id) {
  41390. var vertexData = new BABYLON.VertexData();
  41391. vertexData.indices = [];
  41392. var indices = this.getIndices();
  41393. if (indices) {
  41394. for (var index = 0; index < indices.length; index++) {
  41395. vertexData.indices.push(indices[index]);
  41396. }
  41397. }
  41398. var updatable = false;
  41399. var stopChecking = false;
  41400. var kind;
  41401. for (kind in this._vertexBuffers) {
  41402. // using slice() to make a copy of the array and not just reference it
  41403. var data = this.getVerticesData(kind);
  41404. if (data instanceof Float32Array) {
  41405. vertexData.set(new Float32Array(data), kind);
  41406. }
  41407. else {
  41408. vertexData.set(data.slice(0), kind);
  41409. }
  41410. if (!stopChecking) {
  41411. var vb = this.getVertexBuffer(kind);
  41412. if (vb) {
  41413. updatable = vb.isUpdatable();
  41414. stopChecking = !updatable;
  41415. }
  41416. }
  41417. }
  41418. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41419. geometry.delayLoadState = this.delayLoadState;
  41420. geometry.delayLoadingFile = this.delayLoadingFile;
  41421. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41422. for (kind in this._delayInfo) {
  41423. geometry._delayInfo = geometry._delayInfo || [];
  41424. geometry._delayInfo.push(kind);
  41425. }
  41426. // Bounding info
  41427. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41428. return geometry;
  41429. };
  41430. /**
  41431. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41432. * @return a JSON representation of the current geometry data (without the vertices data)
  41433. */
  41434. Geometry.prototype.serialize = function () {
  41435. var serializationObject = {};
  41436. serializationObject.id = this.id;
  41437. serializationObject.updatable = this._updatable;
  41438. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41439. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41440. }
  41441. return serializationObject;
  41442. };
  41443. Geometry.prototype.toNumberArray = function (origin) {
  41444. if (Array.isArray(origin)) {
  41445. return origin;
  41446. }
  41447. else {
  41448. return Array.prototype.slice.call(origin);
  41449. }
  41450. };
  41451. /**
  41452. * Serialize all vertices data into a JSON oject
  41453. * @returns a JSON representation of the current geometry data
  41454. */
  41455. Geometry.prototype.serializeVerticeData = function () {
  41456. var serializationObject = this.serialize();
  41457. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41458. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41459. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41460. serializationObject.positions._updatable = true;
  41461. }
  41462. }
  41463. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41464. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41465. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41466. serializationObject.normals._updatable = true;
  41467. }
  41468. }
  41469. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41470. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41471. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41472. serializationObject.tangets._updatable = true;
  41473. }
  41474. }
  41475. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41476. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41477. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41478. serializationObject.uvs._updatable = true;
  41479. }
  41480. }
  41481. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41482. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41483. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41484. serializationObject.uv2s._updatable = true;
  41485. }
  41486. }
  41487. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41488. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41489. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41490. serializationObject.uv3s._updatable = true;
  41491. }
  41492. }
  41493. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41494. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41495. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  41496. serializationObject.uv4s._updatable = true;
  41497. }
  41498. }
  41499. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  41500. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  41501. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  41502. serializationObject.uv5s._updatable = true;
  41503. }
  41504. }
  41505. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  41506. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  41507. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  41508. serializationObject.uv6s._updatable = true;
  41509. }
  41510. }
  41511. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  41512. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  41513. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  41514. serializationObject.colors._updatable = true;
  41515. }
  41516. }
  41517. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41518. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  41519. serializationObject.matricesIndices._isExpanded = true;
  41520. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41521. serializationObject.matricesIndices._updatable = true;
  41522. }
  41523. }
  41524. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41525. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  41526. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41527. serializationObject.matricesWeights._updatable = true;
  41528. }
  41529. }
  41530. serializationObject.indices = this.toNumberArray(this.getIndices());
  41531. return serializationObject;
  41532. };
  41533. // Statics
  41534. /**
  41535. * Extracts a clone of a mesh geometry
  41536. * @param mesh defines the source mesh
  41537. * @param id defines the unique ID of the new geometry object
  41538. * @returns the new geometry object
  41539. */
  41540. Geometry.ExtractFromMesh = function (mesh, id) {
  41541. var geometry = mesh._geometry;
  41542. if (!geometry) {
  41543. return null;
  41544. }
  41545. return geometry.copy(id);
  41546. };
  41547. /**
  41548. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  41549. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  41550. * Be aware Math.random() could cause collisions, but:
  41551. * "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"
  41552. * @returns a string containing a new GUID
  41553. */
  41554. Geometry.RandomId = function () {
  41555. return BABYLON.Tools.RandomId();
  41556. };
  41557. /** @hidden */
  41558. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  41559. var scene = mesh.getScene();
  41560. // Geometry
  41561. var geometryId = parsedGeometry.geometryId;
  41562. if (geometryId) {
  41563. var geometry = scene.getGeometryByID(geometryId);
  41564. if (geometry) {
  41565. geometry.applyToMesh(mesh);
  41566. }
  41567. }
  41568. else if (parsedGeometry instanceof ArrayBuffer) {
  41569. var binaryInfo = mesh._binaryInfo;
  41570. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  41571. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  41572. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  41573. }
  41574. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  41575. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  41576. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  41577. }
  41578. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  41579. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  41580. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  41581. }
  41582. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  41583. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  41584. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  41585. }
  41586. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  41587. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  41588. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  41589. }
  41590. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  41591. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  41592. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  41593. }
  41594. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  41595. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  41596. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  41597. }
  41598. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  41599. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  41600. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  41601. }
  41602. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  41603. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  41604. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  41605. }
  41606. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  41607. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  41608. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  41609. }
  41610. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  41611. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  41612. var floatIndices = [];
  41613. for (var i = 0; i < matricesIndicesData.length; i++) {
  41614. var index = matricesIndicesData[i];
  41615. floatIndices.push(index & 0x000000FF);
  41616. floatIndices.push((index & 0x0000FF00) >> 8);
  41617. floatIndices.push((index & 0x00FF0000) >> 16);
  41618. floatIndices.push(index >> 24);
  41619. }
  41620. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  41621. }
  41622. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  41623. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  41624. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  41625. }
  41626. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  41627. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  41628. mesh.setIndices(indicesData, null);
  41629. }
  41630. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  41631. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  41632. mesh.subMeshes = [];
  41633. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  41634. var materialIndex = subMeshesData[(i * 5) + 0];
  41635. var verticesStart = subMeshesData[(i * 5) + 1];
  41636. var verticesCount = subMeshesData[(i * 5) + 2];
  41637. var indexStart = subMeshesData[(i * 5) + 3];
  41638. var indexCount = subMeshesData[(i * 5) + 4];
  41639. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  41640. }
  41641. }
  41642. }
  41643. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  41644. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  41645. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  41646. if (parsedGeometry.tangents) {
  41647. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  41648. }
  41649. if (parsedGeometry.uvs) {
  41650. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  41651. }
  41652. if (parsedGeometry.uvs2) {
  41653. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  41654. }
  41655. if (parsedGeometry.uvs3) {
  41656. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  41657. }
  41658. if (parsedGeometry.uvs4) {
  41659. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  41660. }
  41661. if (parsedGeometry.uvs5) {
  41662. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  41663. }
  41664. if (parsedGeometry.uvs6) {
  41665. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  41666. }
  41667. if (parsedGeometry.colors) {
  41668. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  41669. }
  41670. if (parsedGeometry.matricesIndices) {
  41671. if (!parsedGeometry.matricesIndices._isExpanded) {
  41672. var floatIndices = [];
  41673. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  41674. var matricesIndex = parsedGeometry.matricesIndices[i];
  41675. floatIndices.push(matricesIndex & 0x000000FF);
  41676. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41677. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41678. floatIndices.push(matricesIndex >> 24);
  41679. }
  41680. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  41681. }
  41682. else {
  41683. delete parsedGeometry.matricesIndices._isExpanded;
  41684. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  41685. }
  41686. }
  41687. if (parsedGeometry.matricesIndicesExtra) {
  41688. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  41689. var floatIndices = [];
  41690. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  41691. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  41692. floatIndices.push(matricesIndex & 0x000000FF);
  41693. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41694. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41695. floatIndices.push(matricesIndex >> 24);
  41696. }
  41697. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  41698. }
  41699. else {
  41700. delete parsedGeometry.matricesIndices._isExpanded;
  41701. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  41702. }
  41703. }
  41704. if (parsedGeometry.matricesWeights) {
  41705. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  41706. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  41707. }
  41708. if (parsedGeometry.matricesWeightsExtra) {
  41709. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  41710. }
  41711. mesh.setIndices(parsedGeometry.indices, null);
  41712. }
  41713. // SubMeshes
  41714. if (parsedGeometry.subMeshes) {
  41715. mesh.subMeshes = [];
  41716. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  41717. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  41718. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  41719. }
  41720. }
  41721. // Flat shading
  41722. if (mesh._shouldGenerateFlatShading) {
  41723. mesh.convertToFlatShadedMesh();
  41724. delete mesh._shouldGenerateFlatShading;
  41725. }
  41726. // Update
  41727. mesh.computeWorldMatrix(true);
  41728. scene.onMeshImportedObservable.notifyObservers(mesh);
  41729. };
  41730. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  41731. var epsilon = 1e-3;
  41732. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  41733. return;
  41734. }
  41735. var noInfluenceBoneIndex = 0.0;
  41736. if (parsedGeometry.skeletonId > -1) {
  41737. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  41738. if (!skeleton) {
  41739. return;
  41740. }
  41741. noInfluenceBoneIndex = skeleton.bones.length;
  41742. }
  41743. else {
  41744. return;
  41745. }
  41746. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  41747. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  41748. var matricesWeights = parsedGeometry.matricesWeights;
  41749. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  41750. var influencers = parsedGeometry.numBoneInfluencer;
  41751. var size = matricesWeights.length;
  41752. for (var i = 0; i < size; i += 4) {
  41753. var weight = 0.0;
  41754. var firstZeroWeight = -1;
  41755. for (var j = 0; j < 4; j++) {
  41756. var w = matricesWeights[i + j];
  41757. weight += w;
  41758. if (w < epsilon && firstZeroWeight < 0) {
  41759. firstZeroWeight = j;
  41760. }
  41761. }
  41762. if (matricesWeightsExtra) {
  41763. for (var j = 0; j < 4; j++) {
  41764. var w = matricesWeightsExtra[i + j];
  41765. weight += w;
  41766. if (w < epsilon && firstZeroWeight < 0) {
  41767. firstZeroWeight = j + 4;
  41768. }
  41769. }
  41770. }
  41771. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  41772. firstZeroWeight = influencers - 1;
  41773. }
  41774. if (weight > epsilon) {
  41775. var mweight = 1.0 / weight;
  41776. for (var j = 0; j < 4; j++) {
  41777. matricesWeights[i + j] *= mweight;
  41778. }
  41779. if (matricesWeightsExtra) {
  41780. for (var j = 0; j < 4; j++) {
  41781. matricesWeightsExtra[i + j] *= mweight;
  41782. }
  41783. }
  41784. }
  41785. else {
  41786. if (firstZeroWeight >= 4) {
  41787. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  41788. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  41789. }
  41790. else {
  41791. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  41792. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  41793. }
  41794. }
  41795. }
  41796. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  41797. if (parsedGeometry.matricesWeightsExtra) {
  41798. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  41799. }
  41800. };
  41801. /**
  41802. * Create a new geometry from persisted data (Using .babylon file format)
  41803. * @param parsedVertexData defines the persisted data
  41804. * @param scene defines the hosting scene
  41805. * @param rootUrl defines the root url to use to load assets (like delayed data)
  41806. * @returns the new geometry object
  41807. */
  41808. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  41809. if (scene.getGeometryByID(parsedVertexData.id)) {
  41810. return null; // null since geometry could be something else than a box...
  41811. }
  41812. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  41813. if (BABYLON.Tags) {
  41814. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  41815. }
  41816. if (parsedVertexData.delayLoadingFile) {
  41817. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  41818. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  41819. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  41820. geometry._delayInfo = [];
  41821. if (parsedVertexData.hasUVs) {
  41822. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  41823. }
  41824. if (parsedVertexData.hasUVs2) {
  41825. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  41826. }
  41827. if (parsedVertexData.hasUVs3) {
  41828. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  41829. }
  41830. if (parsedVertexData.hasUVs4) {
  41831. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  41832. }
  41833. if (parsedVertexData.hasUVs5) {
  41834. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  41835. }
  41836. if (parsedVertexData.hasUVs6) {
  41837. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  41838. }
  41839. if (parsedVertexData.hasColors) {
  41840. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  41841. }
  41842. if (parsedVertexData.hasMatricesIndices) {
  41843. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  41844. }
  41845. if (parsedVertexData.hasMatricesWeights) {
  41846. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  41847. }
  41848. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  41849. }
  41850. else {
  41851. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  41852. }
  41853. scene.pushGeometry(geometry, true);
  41854. return geometry;
  41855. };
  41856. return Geometry;
  41857. }());
  41858. BABYLON.Geometry = Geometry;
  41859. // Primitives
  41860. /// Abstract class
  41861. /**
  41862. * Abstract class used to provide common services for all typed geometries
  41863. * @hidden
  41864. */
  41865. var _PrimitiveGeometry = /** @class */ (function (_super) {
  41866. __extends(_PrimitiveGeometry, _super);
  41867. /**
  41868. * Creates a new typed geometry
  41869. * @param id defines the unique ID of the geometry
  41870. * @param scene defines the hosting scene
  41871. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41872. * @param mesh defines the hosting mesh (can be null)
  41873. */
  41874. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  41875. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  41876. if (mesh === void 0) { mesh = null; }
  41877. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  41878. _this._canBeRegenerated = _canBeRegenerated;
  41879. _this._beingRegenerated = true;
  41880. _this.regenerate();
  41881. _this._beingRegenerated = false;
  41882. return _this;
  41883. }
  41884. /**
  41885. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  41886. * @returns true if the geometry can be regenerated
  41887. */
  41888. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  41889. return this._canBeRegenerated;
  41890. };
  41891. /**
  41892. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  41893. */
  41894. _PrimitiveGeometry.prototype.regenerate = function () {
  41895. if (!this._canBeRegenerated) {
  41896. return;
  41897. }
  41898. this._beingRegenerated = true;
  41899. this.setAllVerticesData(this._regenerateVertexData(), false);
  41900. this._beingRegenerated = false;
  41901. };
  41902. /**
  41903. * Clone the geometry
  41904. * @param id defines the unique ID of the new geometry
  41905. * @returns the new geometry
  41906. */
  41907. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  41908. return _super.prototype.copy.call(this, id);
  41909. };
  41910. // overrides
  41911. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  41912. if (!this._beingRegenerated) {
  41913. return;
  41914. }
  41915. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  41916. };
  41917. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  41918. if (!this._beingRegenerated) {
  41919. return;
  41920. }
  41921. _super.prototype.setVerticesData.call(this, kind, data, false);
  41922. };
  41923. // to override
  41924. /** @hidden */
  41925. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  41926. throw new Error("Abstract method");
  41927. };
  41928. _PrimitiveGeometry.prototype.copy = function (id) {
  41929. throw new Error("Must be overriden in sub-classes.");
  41930. };
  41931. _PrimitiveGeometry.prototype.serialize = function () {
  41932. var serializationObject = _super.prototype.serialize.call(this);
  41933. serializationObject.canBeRegenerated = this.canBeRegenerated();
  41934. return serializationObject;
  41935. };
  41936. return _PrimitiveGeometry;
  41937. }(Geometry));
  41938. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  41939. /**
  41940. * Creates a ribbon geometry
  41941. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  41942. */
  41943. var RibbonGeometry = /** @class */ (function (_super) {
  41944. __extends(RibbonGeometry, _super);
  41945. /**
  41946. * Creates a ribbon geometry
  41947. * @param id defines the unique ID of the geometry
  41948. * @param scene defines the hosting scene
  41949. * @param pathArray defines the array of paths to use
  41950. * @param closeArray defines if the last path and the first path must be joined
  41951. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  41952. * @param offset defines the offset between points
  41953. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41954. * @param mesh defines the hosting mesh (can be null)
  41955. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41956. */
  41957. function RibbonGeometry(id, scene,
  41958. /**
  41959. * Defines the array of paths to use
  41960. */
  41961. pathArray,
  41962. /**
  41963. * Defines if the last and first points of each path in your pathArray must be joined
  41964. */
  41965. closeArray,
  41966. /**
  41967. * Defines if the last and first points of each path in your pathArray must be joined
  41968. */
  41969. closePath,
  41970. /**
  41971. * Defines the offset between points
  41972. */
  41973. offset, canBeRegenerated, mesh,
  41974. /**
  41975. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41976. */
  41977. side) {
  41978. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41979. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41980. _this.pathArray = pathArray;
  41981. _this.closeArray = closeArray;
  41982. _this.closePath = closePath;
  41983. _this.offset = offset;
  41984. _this.side = side;
  41985. return _this;
  41986. }
  41987. /** @hidden */
  41988. RibbonGeometry.prototype._regenerateVertexData = function () {
  41989. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  41990. };
  41991. RibbonGeometry.prototype.copy = function (id) {
  41992. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  41993. };
  41994. return RibbonGeometry;
  41995. }(_PrimitiveGeometry));
  41996. BABYLON.RibbonGeometry = RibbonGeometry;
  41997. /**
  41998. * Creates a box geometry
  41999. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  42000. */
  42001. var BoxGeometry = /** @class */ (function (_super) {
  42002. __extends(BoxGeometry, _super);
  42003. /**
  42004. * Creates a box geometry
  42005. * @param id defines the unique ID of the geometry
  42006. * @param scene defines the hosting scene
  42007. * @param size defines the zise of the box (width, height and depth are the same)
  42008. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42009. * @param mesh defines the hosting mesh (can be null)
  42010. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42011. */
  42012. function BoxGeometry(id, scene,
  42013. /**
  42014. * Defines the zise of the box (width, height and depth are the same)
  42015. */
  42016. size, canBeRegenerated, mesh,
  42017. /**
  42018. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42019. */
  42020. side) {
  42021. if (mesh === void 0) { mesh = null; }
  42022. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42023. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42024. _this.size = size;
  42025. _this.side = side;
  42026. return _this;
  42027. }
  42028. /** @hidden */
  42029. BoxGeometry.prototype._regenerateVertexData = function () {
  42030. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  42031. };
  42032. BoxGeometry.prototype.copy = function (id) {
  42033. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  42034. };
  42035. BoxGeometry.prototype.serialize = function () {
  42036. var serializationObject = _super.prototype.serialize.call(this);
  42037. serializationObject.size = this.size;
  42038. return serializationObject;
  42039. };
  42040. BoxGeometry.Parse = function (parsedBox, scene) {
  42041. if (scene.getGeometryByID(parsedBox.id)) {
  42042. return null; // null since geometry could be something else than a box...
  42043. }
  42044. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  42045. if (BABYLON.Tags) {
  42046. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  42047. }
  42048. scene.pushGeometry(box, true);
  42049. return box;
  42050. };
  42051. return BoxGeometry;
  42052. }(_PrimitiveGeometry));
  42053. BABYLON.BoxGeometry = BoxGeometry;
  42054. /**
  42055. * Creates a sphere geometry
  42056. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  42057. */
  42058. var SphereGeometry = /** @class */ (function (_super) {
  42059. __extends(SphereGeometry, _super);
  42060. /**
  42061. * Create a new sphere geometry
  42062. * @param id defines the unique ID of the geometry
  42063. * @param scene defines the hosting scene
  42064. * @param segments defines the number of segments to use to create the sphere
  42065. * @param diameter defines the diameter of the sphere
  42066. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42067. * @param mesh defines the hosting mesh (can be null)
  42068. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42069. */
  42070. function SphereGeometry(id, scene,
  42071. /**
  42072. * Defines the number of segments to use to create the sphere
  42073. */
  42074. segments,
  42075. /**
  42076. * Defines the diameter of the sphere
  42077. */
  42078. diameter, canBeRegenerated, mesh,
  42079. /**
  42080. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42081. */
  42082. side) {
  42083. if (mesh === void 0) { mesh = null; }
  42084. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42085. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42086. _this.segments = segments;
  42087. _this.diameter = diameter;
  42088. _this.side = side;
  42089. return _this;
  42090. }
  42091. /** @hidden */
  42092. SphereGeometry.prototype._regenerateVertexData = function () {
  42093. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  42094. };
  42095. SphereGeometry.prototype.copy = function (id) {
  42096. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  42097. };
  42098. SphereGeometry.prototype.serialize = function () {
  42099. var serializationObject = _super.prototype.serialize.call(this);
  42100. serializationObject.segments = this.segments;
  42101. serializationObject.diameter = this.diameter;
  42102. return serializationObject;
  42103. };
  42104. SphereGeometry.Parse = function (parsedSphere, scene) {
  42105. if (scene.getGeometryByID(parsedSphere.id)) {
  42106. return null; // null since geometry could be something else than a sphere...
  42107. }
  42108. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  42109. if (BABYLON.Tags) {
  42110. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  42111. }
  42112. scene.pushGeometry(sphere, true);
  42113. return sphere;
  42114. };
  42115. return SphereGeometry;
  42116. }(_PrimitiveGeometry));
  42117. BABYLON.SphereGeometry = SphereGeometry;
  42118. /**
  42119. * Creates a disc geometry
  42120. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  42121. */
  42122. var DiscGeometry = /** @class */ (function (_super) {
  42123. __extends(DiscGeometry, _super);
  42124. /**
  42125. * Creates a new disc geometry
  42126. * @param id defines the unique ID of the geometry
  42127. * @param scene defines the hosting scene
  42128. * @param radius defines the radius of the disc
  42129. * @param tessellation defines the tesselation factor to apply to the disc
  42130. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42131. * @param mesh defines the hosting mesh (can be null)
  42132. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42133. */
  42134. function DiscGeometry(id, scene,
  42135. /**
  42136. * Defines the radius of the disc
  42137. */
  42138. radius,
  42139. /**
  42140. * Defines the tesselation factor to apply to the disc
  42141. */
  42142. tessellation, canBeRegenerated, mesh,
  42143. /**
  42144. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42145. */
  42146. side) {
  42147. if (mesh === void 0) { mesh = null; }
  42148. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42149. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42150. _this.radius = radius;
  42151. _this.tessellation = tessellation;
  42152. _this.side = side;
  42153. return _this;
  42154. }
  42155. /** @hidden */
  42156. DiscGeometry.prototype._regenerateVertexData = function () {
  42157. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  42158. };
  42159. DiscGeometry.prototype.copy = function (id) {
  42160. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  42161. };
  42162. return DiscGeometry;
  42163. }(_PrimitiveGeometry));
  42164. BABYLON.DiscGeometry = DiscGeometry;
  42165. /**
  42166. * Creates a new cylinder geometry
  42167. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42168. */
  42169. var CylinderGeometry = /** @class */ (function (_super) {
  42170. __extends(CylinderGeometry, _super);
  42171. /**
  42172. * Creates a new cylinder geometry
  42173. * @param id defines the unique ID of the geometry
  42174. * @param scene defines the hosting scene
  42175. * @param height defines the height of the cylinder
  42176. * @param diameterTop defines the diameter of the cylinder's top cap
  42177. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  42178. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  42179. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  42180. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42181. * @param mesh defines the hosting mesh (can be null)
  42182. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42183. */
  42184. function CylinderGeometry(id, scene,
  42185. /**
  42186. * Defines the height of the cylinder
  42187. */
  42188. height,
  42189. /**
  42190. * Defines the diameter of the cylinder's top cap
  42191. */
  42192. diameterTop,
  42193. /**
  42194. * Defines the diameter of the cylinder's bottom cap
  42195. */
  42196. diameterBottom,
  42197. /**
  42198. * Defines the tessellation factor to apply to the cylinder
  42199. */
  42200. tessellation,
  42201. /**
  42202. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  42203. */
  42204. subdivisions, canBeRegenerated, mesh,
  42205. /**
  42206. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42207. */
  42208. side) {
  42209. if (subdivisions === void 0) { subdivisions = 1; }
  42210. if (mesh === void 0) { mesh = null; }
  42211. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42212. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42213. _this.height = height;
  42214. _this.diameterTop = diameterTop;
  42215. _this.diameterBottom = diameterBottom;
  42216. _this.tessellation = tessellation;
  42217. _this.subdivisions = subdivisions;
  42218. _this.side = side;
  42219. return _this;
  42220. }
  42221. /** @hidden */
  42222. CylinderGeometry.prototype._regenerateVertexData = function () {
  42223. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  42224. };
  42225. CylinderGeometry.prototype.copy = function (id) {
  42226. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  42227. };
  42228. CylinderGeometry.prototype.serialize = function () {
  42229. var serializationObject = _super.prototype.serialize.call(this);
  42230. serializationObject.height = this.height;
  42231. serializationObject.diameterTop = this.diameterTop;
  42232. serializationObject.diameterBottom = this.diameterBottom;
  42233. serializationObject.tessellation = this.tessellation;
  42234. return serializationObject;
  42235. };
  42236. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  42237. if (scene.getGeometryByID(parsedCylinder.id)) {
  42238. return null; // null since geometry could be something else than a cylinder...
  42239. }
  42240. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  42241. if (BABYLON.Tags) {
  42242. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  42243. }
  42244. scene.pushGeometry(cylinder, true);
  42245. return cylinder;
  42246. };
  42247. return CylinderGeometry;
  42248. }(_PrimitiveGeometry));
  42249. BABYLON.CylinderGeometry = CylinderGeometry;
  42250. /**
  42251. * Creates a new torus geometry
  42252. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  42253. */
  42254. var TorusGeometry = /** @class */ (function (_super) {
  42255. __extends(TorusGeometry, _super);
  42256. /**
  42257. * Creates a new torus geometry
  42258. * @param id defines the unique ID of the geometry
  42259. * @param scene defines the hosting scene
  42260. * @param diameter defines the diameter of the torus
  42261. * @param thickness defines the thickness of the torus (ie. internal diameter)
  42262. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  42263. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42264. * @param mesh defines the hosting mesh (can be null)
  42265. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42266. */
  42267. function TorusGeometry(id, scene,
  42268. /**
  42269. * Defines the diameter of the torus
  42270. */
  42271. diameter,
  42272. /**
  42273. * Defines the thickness of the torus (ie. internal diameter)
  42274. */
  42275. thickness,
  42276. /**
  42277. * Defines the tesselation factor to apply to the torus
  42278. */
  42279. tessellation, canBeRegenerated, mesh,
  42280. /**
  42281. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42282. */
  42283. side) {
  42284. if (mesh === void 0) { mesh = null; }
  42285. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42286. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42287. _this.diameter = diameter;
  42288. _this.thickness = thickness;
  42289. _this.tessellation = tessellation;
  42290. _this.side = side;
  42291. return _this;
  42292. }
  42293. /** @hidden */
  42294. TorusGeometry.prototype._regenerateVertexData = function () {
  42295. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  42296. };
  42297. TorusGeometry.prototype.copy = function (id) {
  42298. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  42299. };
  42300. TorusGeometry.prototype.serialize = function () {
  42301. var serializationObject = _super.prototype.serialize.call(this);
  42302. serializationObject.diameter = this.diameter;
  42303. serializationObject.thickness = this.thickness;
  42304. serializationObject.tessellation = this.tessellation;
  42305. return serializationObject;
  42306. };
  42307. TorusGeometry.Parse = function (parsedTorus, scene) {
  42308. if (scene.getGeometryByID(parsedTorus.id)) {
  42309. return null; // null since geometry could be something else than a torus...
  42310. }
  42311. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  42312. if (BABYLON.Tags) {
  42313. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  42314. }
  42315. scene.pushGeometry(torus, true);
  42316. return torus;
  42317. };
  42318. return TorusGeometry;
  42319. }(_PrimitiveGeometry));
  42320. BABYLON.TorusGeometry = TorusGeometry;
  42321. /**
  42322. * Creates a new ground geometry
  42323. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  42324. */
  42325. var GroundGeometry = /** @class */ (function (_super) {
  42326. __extends(GroundGeometry, _super);
  42327. /**
  42328. * Creates a new ground geometry
  42329. * @param id defines the unique ID of the geometry
  42330. * @param scene defines the hosting scene
  42331. * @param width defines the width of the ground
  42332. * @param height defines the height of the ground
  42333. * @param subdivisions defines the subdivisions to apply to the ground
  42334. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42335. * @param mesh defines the hosting mesh (can be null)
  42336. */
  42337. function GroundGeometry(id, scene,
  42338. /**
  42339. * Defines the width of the ground
  42340. */
  42341. width,
  42342. /**
  42343. * Defines the height of the ground
  42344. */
  42345. height,
  42346. /**
  42347. * Defines the subdivisions to apply to the ground
  42348. */
  42349. subdivisions, canBeRegenerated, mesh) {
  42350. if (mesh === void 0) { mesh = null; }
  42351. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42352. _this.width = width;
  42353. _this.height = height;
  42354. _this.subdivisions = subdivisions;
  42355. return _this;
  42356. }
  42357. /** @hidden */
  42358. GroundGeometry.prototype._regenerateVertexData = function () {
  42359. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  42360. };
  42361. GroundGeometry.prototype.copy = function (id) {
  42362. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  42363. };
  42364. GroundGeometry.prototype.serialize = function () {
  42365. var serializationObject = _super.prototype.serialize.call(this);
  42366. serializationObject.width = this.width;
  42367. serializationObject.height = this.height;
  42368. serializationObject.subdivisions = this.subdivisions;
  42369. return serializationObject;
  42370. };
  42371. GroundGeometry.Parse = function (parsedGround, scene) {
  42372. if (scene.getGeometryByID(parsedGround.id)) {
  42373. return null; // null since geometry could be something else than a ground...
  42374. }
  42375. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42376. if (BABYLON.Tags) {
  42377. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42378. }
  42379. scene.pushGeometry(ground, true);
  42380. return ground;
  42381. };
  42382. return GroundGeometry;
  42383. }(_PrimitiveGeometry));
  42384. BABYLON.GroundGeometry = GroundGeometry;
  42385. /**
  42386. * Creates a tiled ground geometry
  42387. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42388. */
  42389. var TiledGroundGeometry = /** @class */ (function (_super) {
  42390. __extends(TiledGroundGeometry, _super);
  42391. /**
  42392. * Creates a tiled ground geometry
  42393. * @param id defines the unique ID of the geometry
  42394. * @param scene defines the hosting scene
  42395. * @param xmin defines the minimum value on X axis
  42396. * @param zmin defines the minimum value on Z axis
  42397. * @param xmax defines the maximum value on X axis
  42398. * @param zmax defines the maximum value on Z axis
  42399. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42400. * @param precision defines the precision to use when computing the tiles
  42401. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42402. * @param mesh defines the hosting mesh (can be null)
  42403. */
  42404. function TiledGroundGeometry(id, scene,
  42405. /**
  42406. * Defines the minimum value on X axis
  42407. */
  42408. xmin,
  42409. /**
  42410. * Defines the minimum value on Z axis
  42411. */
  42412. zmin,
  42413. /**
  42414. * Defines the maximum value on X axis
  42415. */
  42416. xmax,
  42417. /**
  42418. * Defines the maximum value on Z axis
  42419. */
  42420. zmax,
  42421. /**
  42422. * Defines the subdivisions to apply to the ground
  42423. */
  42424. subdivisions,
  42425. /**
  42426. * Defines the precision to use when computing the tiles
  42427. */
  42428. precision, canBeRegenerated, mesh) {
  42429. if (mesh === void 0) { mesh = null; }
  42430. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42431. _this.xmin = xmin;
  42432. _this.zmin = zmin;
  42433. _this.xmax = xmax;
  42434. _this.zmax = zmax;
  42435. _this.subdivisions = subdivisions;
  42436. _this.precision = precision;
  42437. return _this;
  42438. }
  42439. /** @hidden */
  42440. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42441. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42442. };
  42443. TiledGroundGeometry.prototype.copy = function (id) {
  42444. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42445. };
  42446. return TiledGroundGeometry;
  42447. }(_PrimitiveGeometry));
  42448. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42449. /**
  42450. * Creates a plane geometry
  42451. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42452. */
  42453. var PlaneGeometry = /** @class */ (function (_super) {
  42454. __extends(PlaneGeometry, _super);
  42455. /**
  42456. * Creates a plane geometry
  42457. * @param id defines the unique ID of the geometry
  42458. * @param scene defines the hosting scene
  42459. * @param size defines the size of the plane (width === height)
  42460. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42461. * @param mesh defines the hosting mesh (can be null)
  42462. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42463. */
  42464. function PlaneGeometry(id, scene,
  42465. /**
  42466. * Defines the size of the plane (width === height)
  42467. */
  42468. size, canBeRegenerated, mesh,
  42469. /**
  42470. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42471. */
  42472. side) {
  42473. if (mesh === void 0) { mesh = null; }
  42474. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42475. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42476. _this.size = size;
  42477. _this.side = side;
  42478. return _this;
  42479. }
  42480. /** @hidden */
  42481. PlaneGeometry.prototype._regenerateVertexData = function () {
  42482. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42483. };
  42484. PlaneGeometry.prototype.copy = function (id) {
  42485. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42486. };
  42487. PlaneGeometry.prototype.serialize = function () {
  42488. var serializationObject = _super.prototype.serialize.call(this);
  42489. serializationObject.size = this.size;
  42490. return serializationObject;
  42491. };
  42492. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42493. if (scene.getGeometryByID(parsedPlane.id)) {
  42494. return null; // null since geometry could be something else than a ground...
  42495. }
  42496. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  42497. if (BABYLON.Tags) {
  42498. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  42499. }
  42500. scene.pushGeometry(plane, true);
  42501. return plane;
  42502. };
  42503. return PlaneGeometry;
  42504. }(_PrimitiveGeometry));
  42505. BABYLON.PlaneGeometry = PlaneGeometry;
  42506. /**
  42507. * Creates a torus knot geometry
  42508. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  42509. */
  42510. var TorusKnotGeometry = /** @class */ (function (_super) {
  42511. __extends(TorusKnotGeometry, _super);
  42512. /**
  42513. * Creates a torus knot geometry
  42514. * @param id defines the unique ID of the geometry
  42515. * @param scene defines the hosting scene
  42516. * @param radius defines the radius of the torus knot
  42517. * @param tube defines the thickness of the torus knot tube
  42518. * @param radialSegments defines the number of radial segments
  42519. * @param tubularSegments defines the number of tubular segments
  42520. * @param p defines the first number of windings
  42521. * @param q defines the second number of windings
  42522. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42523. * @param mesh defines the hosting mesh (can be null)
  42524. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42525. */
  42526. function TorusKnotGeometry(id, scene,
  42527. /**
  42528. * Defines the radius of the torus knot
  42529. */
  42530. radius,
  42531. /**
  42532. * Defines the thickness of the torus knot tube
  42533. */
  42534. tube,
  42535. /**
  42536. * Defines the number of radial segments
  42537. */
  42538. radialSegments,
  42539. /**
  42540. * Defines the number of tubular segments
  42541. */
  42542. tubularSegments,
  42543. /**
  42544. * Defines the first number of windings
  42545. */
  42546. p,
  42547. /**
  42548. * Defines the second number of windings
  42549. */
  42550. q, canBeRegenerated, mesh,
  42551. /**
  42552. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42553. */
  42554. side) {
  42555. if (mesh === void 0) { mesh = null; }
  42556. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42557. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42558. _this.radius = radius;
  42559. _this.tube = tube;
  42560. _this.radialSegments = radialSegments;
  42561. _this.tubularSegments = tubularSegments;
  42562. _this.p = p;
  42563. _this.q = q;
  42564. _this.side = side;
  42565. return _this;
  42566. }
  42567. /** @hidden */
  42568. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  42569. 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 });
  42570. };
  42571. TorusKnotGeometry.prototype.copy = function (id) {
  42572. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  42573. };
  42574. TorusKnotGeometry.prototype.serialize = function () {
  42575. var serializationObject = _super.prototype.serialize.call(this);
  42576. serializationObject.radius = this.radius;
  42577. serializationObject.tube = this.tube;
  42578. serializationObject.radialSegments = this.radialSegments;
  42579. serializationObject.tubularSegments = this.tubularSegments;
  42580. serializationObject.p = this.p;
  42581. serializationObject.q = this.q;
  42582. return serializationObject;
  42583. };
  42584. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  42585. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  42586. return null; // null since geometry could be something else than a ground...
  42587. }
  42588. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  42589. if (BABYLON.Tags) {
  42590. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  42591. }
  42592. scene.pushGeometry(torusKnot, true);
  42593. return torusKnot;
  42594. };
  42595. return TorusKnotGeometry;
  42596. }(_PrimitiveGeometry));
  42597. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  42598. //}
  42599. })(BABYLON || (BABYLON = {}));
  42600. //# sourceMappingURL=babylon.geometry.js.map
  42601. var BABYLON;
  42602. (function (BABYLON) {
  42603. /**
  42604. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  42605. */
  42606. var PerformanceMonitor = /** @class */ (function () {
  42607. /**
  42608. * constructor
  42609. * @param frameSampleSize The number of samples required to saturate the sliding window
  42610. */
  42611. function PerformanceMonitor(frameSampleSize) {
  42612. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  42613. this._enabled = true;
  42614. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  42615. }
  42616. /**
  42617. * Samples current frame
  42618. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  42619. */
  42620. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  42621. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  42622. if (!this._enabled) {
  42623. return;
  42624. }
  42625. if (this._lastFrameTimeMs != null) {
  42626. var dt = timeMs - this._lastFrameTimeMs;
  42627. this._rollingFrameTime.add(dt);
  42628. }
  42629. this._lastFrameTimeMs = timeMs;
  42630. };
  42631. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  42632. /**
  42633. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42634. */
  42635. get: function () {
  42636. return this._rollingFrameTime.average;
  42637. },
  42638. enumerable: true,
  42639. configurable: true
  42640. });
  42641. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  42642. /**
  42643. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42644. */
  42645. get: function () {
  42646. return this._rollingFrameTime.variance;
  42647. },
  42648. enumerable: true,
  42649. configurable: true
  42650. });
  42651. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  42652. /**
  42653. * Returns the frame time of the most recent frame
  42654. */
  42655. get: function () {
  42656. return this._rollingFrameTime.history(0);
  42657. },
  42658. enumerable: true,
  42659. configurable: true
  42660. });
  42661. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  42662. /**
  42663. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  42664. */
  42665. get: function () {
  42666. return 1000.0 / this._rollingFrameTime.average;
  42667. },
  42668. enumerable: true,
  42669. configurable: true
  42670. });
  42671. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  42672. /**
  42673. * Returns the average framerate in frames per second using the most recent frame time
  42674. */
  42675. get: function () {
  42676. var history = this._rollingFrameTime.history(0);
  42677. if (history === 0) {
  42678. return 0;
  42679. }
  42680. return 1000.0 / history;
  42681. },
  42682. enumerable: true,
  42683. configurable: true
  42684. });
  42685. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  42686. /**
  42687. * Returns true if enough samples have been taken to completely fill the sliding window
  42688. */
  42689. get: function () {
  42690. return this._rollingFrameTime.isSaturated();
  42691. },
  42692. enumerable: true,
  42693. configurable: true
  42694. });
  42695. /**
  42696. * Enables contributions to the sliding window sample set
  42697. */
  42698. PerformanceMonitor.prototype.enable = function () {
  42699. this._enabled = true;
  42700. };
  42701. /**
  42702. * Disables contributions to the sliding window sample set
  42703. * Samples will not be interpolated over the disabled period
  42704. */
  42705. PerformanceMonitor.prototype.disable = function () {
  42706. this._enabled = false;
  42707. //clear last sample to avoid interpolating over the disabled period when next enabled
  42708. this._lastFrameTimeMs = null;
  42709. };
  42710. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  42711. /**
  42712. * Returns true if sampling is enabled
  42713. */
  42714. get: function () {
  42715. return this._enabled;
  42716. },
  42717. enumerable: true,
  42718. configurable: true
  42719. });
  42720. /**
  42721. * Resets performance monitor
  42722. */
  42723. PerformanceMonitor.prototype.reset = function () {
  42724. //clear last sample to avoid interpolating over the disabled period when next enabled
  42725. this._lastFrameTimeMs = null;
  42726. //wipe record
  42727. this._rollingFrameTime.reset();
  42728. };
  42729. return PerformanceMonitor;
  42730. }());
  42731. BABYLON.PerformanceMonitor = PerformanceMonitor;
  42732. /**
  42733. * RollingAverage
  42734. *
  42735. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  42736. */
  42737. var RollingAverage = /** @class */ (function () {
  42738. /**
  42739. * constructor
  42740. * @param length The number of samples required to saturate the sliding window
  42741. */
  42742. function RollingAverage(length) {
  42743. this._samples = new Array(length);
  42744. this.reset();
  42745. }
  42746. /**
  42747. * Adds a sample to the sample set
  42748. * @param v The sample value
  42749. */
  42750. RollingAverage.prototype.add = function (v) {
  42751. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  42752. var delta;
  42753. //we need to check if we've already wrapped round
  42754. if (this.isSaturated()) {
  42755. //remove bottom of stack from mean
  42756. var bottomValue = this._samples[this._pos];
  42757. delta = bottomValue - this.average;
  42758. this.average -= delta / (this._sampleCount - 1);
  42759. this._m2 -= delta * (bottomValue - this.average);
  42760. }
  42761. else {
  42762. this._sampleCount++;
  42763. }
  42764. //add new value to mean
  42765. delta = v - this.average;
  42766. this.average += delta / (this._sampleCount);
  42767. this._m2 += delta * (v - this.average);
  42768. //set the new variance
  42769. this.variance = this._m2 / (this._sampleCount - 1);
  42770. this._samples[this._pos] = v;
  42771. this._pos++;
  42772. this._pos %= this._samples.length; //positive wrap around
  42773. };
  42774. /**
  42775. * Returns previously added values or null if outside of history or outside the sliding window domain
  42776. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  42777. * @return Value previously recorded with add() or null if outside of range
  42778. */
  42779. RollingAverage.prototype.history = function (i) {
  42780. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  42781. return 0;
  42782. }
  42783. var i0 = this._wrapPosition(this._pos - 1.0);
  42784. return this._samples[this._wrapPosition(i0 - i)];
  42785. };
  42786. /**
  42787. * Returns true if enough samples have been taken to completely fill the sliding window
  42788. * @return true if sample-set saturated
  42789. */
  42790. RollingAverage.prototype.isSaturated = function () {
  42791. return this._sampleCount >= this._samples.length;
  42792. };
  42793. /**
  42794. * Resets the rolling average (equivalent to 0 samples taken so far)
  42795. */
  42796. RollingAverage.prototype.reset = function () {
  42797. this.average = 0;
  42798. this.variance = 0;
  42799. this._sampleCount = 0;
  42800. this._pos = 0;
  42801. this._m2 = 0;
  42802. };
  42803. /**
  42804. * Wraps a value around the sample range boundaries
  42805. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  42806. * @return Wrapped position in sample range
  42807. */
  42808. RollingAverage.prototype._wrapPosition = function (i) {
  42809. var max = this._samples.length;
  42810. return ((i % max) + max) % max;
  42811. };
  42812. return RollingAverage;
  42813. }());
  42814. BABYLON.RollingAverage = RollingAverage;
  42815. })(BABYLON || (BABYLON = {}));
  42816. //# sourceMappingURL=babylon.performanceMonitor.js.map
  42817. var BABYLON;
  42818. (function (BABYLON) {
  42819. /**
  42820. * "Static Class" containing the most commonly used helper while dealing with material for
  42821. * rendering purpose.
  42822. *
  42823. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  42824. *
  42825. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  42826. */
  42827. var MaterialHelper = /** @class */ (function () {
  42828. function MaterialHelper() {
  42829. }
  42830. /**
  42831. * Bind the current view position to an effect.
  42832. * @param effect The effect to be bound
  42833. * @param scene The scene the eyes position is used from
  42834. */
  42835. MaterialHelper.BindEyePosition = function (effect, scene) {
  42836. if (scene._forcedViewPosition) {
  42837. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  42838. return;
  42839. }
  42840. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  42841. };
  42842. /**
  42843. * Helps preparing the defines values about the UVs in used in the effect.
  42844. * UVs are shared as much as we can accross channels in the shaders.
  42845. * @param texture The texture we are preparing the UVs for
  42846. * @param defines The defines to update
  42847. * @param key The channel key "diffuse", "specular"... used in the shader
  42848. */
  42849. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  42850. defines._needUVs = true;
  42851. defines[key] = true;
  42852. if (texture.getTextureMatrix().isIdentityAs3x2()) {
  42853. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  42854. if (texture.coordinatesIndex === 0) {
  42855. defines["MAINUV1"] = true;
  42856. }
  42857. else {
  42858. defines["MAINUV2"] = true;
  42859. }
  42860. }
  42861. else {
  42862. defines[key + "DIRECTUV"] = 0;
  42863. }
  42864. };
  42865. /**
  42866. * Binds a texture matrix value to its corrsponding uniform
  42867. * @param texture The texture to bind the matrix for
  42868. * @param uniformBuffer The uniform buffer receivin the data
  42869. * @param key The channel key "diffuse", "specular"... used in the shader
  42870. */
  42871. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  42872. var matrix = texture.getTextureMatrix();
  42873. if (!matrix.isIdentityAs3x2()) {
  42874. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  42875. }
  42876. };
  42877. /**
  42878. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  42879. * @param mesh defines the current mesh
  42880. * @param scene defines the current scene
  42881. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  42882. * @param pointsCloud defines if point cloud rendering has to be turned on
  42883. * @param fogEnabled defines if fog has to be turned on
  42884. * @param alphaTest defines if alpha testing has to be turned on
  42885. * @param defines defines the current list of defines
  42886. */
  42887. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  42888. if (defines._areMiscDirty) {
  42889. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  42890. defines["POINTSIZE"] = pointsCloud;
  42891. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  42892. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  42893. defines["ALPHATEST"] = alphaTest;
  42894. }
  42895. };
  42896. /**
  42897. * Helper used to prepare the list of defines associated with frame values for shader compilation
  42898. * @param scene defines the current scene
  42899. * @param engine defines the current engine
  42900. * @param defines specifies the list of active defines
  42901. * @param useInstances defines if instances have to be turned on
  42902. * @param useClipPlane defines if clip plane have to be turned on
  42903. */
  42904. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  42905. if (useClipPlane === void 0) { useClipPlane = null; }
  42906. var changed = false;
  42907. var useClipPlane1 = false;
  42908. var useClipPlane2 = false;
  42909. var useClipPlane3 = false;
  42910. var useClipPlane4 = false;
  42911. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  42912. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  42913. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  42914. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  42915. if (defines["CLIPPLANE"] !== useClipPlane1) {
  42916. defines["CLIPPLANE"] = useClipPlane1;
  42917. changed = true;
  42918. }
  42919. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  42920. defines["CLIPPLANE2"] = useClipPlane2;
  42921. changed = true;
  42922. }
  42923. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  42924. defines["CLIPPLANE3"] = useClipPlane3;
  42925. changed = true;
  42926. }
  42927. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  42928. defines["CLIPPLANE4"] = useClipPlane4;
  42929. changed = true;
  42930. }
  42931. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  42932. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  42933. changed = true;
  42934. }
  42935. if (defines["INSTANCES"] !== useInstances) {
  42936. defines["INSTANCES"] = useInstances;
  42937. changed = true;
  42938. }
  42939. if (changed) {
  42940. defines.markAsUnprocessed();
  42941. }
  42942. };
  42943. /**
  42944. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  42945. * @param mesh The mesh containing the geometry data we will draw
  42946. * @param defines The defines to update
  42947. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  42948. * @param useBones Precise whether bones should be used or not (override mesh info)
  42949. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  42950. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  42951. * @returns false if defines are considered not dirty and have not been checked
  42952. */
  42953. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  42954. if (useMorphTargets === void 0) { useMorphTargets = false; }
  42955. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  42956. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  42957. return false;
  42958. }
  42959. defines._normals = defines._needNormals;
  42960. defines._uvs = defines._needUVs;
  42961. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  42962. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  42963. defines["TANGENT"] = true;
  42964. }
  42965. if (defines._needUVs) {
  42966. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  42967. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  42968. }
  42969. else {
  42970. defines["UV1"] = false;
  42971. defines["UV2"] = false;
  42972. }
  42973. if (useVertexColor) {
  42974. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  42975. defines["VERTEXCOLOR"] = hasVertexColors;
  42976. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  42977. }
  42978. if (useBones) {
  42979. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  42980. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  42981. var materialSupportsBoneTexture = defines["BONETEXTURE"] !== undefined;
  42982. if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {
  42983. defines["BONETEXTURE"] = true;
  42984. }
  42985. else {
  42986. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  42987. defines["BONETEXTURE"] = materialSupportsBoneTexture ? false : undefined;
  42988. }
  42989. }
  42990. else {
  42991. defines["NUM_BONE_INFLUENCERS"] = 0;
  42992. defines["BonesPerMesh"] = 0;
  42993. }
  42994. }
  42995. if (useMorphTargets) {
  42996. var manager = mesh.morphTargetManager;
  42997. if (manager) {
  42998. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  42999. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  43000. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  43001. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  43002. }
  43003. else {
  43004. defines["MORPHTARGETS_TANGENT"] = false;
  43005. defines["MORPHTARGETS_NORMAL"] = false;
  43006. defines["MORPHTARGETS"] = false;
  43007. defines["NUM_MORPH_INFLUENCERS"] = 0;
  43008. }
  43009. }
  43010. return true;
  43011. };
  43012. /**
  43013. * Prepares the defines related to the light information passed in parameter
  43014. * @param scene The scene we are intending to draw
  43015. * @param mesh The mesh the effect is compiling for
  43016. * @param defines The defines to update
  43017. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  43018. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  43019. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  43020. * @returns true if normals will be required for the rest of the effect
  43021. */
  43022. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  43023. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43024. if (disableLighting === void 0) { disableLighting = false; }
  43025. if (!defines._areLightsDirty) {
  43026. return defines._needNormals;
  43027. }
  43028. var lightIndex = 0;
  43029. var needNormals = false;
  43030. var needRebuild = false;
  43031. var lightmapMode = false;
  43032. var shadowEnabled = false;
  43033. var specularEnabled = false;
  43034. if (scene.lightsEnabled && !disableLighting) {
  43035. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  43036. var light = _a[_i];
  43037. needNormals = true;
  43038. if (defines["LIGHT" + lightIndex] === undefined) {
  43039. needRebuild = true;
  43040. }
  43041. defines["LIGHT" + lightIndex] = true;
  43042. defines["SPOTLIGHT" + lightIndex] = false;
  43043. defines["HEMILIGHT" + lightIndex] = false;
  43044. defines["POINTLIGHT" + lightIndex] = false;
  43045. defines["DIRLIGHT" + lightIndex] = false;
  43046. light.prepareLightSpecificDefines(defines, lightIndex);
  43047. // FallOff.
  43048. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  43049. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  43050. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  43051. switch (light.falloffType) {
  43052. case BABYLON.Light.FALLOFF_GLTF:
  43053. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  43054. break;
  43055. case BABYLON.Light.FALLOFF_PHYSICAL:
  43056. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  43057. break;
  43058. case BABYLON.Light.FALLOFF_STANDARD:
  43059. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  43060. break;
  43061. }
  43062. // Specular
  43063. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  43064. specularEnabled = true;
  43065. }
  43066. // Shadows
  43067. defines["SHADOW" + lightIndex] = false;
  43068. defines["SHADOWPCF" + lightIndex] = false;
  43069. defines["SHADOWPCSS" + lightIndex] = false;
  43070. defines["SHADOWPOISSON" + lightIndex] = false;
  43071. defines["SHADOWESM" + lightIndex] = false;
  43072. defines["SHADOWCUBE" + lightIndex] = false;
  43073. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  43074. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  43075. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  43076. var shadowGenerator = light.getShadowGenerator();
  43077. if (shadowGenerator) {
  43078. var shadowMap = shadowGenerator.getShadowMap();
  43079. if (shadowMap) {
  43080. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  43081. shadowEnabled = true;
  43082. shadowGenerator.prepareDefines(defines, lightIndex);
  43083. }
  43084. }
  43085. }
  43086. }
  43087. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  43088. lightmapMode = true;
  43089. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  43090. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  43091. }
  43092. else {
  43093. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  43094. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  43095. }
  43096. lightIndex++;
  43097. if (lightIndex === maxSimultaneousLights) {
  43098. break;
  43099. }
  43100. }
  43101. }
  43102. defines["SPECULARTERM"] = specularEnabled;
  43103. defines["SHADOWS"] = shadowEnabled;
  43104. // Resetting all other lights if any
  43105. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  43106. if (defines["LIGHT" + index] !== undefined) {
  43107. defines["LIGHT" + index] = false;
  43108. defines["HEMILIGHT" + lightIndex] = false;
  43109. defines["POINTLIGHT" + lightIndex] = false;
  43110. defines["DIRLIGHT" + lightIndex] = false;
  43111. defines["SPOTLIGHT" + lightIndex] = false;
  43112. defines["SHADOW" + lightIndex] = false;
  43113. }
  43114. }
  43115. var caps = scene.getEngine().getCaps();
  43116. if (defines["SHADOWFLOAT"] === undefined) {
  43117. needRebuild = true;
  43118. }
  43119. defines["SHADOWFLOAT"] = shadowEnabled &&
  43120. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  43121. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  43122. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  43123. if (needRebuild) {
  43124. defines.rebuild();
  43125. }
  43126. return needNormals;
  43127. };
  43128. /**
  43129. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  43130. * that won t be acctive due to defines being turned off.
  43131. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  43132. * @param samplersList The samplers list
  43133. * @param defines The defines helping in the list generation
  43134. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  43135. */
  43136. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  43137. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43138. var uniformsList;
  43139. var uniformBuffersList = null;
  43140. if (uniformsListOrOptions.uniformsNames) {
  43141. var options = uniformsListOrOptions;
  43142. uniformsList = options.uniformsNames;
  43143. uniformBuffersList = options.uniformBuffersNames;
  43144. samplersList = options.samplers;
  43145. defines = options.defines;
  43146. maxSimultaneousLights = options.maxSimultaneousLights;
  43147. }
  43148. else {
  43149. uniformsList = uniformsListOrOptions;
  43150. if (!samplersList) {
  43151. samplersList = [];
  43152. }
  43153. }
  43154. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43155. if (!defines["LIGHT" + lightIndex]) {
  43156. break;
  43157. }
  43158. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  43159. if (uniformBuffersList) {
  43160. uniformBuffersList.push("Light" + lightIndex);
  43161. }
  43162. samplersList.push("shadowSampler" + lightIndex);
  43163. samplersList.push("depthSampler" + lightIndex);
  43164. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  43165. samplersList.push("projectionLightSampler" + lightIndex);
  43166. uniformsList.push("textureProjectionMatrix" + lightIndex);
  43167. }
  43168. }
  43169. if (defines["NUM_MORPH_INFLUENCERS"]) {
  43170. uniformsList.push("morphTargetInfluences");
  43171. }
  43172. };
  43173. /**
  43174. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  43175. * @param defines The defines to update while falling back
  43176. * @param fallbacks The authorized effect fallbacks
  43177. * @param maxSimultaneousLights The maximum number of lights allowed
  43178. * @param rank the current rank of the Effect
  43179. * @returns The newly affected rank
  43180. */
  43181. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  43182. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43183. if (rank === void 0) { rank = 0; }
  43184. var lightFallbackRank = 0;
  43185. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43186. if (!defines["LIGHT" + lightIndex]) {
  43187. break;
  43188. }
  43189. if (lightIndex > 0) {
  43190. lightFallbackRank = rank + lightIndex;
  43191. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  43192. }
  43193. if (!defines["SHADOWS"]) {
  43194. if (defines["SHADOW" + lightIndex]) {
  43195. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  43196. }
  43197. if (defines["SHADOWPCF" + lightIndex]) {
  43198. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  43199. }
  43200. if (defines["SHADOWPCSS" + lightIndex]) {
  43201. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  43202. }
  43203. if (defines["SHADOWPOISSON" + lightIndex]) {
  43204. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  43205. }
  43206. if (defines["SHADOWESM" + lightIndex]) {
  43207. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  43208. }
  43209. }
  43210. }
  43211. return lightFallbackRank++;
  43212. };
  43213. /**
  43214. * Prepares the list of attributes required for morph targets according to the effect defines.
  43215. * @param attribs The current list of supported attribs
  43216. * @param mesh The mesh to prepare the morph targets attributes for
  43217. * @param defines The current Defines of the effect
  43218. */
  43219. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  43220. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  43221. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  43222. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  43223. var manager = mesh.morphTargetManager;
  43224. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  43225. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  43226. for (var index = 0; index < influencers; index++) {
  43227. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  43228. if (normal) {
  43229. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  43230. }
  43231. if (tangent) {
  43232. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  43233. }
  43234. if (attribs.length > maxAttributesCount) {
  43235. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  43236. }
  43237. }
  43238. }
  43239. };
  43240. /**
  43241. * Prepares the list of attributes required for bones according to the effect defines.
  43242. * @param attribs The current list of supported attribs
  43243. * @param mesh The mesh to prepare the bones attributes for
  43244. * @param defines The current Defines of the effect
  43245. * @param fallbacks The current efffect fallback strategy
  43246. */
  43247. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  43248. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  43249. fallbacks.addCPUSkinningFallback(0, mesh);
  43250. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  43251. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  43252. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  43253. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  43254. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  43255. }
  43256. }
  43257. };
  43258. /**
  43259. * Prepares the list of attributes required for instances according to the effect defines.
  43260. * @param attribs The current list of supported attribs
  43261. * @param defines The current Defines of the effect
  43262. */
  43263. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  43264. if (defines["INSTANCES"]) {
  43265. attribs.push("world0");
  43266. attribs.push("world1");
  43267. attribs.push("world2");
  43268. attribs.push("world3");
  43269. }
  43270. };
  43271. /**
  43272. * Binds the light shadow information to the effect for the given mesh.
  43273. * @param light The light containing the generator
  43274. * @param scene The scene the lights belongs to
  43275. * @param mesh The mesh we are binding the information to render
  43276. * @param lightIndex The light index in the effect used to render the mesh
  43277. * @param effect The effect we are binding the data to
  43278. */
  43279. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  43280. if (light.shadowEnabled && mesh.receiveShadows) {
  43281. var shadowGenerator = light.getShadowGenerator();
  43282. if (shadowGenerator) {
  43283. shadowGenerator.bindShadowLight(lightIndex, effect);
  43284. }
  43285. }
  43286. };
  43287. /**
  43288. * Binds the light information to the effect.
  43289. * @param light The light containing the generator
  43290. * @param effect The effect we are binding the data to
  43291. * @param lightIndex The light index in the effect used to render
  43292. */
  43293. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  43294. light.transferToEffect(effect, lightIndex + "");
  43295. };
  43296. /**
  43297. * Binds the lights information from the scene to the effect for the given mesh.
  43298. * @param scene The scene the lights belongs to
  43299. * @param mesh The mesh we are binding the information to render
  43300. * @param effect The effect we are binding the data to
  43301. * @param defines The generated defines for the effect
  43302. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  43303. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  43304. */
  43305. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  43306. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43307. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  43308. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  43309. for (var i = 0; i < len; i++) {
  43310. var light = mesh._lightSources[i];
  43311. var iAsString = i.toString();
  43312. var scaledIntensity = light.getScaledIntensity();
  43313. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  43314. MaterialHelper.BindLightProperties(light, effect, i);
  43315. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  43316. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  43317. if (defines["SPECULARTERM"]) {
  43318. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  43319. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  43320. }
  43321. // Shadows
  43322. if (scene.shadowsEnabled) {
  43323. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  43324. }
  43325. light._uniformBuffer.update();
  43326. }
  43327. };
  43328. /**
  43329. * Binds the fog information from the scene to the effect for the given mesh.
  43330. * @param scene The scene the lights belongs to
  43331. * @param mesh The mesh we are binding the information to render
  43332. * @param effect The effect we are binding the data to
  43333. * @param linearSpace Defines if the fog effect is applied in linear space
  43334. */
  43335. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  43336. if (linearSpace === void 0) { linearSpace = false; }
  43337. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  43338. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  43339. // Convert fog color to linear space if used in a linear space computed shader.
  43340. if (linearSpace) {
  43341. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  43342. effect.setColor3("vFogColor", this._tempFogColor);
  43343. }
  43344. else {
  43345. effect.setColor3("vFogColor", scene.fogColor);
  43346. }
  43347. }
  43348. };
  43349. /**
  43350. * Binds the bones information from the mesh to the effect.
  43351. * @param mesh The mesh we are binding the information to render
  43352. * @param effect The effect we are binding the data to
  43353. */
  43354. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  43355. if (!effect || !mesh) {
  43356. return;
  43357. }
  43358. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  43359. mesh.computeBonesUsingShaders = false;
  43360. }
  43361. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43362. var skeleton = mesh.skeleton;
  43363. if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex("boneTextureWidth") > -1) {
  43364. var boneTexture = skeleton.getTransformMatrixTexture();
  43365. effect.setTexture("boneSampler", boneTexture);
  43366. effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  43367. }
  43368. else {
  43369. var matrices = skeleton.getTransformMatrices(mesh);
  43370. if (matrices) {
  43371. effect.setMatrices("mBones", matrices);
  43372. }
  43373. }
  43374. }
  43375. };
  43376. /**
  43377. * Binds the morph targets information from the mesh to the effect.
  43378. * @param abstractMesh The mesh we are binding the information to render
  43379. * @param effect The effect we are binding the data to
  43380. */
  43381. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  43382. var manager = abstractMesh.morphTargetManager;
  43383. if (!abstractMesh || !manager) {
  43384. return;
  43385. }
  43386. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43387. };
  43388. /**
  43389. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43390. * @param defines The generated defines used in the effect
  43391. * @param effect The effect we are binding the data to
  43392. * @param scene The scene we are willing to render with logarithmic scale for
  43393. */
  43394. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43395. if (defines["LOGARITHMICDEPTH"]) {
  43396. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43397. }
  43398. };
  43399. /**
  43400. * Binds the clip plane information from the scene to the effect.
  43401. * @param scene The scene the clip plane information are extracted from
  43402. * @param effect The effect we are binding the data to
  43403. */
  43404. MaterialHelper.BindClipPlane = function (effect, scene) {
  43405. if (scene.clipPlane) {
  43406. var clipPlane = scene.clipPlane;
  43407. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43408. }
  43409. if (scene.clipPlane2) {
  43410. var clipPlane = scene.clipPlane2;
  43411. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43412. }
  43413. if (scene.clipPlane3) {
  43414. var clipPlane = scene.clipPlane3;
  43415. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43416. }
  43417. if (scene.clipPlane4) {
  43418. var clipPlane = scene.clipPlane4;
  43419. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43420. }
  43421. };
  43422. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43423. return MaterialHelper;
  43424. }());
  43425. BABYLON.MaterialHelper = MaterialHelper;
  43426. })(BABYLON || (BABYLON = {}));
  43427. //# sourceMappingURL=babylon.materialHelper.js.map
  43428. var BABYLON;
  43429. (function (BABYLON) {
  43430. /**
  43431. * Base class of materials working in push mode in babylon JS
  43432. * @hidden
  43433. */
  43434. var PushMaterial = /** @class */ (function (_super) {
  43435. __extends(PushMaterial, _super);
  43436. function PushMaterial(name, scene) {
  43437. var _this = _super.call(this, name, scene) || this;
  43438. _this._normalMatrix = new BABYLON.Matrix();
  43439. /**
  43440. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  43441. * This means that the material can keep using a previous shader while a new one is being compiled.
  43442. * This is mostly used when shader parallel compilation is supported (true by default)
  43443. */
  43444. _this.allowShaderHotSwapping = true;
  43445. _this._storeEffectOnSubMeshes = true;
  43446. return _this;
  43447. }
  43448. PushMaterial.prototype.getEffect = function () {
  43449. return this._activeEffect;
  43450. };
  43451. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43452. if (!mesh) {
  43453. return false;
  43454. }
  43455. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43456. return true;
  43457. }
  43458. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43459. };
  43460. /**
  43461. * Binds the given world matrix to the active effect
  43462. *
  43463. * @param world the matrix to bind
  43464. */
  43465. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43466. this._activeEffect.setMatrix("world", world);
  43467. };
  43468. /**
  43469. * Binds the given normal matrix to the active effect
  43470. *
  43471. * @param normalMatrix the matrix to bind
  43472. */
  43473. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43474. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43475. };
  43476. PushMaterial.prototype.bind = function (world, mesh) {
  43477. if (!mesh) {
  43478. return;
  43479. }
  43480. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43481. };
  43482. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43483. if (effect === void 0) { effect = null; }
  43484. _super.prototype._afterBind.call(this, mesh);
  43485. this.getScene()._cachedEffect = effect;
  43486. };
  43487. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43488. if (visibility === void 0) { visibility = 1; }
  43489. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43490. };
  43491. return PushMaterial;
  43492. }(BABYLON.Material));
  43493. BABYLON.PushMaterial = PushMaterial;
  43494. })(BABYLON || (BABYLON = {}));
  43495. //# sourceMappingURL=babylon.pushMaterial.js.map
  43496. var BABYLON;
  43497. (function (BABYLON) {
  43498. /** @hidden */
  43499. var StandardMaterialDefines = /** @class */ (function (_super) {
  43500. __extends(StandardMaterialDefines, _super);
  43501. function StandardMaterialDefines() {
  43502. var _this = _super.call(this) || this;
  43503. _this.MAINUV1 = false;
  43504. _this.MAINUV2 = false;
  43505. _this.DIFFUSE = false;
  43506. _this.DIFFUSEDIRECTUV = 0;
  43507. _this.AMBIENT = false;
  43508. _this.AMBIENTDIRECTUV = 0;
  43509. _this.OPACITY = false;
  43510. _this.OPACITYDIRECTUV = 0;
  43511. _this.OPACITYRGB = false;
  43512. _this.REFLECTION = false;
  43513. _this.EMISSIVE = false;
  43514. _this.EMISSIVEDIRECTUV = 0;
  43515. _this.SPECULAR = false;
  43516. _this.SPECULARDIRECTUV = 0;
  43517. _this.BUMP = false;
  43518. _this.BUMPDIRECTUV = 0;
  43519. _this.PARALLAX = false;
  43520. _this.PARALLAXOCCLUSION = false;
  43521. _this.SPECULAROVERALPHA = false;
  43522. _this.CLIPPLANE = false;
  43523. _this.CLIPPLANE2 = false;
  43524. _this.CLIPPLANE3 = false;
  43525. _this.CLIPPLANE4 = false;
  43526. _this.ALPHATEST = false;
  43527. _this.DEPTHPREPASS = false;
  43528. _this.ALPHAFROMDIFFUSE = false;
  43529. _this.POINTSIZE = false;
  43530. _this.FOG = false;
  43531. _this.SPECULARTERM = false;
  43532. _this.DIFFUSEFRESNEL = false;
  43533. _this.OPACITYFRESNEL = false;
  43534. _this.REFLECTIONFRESNEL = false;
  43535. _this.REFRACTIONFRESNEL = false;
  43536. _this.EMISSIVEFRESNEL = false;
  43537. _this.FRESNEL = false;
  43538. _this.NORMAL = false;
  43539. _this.UV1 = false;
  43540. _this.UV2 = false;
  43541. _this.VERTEXCOLOR = false;
  43542. _this.VERTEXALPHA = false;
  43543. _this.NUM_BONE_INFLUENCERS = 0;
  43544. _this.BonesPerMesh = 0;
  43545. _this.BONETEXTURE = false;
  43546. _this.INSTANCES = false;
  43547. _this.GLOSSINESS = false;
  43548. _this.ROUGHNESS = false;
  43549. _this.EMISSIVEASILLUMINATION = false;
  43550. _this.LINKEMISSIVEWITHDIFFUSE = false;
  43551. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  43552. _this.LIGHTMAP = false;
  43553. _this.LIGHTMAPDIRECTUV = 0;
  43554. _this.OBJECTSPACE_NORMALMAP = false;
  43555. _this.USELIGHTMAPASSHADOWMAP = false;
  43556. _this.REFLECTIONMAP_3D = false;
  43557. _this.REFLECTIONMAP_SPHERICAL = false;
  43558. _this.REFLECTIONMAP_PLANAR = false;
  43559. _this.REFLECTIONMAP_CUBIC = false;
  43560. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43561. _this.REFLECTIONMAP_PROJECTION = false;
  43562. _this.REFLECTIONMAP_SKYBOX = false;
  43563. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43564. _this.REFLECTIONMAP_EXPLICIT = false;
  43565. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43566. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43567. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43568. _this.INVERTCUBICMAP = false;
  43569. _this.LOGARITHMICDEPTH = false;
  43570. _this.REFRACTION = false;
  43571. _this.REFRACTIONMAP_3D = false;
  43572. _this.REFLECTIONOVERALPHA = false;
  43573. _this.TWOSIDEDLIGHTING = false;
  43574. _this.SHADOWFLOAT = false;
  43575. _this.MORPHTARGETS = false;
  43576. _this.MORPHTARGETS_NORMAL = false;
  43577. _this.MORPHTARGETS_TANGENT = false;
  43578. _this.NUM_MORPH_INFLUENCERS = 0;
  43579. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  43580. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  43581. _this.IMAGEPROCESSING = false;
  43582. _this.VIGNETTE = false;
  43583. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  43584. _this.VIGNETTEBLENDMODEOPAQUE = false;
  43585. _this.TONEMAPPING = false;
  43586. _this.TONEMAPPING_ACES = false;
  43587. _this.CONTRAST = false;
  43588. _this.COLORCURVES = false;
  43589. _this.COLORGRADING = false;
  43590. _this.COLORGRADING3D = false;
  43591. _this.SAMPLER3DGREENDEPTH = false;
  43592. _this.SAMPLER3DBGRMAP = false;
  43593. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  43594. /**
  43595. * If the reflection texture on this material is in linear color space
  43596. * @hidden
  43597. */
  43598. _this.IS_REFLECTION_LINEAR = false;
  43599. /**
  43600. * If the refraction texture on this material is in linear color space
  43601. * @hidden
  43602. */
  43603. _this.IS_REFRACTION_LINEAR = false;
  43604. _this.EXPOSURE = false;
  43605. _this.rebuild();
  43606. return _this;
  43607. }
  43608. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  43609. var modes = [
  43610. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  43611. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  43612. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  43613. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  43614. ];
  43615. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  43616. var mode = modes_1[_i];
  43617. this[mode] = (mode === modeToEnable);
  43618. }
  43619. };
  43620. return StandardMaterialDefines;
  43621. }(BABYLON.MaterialDefines));
  43622. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  43623. /**
  43624. * This is the default material used in Babylon. It is the best trade off between quality
  43625. * and performances.
  43626. * @see http://doc.babylonjs.com/babylon101/materials
  43627. */
  43628. var StandardMaterial = /** @class */ (function (_super) {
  43629. __extends(StandardMaterial, _super);
  43630. /**
  43631. * Instantiates a new standard material.
  43632. * This is the default material used in Babylon. It is the best trade off between quality
  43633. * and performances.
  43634. * @see http://doc.babylonjs.com/babylon101/materials
  43635. * @param name Define the name of the material in the scene
  43636. * @param scene Define the scene the material belong to
  43637. */
  43638. function StandardMaterial(name, scene) {
  43639. var _this = _super.call(this, name, scene) || this;
  43640. /**
  43641. * The color of the material lit by the environmental background lighting.
  43642. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  43643. */
  43644. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  43645. /**
  43646. * The basic color of the material as viewed under a light.
  43647. */
  43648. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  43649. /**
  43650. * Define how the color and intensity of the highlight given by the light in the material.
  43651. */
  43652. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  43653. /**
  43654. * Define the color of the material as if self lit.
  43655. * This will be mixed in the final result even in the absence of light.
  43656. */
  43657. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  43658. /**
  43659. * Defines how sharp are the highlights in the material.
  43660. * The bigger the value the sharper giving a more glossy feeling to the result.
  43661. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  43662. */
  43663. _this.specularPower = 64;
  43664. _this._useAlphaFromDiffuseTexture = false;
  43665. _this._useEmissiveAsIllumination = false;
  43666. _this._linkEmissiveWithDiffuse = false;
  43667. _this._useSpecularOverAlpha = false;
  43668. _this._useReflectionOverAlpha = false;
  43669. _this._disableLighting = false;
  43670. _this._useObjectSpaceNormalMap = false;
  43671. _this._useParallax = false;
  43672. _this._useParallaxOcclusion = false;
  43673. /**
  43674. * 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.
  43675. */
  43676. _this.parallaxScaleBias = 0.05;
  43677. _this._roughness = 0;
  43678. /**
  43679. * In case of refraction, define the value of the indice of refraction.
  43680. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43681. */
  43682. _this.indexOfRefraction = 0.98;
  43683. /**
  43684. * Invert the refraction texture alongside the y axis.
  43685. * It can be usefull with procedural textures or probe for instance.
  43686. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43687. */
  43688. _this.invertRefractionY = true;
  43689. /**
  43690. * Defines the alpha limits in alpha test mode.
  43691. */
  43692. _this.alphaCutOff = 0.4;
  43693. _this._useLightmapAsShadowmap = false;
  43694. _this._useReflectionFresnelFromSpecular = false;
  43695. _this._useGlossinessFromSpecularMapAlpha = false;
  43696. _this._maxSimultaneousLights = 4;
  43697. _this._invertNormalMapX = false;
  43698. _this._invertNormalMapY = false;
  43699. _this._twoSidedLighting = false;
  43700. _this._renderTargets = new BABYLON.SmartArray(16);
  43701. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  43702. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  43703. // Setup the default processing configuration to the scene.
  43704. _this._attachImageProcessingConfiguration(null);
  43705. _this.getRenderTargetTextures = function () {
  43706. _this._renderTargets.reset();
  43707. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  43708. _this._renderTargets.push(_this._reflectionTexture);
  43709. }
  43710. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  43711. _this._renderTargets.push(_this._refractionTexture);
  43712. }
  43713. return _this._renderTargets;
  43714. };
  43715. return _this;
  43716. }
  43717. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  43718. /**
  43719. * Gets the image processing configuration used either in this material.
  43720. */
  43721. get: function () {
  43722. return this._imageProcessingConfiguration;
  43723. },
  43724. /**
  43725. * Sets the Default image processing configuration used either in the this material.
  43726. *
  43727. * If sets to null, the scene one is in use.
  43728. */
  43729. set: function (value) {
  43730. this._attachImageProcessingConfiguration(value);
  43731. // Ensure the effect will be rebuilt.
  43732. this._markAllSubMeshesAsTexturesDirty();
  43733. },
  43734. enumerable: true,
  43735. configurable: true
  43736. });
  43737. /**
  43738. * Attaches a new image processing configuration to the Standard Material.
  43739. * @param configuration
  43740. */
  43741. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  43742. var _this = this;
  43743. if (configuration === this._imageProcessingConfiguration) {
  43744. return;
  43745. }
  43746. // Detaches observer.
  43747. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  43748. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  43749. }
  43750. // Pick the scene configuration if needed.
  43751. if (!configuration) {
  43752. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  43753. }
  43754. else {
  43755. this._imageProcessingConfiguration = configuration;
  43756. }
  43757. // Attaches observer.
  43758. if (this._imageProcessingConfiguration) {
  43759. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  43760. _this._markAllSubMeshesAsImageProcessingDirty();
  43761. });
  43762. }
  43763. };
  43764. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  43765. /**
  43766. * Gets wether the color curves effect is enabled.
  43767. */
  43768. get: function () {
  43769. return this.imageProcessingConfiguration.colorCurvesEnabled;
  43770. },
  43771. /**
  43772. * Sets wether the color curves effect is enabled.
  43773. */
  43774. set: function (value) {
  43775. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  43776. },
  43777. enumerable: true,
  43778. configurable: true
  43779. });
  43780. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  43781. /**
  43782. * Gets wether the color grading effect is enabled.
  43783. */
  43784. get: function () {
  43785. return this.imageProcessingConfiguration.colorGradingEnabled;
  43786. },
  43787. /**
  43788. * Gets wether the color grading effect is enabled.
  43789. */
  43790. set: function (value) {
  43791. this.imageProcessingConfiguration.colorGradingEnabled = value;
  43792. },
  43793. enumerable: true,
  43794. configurable: true
  43795. });
  43796. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  43797. /**
  43798. * Gets wether tonemapping is enabled or not.
  43799. */
  43800. get: function () {
  43801. return this._imageProcessingConfiguration.toneMappingEnabled;
  43802. },
  43803. /**
  43804. * Sets wether tonemapping is enabled or not
  43805. */
  43806. set: function (value) {
  43807. this._imageProcessingConfiguration.toneMappingEnabled = value;
  43808. },
  43809. enumerable: true,
  43810. configurable: true
  43811. });
  43812. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  43813. /**
  43814. * The camera exposure used on this material.
  43815. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  43816. * This corresponds to a photographic exposure.
  43817. */
  43818. get: function () {
  43819. return this._imageProcessingConfiguration.exposure;
  43820. },
  43821. /**
  43822. * The camera exposure used on this material.
  43823. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  43824. * This corresponds to a photographic exposure.
  43825. */
  43826. set: function (value) {
  43827. this._imageProcessingConfiguration.exposure = value;
  43828. },
  43829. enumerable: true,
  43830. configurable: true
  43831. });
  43832. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  43833. /**
  43834. * Gets The camera contrast used on this material.
  43835. */
  43836. get: function () {
  43837. return this._imageProcessingConfiguration.contrast;
  43838. },
  43839. /**
  43840. * Sets The camera contrast used on this material.
  43841. */
  43842. set: function (value) {
  43843. this._imageProcessingConfiguration.contrast = value;
  43844. },
  43845. enumerable: true,
  43846. configurable: true
  43847. });
  43848. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  43849. /**
  43850. * Gets the Color Grading 2D Lookup Texture.
  43851. */
  43852. get: function () {
  43853. return this._imageProcessingConfiguration.colorGradingTexture;
  43854. },
  43855. /**
  43856. * Sets the Color Grading 2D Lookup Texture.
  43857. */
  43858. set: function (value) {
  43859. this._imageProcessingConfiguration.colorGradingTexture = value;
  43860. },
  43861. enumerable: true,
  43862. configurable: true
  43863. });
  43864. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  43865. /**
  43866. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  43867. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  43868. * 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;
  43869. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  43870. */
  43871. get: function () {
  43872. return this._imageProcessingConfiguration.colorCurves;
  43873. },
  43874. /**
  43875. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  43876. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  43877. * 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;
  43878. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  43879. */
  43880. set: function (value) {
  43881. this._imageProcessingConfiguration.colorCurves = value;
  43882. },
  43883. enumerable: true,
  43884. configurable: true
  43885. });
  43886. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  43887. /**
  43888. * Gets a boolean indicating that current material needs to register RTT
  43889. */
  43890. get: function () {
  43891. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  43892. return true;
  43893. }
  43894. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  43895. return true;
  43896. }
  43897. return false;
  43898. },
  43899. enumerable: true,
  43900. configurable: true
  43901. });
  43902. /**
  43903. * Gets the current class name of the material e.g. "StandardMaterial"
  43904. * Mainly use in serialization.
  43905. * @returns the class name
  43906. */
  43907. StandardMaterial.prototype.getClassName = function () {
  43908. return "StandardMaterial";
  43909. };
  43910. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  43911. /**
  43912. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  43913. * You can try switching to logarithmic depth.
  43914. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  43915. */
  43916. get: function () {
  43917. return this._useLogarithmicDepth;
  43918. },
  43919. set: function (value) {
  43920. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  43921. this._markAllSubMeshesAsMiscDirty();
  43922. },
  43923. enumerable: true,
  43924. configurable: true
  43925. });
  43926. /**
  43927. * Specifies if the material will require alpha blending
  43928. * @returns a boolean specifying if alpha blending is needed
  43929. */
  43930. StandardMaterial.prototype.needAlphaBlending = function () {
  43931. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  43932. };
  43933. /**
  43934. * Specifies if this material should be rendered in alpha test mode
  43935. * @returns a boolean specifying if an alpha test is needed.
  43936. */
  43937. StandardMaterial.prototype.needAlphaTesting = function () {
  43938. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  43939. };
  43940. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  43941. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  43942. };
  43943. /**
  43944. * Get the texture used for alpha test purpose.
  43945. * @returns the diffuse texture in case of the standard material.
  43946. */
  43947. StandardMaterial.prototype.getAlphaTestTexture = function () {
  43948. return this._diffuseTexture;
  43949. };
  43950. /**
  43951. * Get if the submesh is ready to be used and all its information available.
  43952. * Child classes can use it to update shaders
  43953. * @param mesh defines the mesh to check
  43954. * @param subMesh defines which submesh to check
  43955. * @param useInstances specifies that instances should be used
  43956. * @returns a boolean indicating that the submesh is ready or not
  43957. */
  43958. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  43959. if (useInstances === void 0) { useInstances = false; }
  43960. if (subMesh.effect && this.isFrozen) {
  43961. if (this._wasPreviouslyReady) {
  43962. return true;
  43963. }
  43964. }
  43965. if (!subMesh._materialDefines) {
  43966. subMesh._materialDefines = new StandardMaterialDefines();
  43967. }
  43968. var scene = this.getScene();
  43969. var defines = subMesh._materialDefines;
  43970. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  43971. if (defines._renderId === scene.getRenderId()) {
  43972. return true;
  43973. }
  43974. }
  43975. var engine = scene.getEngine();
  43976. // Lights
  43977. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  43978. // Textures
  43979. if (defines._areTexturesDirty) {
  43980. defines._needUVs = false;
  43981. defines.MAINUV1 = false;
  43982. defines.MAINUV2 = false;
  43983. if (scene.texturesEnabled) {
  43984. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  43985. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  43986. return false;
  43987. }
  43988. else {
  43989. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  43990. }
  43991. }
  43992. else {
  43993. defines.DIFFUSE = false;
  43994. }
  43995. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  43996. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  43997. return false;
  43998. }
  43999. else {
  44000. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  44001. }
  44002. }
  44003. else {
  44004. defines.AMBIENT = false;
  44005. }
  44006. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44007. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  44008. return false;
  44009. }
  44010. else {
  44011. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  44012. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  44013. }
  44014. }
  44015. else {
  44016. defines.OPACITY = false;
  44017. }
  44018. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44019. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  44020. return false;
  44021. }
  44022. else {
  44023. defines._needNormals = true;
  44024. defines.REFLECTION = true;
  44025. defines.ROUGHNESS = (this._roughness > 0);
  44026. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  44027. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  44028. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  44029. switch (this._reflectionTexture.coordinatesMode) {
  44030. case BABYLON.Texture.EXPLICIT_MODE:
  44031. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  44032. break;
  44033. case BABYLON.Texture.PLANAR_MODE:
  44034. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  44035. break;
  44036. case BABYLON.Texture.PROJECTION_MODE:
  44037. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  44038. break;
  44039. case BABYLON.Texture.SKYBOX_MODE:
  44040. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  44041. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  44042. break;
  44043. case BABYLON.Texture.SPHERICAL_MODE:
  44044. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  44045. break;
  44046. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  44047. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  44048. break;
  44049. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  44050. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  44051. break;
  44052. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  44053. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  44054. break;
  44055. case BABYLON.Texture.CUBIC_MODE:
  44056. case BABYLON.Texture.INVCUBIC_MODE:
  44057. default:
  44058. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  44059. break;
  44060. }
  44061. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  44062. }
  44063. }
  44064. else {
  44065. defines.REFLECTION = false;
  44066. }
  44067. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44068. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  44069. return false;
  44070. }
  44071. else {
  44072. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  44073. }
  44074. }
  44075. else {
  44076. defines.EMISSIVE = false;
  44077. }
  44078. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44079. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  44080. return false;
  44081. }
  44082. else {
  44083. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  44084. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  44085. }
  44086. }
  44087. else {
  44088. defines.LIGHTMAP = false;
  44089. }
  44090. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44091. if (!this._specularTexture.isReadyOrNotBlocking()) {
  44092. return false;
  44093. }
  44094. else {
  44095. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  44096. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  44097. }
  44098. }
  44099. else {
  44100. defines.SPECULAR = false;
  44101. }
  44102. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  44103. // Bump texure can not be not blocking.
  44104. if (!this._bumpTexture.isReady()) {
  44105. return false;
  44106. }
  44107. else {
  44108. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  44109. defines.PARALLAX = this._useParallax;
  44110. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  44111. }
  44112. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  44113. }
  44114. else {
  44115. defines.BUMP = false;
  44116. }
  44117. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44118. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  44119. return false;
  44120. }
  44121. else {
  44122. defines._needUVs = true;
  44123. defines.REFRACTION = true;
  44124. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  44125. }
  44126. }
  44127. else {
  44128. defines.REFRACTION = false;
  44129. }
  44130. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  44131. }
  44132. else {
  44133. defines.DIFFUSE = false;
  44134. defines.AMBIENT = false;
  44135. defines.OPACITY = false;
  44136. defines.REFLECTION = false;
  44137. defines.EMISSIVE = false;
  44138. defines.LIGHTMAP = false;
  44139. defines.BUMP = false;
  44140. defines.REFRACTION = false;
  44141. }
  44142. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  44143. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  44144. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  44145. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  44146. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  44147. }
  44148. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  44149. if (!this._imageProcessingConfiguration.isReady()) {
  44150. return false;
  44151. }
  44152. this._imageProcessingConfiguration.prepareDefines(defines);
  44153. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  44154. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  44155. }
  44156. if (defines._areFresnelDirty) {
  44157. if (StandardMaterial.FresnelEnabled) {
  44158. // Fresnel
  44159. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  44160. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  44161. this._reflectionFresnelParameters) {
  44162. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  44163. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  44164. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  44165. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  44166. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  44167. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  44168. defines._needNormals = true;
  44169. defines.FRESNEL = true;
  44170. }
  44171. }
  44172. else {
  44173. defines.FRESNEL = false;
  44174. }
  44175. }
  44176. // Misc.
  44177. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  44178. // Attribs
  44179. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  44180. // Values that need to be evaluated on every frame
  44181. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  44182. // Get correct effect
  44183. if (defines.isDirty) {
  44184. defines.markAsProcessed();
  44185. // Fallbacks
  44186. var fallbacks = new BABYLON.EffectFallbacks();
  44187. if (defines.REFLECTION) {
  44188. fallbacks.addFallback(0, "REFLECTION");
  44189. }
  44190. if (defines.SPECULAR) {
  44191. fallbacks.addFallback(0, "SPECULAR");
  44192. }
  44193. if (defines.BUMP) {
  44194. fallbacks.addFallback(0, "BUMP");
  44195. }
  44196. if (defines.PARALLAX) {
  44197. fallbacks.addFallback(1, "PARALLAX");
  44198. }
  44199. if (defines.PARALLAXOCCLUSION) {
  44200. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  44201. }
  44202. if (defines.SPECULAROVERALPHA) {
  44203. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  44204. }
  44205. if (defines.FOG) {
  44206. fallbacks.addFallback(1, "FOG");
  44207. }
  44208. if (defines.POINTSIZE) {
  44209. fallbacks.addFallback(0, "POINTSIZE");
  44210. }
  44211. if (defines.LOGARITHMICDEPTH) {
  44212. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  44213. }
  44214. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  44215. if (defines.SPECULARTERM) {
  44216. fallbacks.addFallback(0, "SPECULARTERM");
  44217. }
  44218. if (defines.DIFFUSEFRESNEL) {
  44219. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  44220. }
  44221. if (defines.OPACITYFRESNEL) {
  44222. fallbacks.addFallback(2, "OPACITYFRESNEL");
  44223. }
  44224. if (defines.REFLECTIONFRESNEL) {
  44225. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  44226. }
  44227. if (defines.EMISSIVEFRESNEL) {
  44228. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  44229. }
  44230. if (defines.FRESNEL) {
  44231. fallbacks.addFallback(4, "FRESNEL");
  44232. }
  44233. //Attributes
  44234. var attribs = [BABYLON.VertexBuffer.PositionKind];
  44235. if (defines.NORMAL) {
  44236. attribs.push(BABYLON.VertexBuffer.NormalKind);
  44237. }
  44238. if (defines.UV1) {
  44239. attribs.push(BABYLON.VertexBuffer.UVKind);
  44240. }
  44241. if (defines.UV2) {
  44242. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  44243. }
  44244. if (defines.VERTEXCOLOR) {
  44245. attribs.push(BABYLON.VertexBuffer.ColorKind);
  44246. }
  44247. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  44248. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  44249. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  44250. var shaderName = "default";
  44251. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  44252. "vFogInfos", "vFogColor", "pointSize",
  44253. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  44254. "mBones",
  44255. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  44256. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  44257. "vReflectionPosition", "vReflectionSize",
  44258. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff", "boneTextureWidth"
  44259. ];
  44260. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler",
  44261. "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler",
  44262. "refractionCubeSampler", "refraction2DSampler", "boneSampler"];
  44263. var uniformBuffers = ["Material", "Scene"];
  44264. if (BABYLON.ImageProcessingConfiguration) {
  44265. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  44266. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  44267. }
  44268. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  44269. uniformsNames: uniforms,
  44270. uniformBuffersNames: uniformBuffers,
  44271. samplers: samplers,
  44272. defines: defines,
  44273. maxSimultaneousLights: this._maxSimultaneousLights
  44274. });
  44275. if (this.customShaderNameResolve) {
  44276. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  44277. }
  44278. var join = defines.toString();
  44279. var previousEffect = subMesh.effect;
  44280. var effect = scene.getEngine().createEffect(shaderName, {
  44281. attributes: attribs,
  44282. uniformsNames: uniforms,
  44283. uniformBuffersNames: uniformBuffers,
  44284. samplers: samplers,
  44285. defines: join,
  44286. fallbacks: fallbacks,
  44287. onCompiled: this.onCompiled,
  44288. onError: this.onError,
  44289. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  44290. }, engine);
  44291. if (effect) {
  44292. // Use previous effect while new one is compiling
  44293. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  44294. effect = previousEffect;
  44295. defines.markAsUnprocessed();
  44296. }
  44297. else {
  44298. scene.resetCachedMaterial();
  44299. subMesh.setEffect(effect, defines);
  44300. this.buildUniformLayout();
  44301. }
  44302. }
  44303. }
  44304. if (!subMesh.effect || !subMesh.effect.isReady()) {
  44305. return false;
  44306. }
  44307. defines._renderId = scene.getRenderId();
  44308. this._wasPreviouslyReady = true;
  44309. return true;
  44310. };
  44311. /**
  44312. * Builds the material UBO layouts.
  44313. * Used internally during the effect preparation.
  44314. */
  44315. StandardMaterial.prototype.buildUniformLayout = function () {
  44316. // Order is important !
  44317. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  44318. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  44319. this._uniformBuffer.addUniform("opacityParts", 4);
  44320. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  44321. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  44322. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  44323. this._uniformBuffer.addUniform("refractionRightColor", 4);
  44324. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  44325. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  44326. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  44327. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  44328. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  44329. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  44330. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  44331. this._uniformBuffer.addUniform("vReflectionSize", 3);
  44332. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  44333. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  44334. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  44335. this._uniformBuffer.addUniform("vBumpInfos", 3);
  44336. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  44337. this._uniformBuffer.addUniform("ambientMatrix", 16);
  44338. this._uniformBuffer.addUniform("opacityMatrix", 16);
  44339. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  44340. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  44341. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  44342. this._uniformBuffer.addUniform("specularMatrix", 16);
  44343. this._uniformBuffer.addUniform("bumpMatrix", 16);
  44344. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  44345. this._uniformBuffer.addUniform("refractionMatrix", 16);
  44346. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  44347. this._uniformBuffer.addUniform("vSpecularColor", 4);
  44348. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  44349. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  44350. this._uniformBuffer.addUniform("pointSize", 1);
  44351. this._uniformBuffer.create();
  44352. };
  44353. /**
  44354. * Unbinds the material from the mesh
  44355. */
  44356. StandardMaterial.prototype.unbind = function () {
  44357. if (this._activeEffect) {
  44358. var needFlag = false;
  44359. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44360. this._activeEffect.setTexture("reflection2DSampler", null);
  44361. needFlag = true;
  44362. }
  44363. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44364. this._activeEffect.setTexture("refraction2DSampler", null);
  44365. needFlag = true;
  44366. }
  44367. if (needFlag) {
  44368. this._markAllSubMeshesAsTexturesDirty();
  44369. }
  44370. }
  44371. _super.prototype.unbind.call(this);
  44372. };
  44373. /**
  44374. * Binds the submesh to this material by preparing the effect and shader to draw
  44375. * @param world defines the world transformation matrix
  44376. * @param mesh defines the mesh containing the submesh
  44377. * @param subMesh defines the submesh to bind the material to
  44378. */
  44379. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  44380. var scene = this.getScene();
  44381. var defines = subMesh._materialDefines;
  44382. if (!defines) {
  44383. return;
  44384. }
  44385. var effect = subMesh.effect;
  44386. if (!effect) {
  44387. return;
  44388. }
  44389. this._activeEffect = effect;
  44390. // Matrices
  44391. this.bindOnlyWorldMatrix(world);
  44392. // Normal Matrix
  44393. if (defines.OBJECTSPACE_NORMALMAP) {
  44394. world.toNormalMatrix(this._normalMatrix);
  44395. this.bindOnlyNormalMatrix(this._normalMatrix);
  44396. }
  44397. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44398. // Bones
  44399. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  44400. if (mustRebind) {
  44401. this._uniformBuffer.bindToEffect(effect, "Material");
  44402. this.bindViewProjection(effect);
  44403. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44404. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44405. // Fresnel
  44406. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44407. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44408. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44409. }
  44410. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44411. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44412. }
  44413. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44414. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44415. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44416. }
  44417. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44418. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44419. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44420. }
  44421. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44422. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44423. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44424. }
  44425. }
  44426. // Textures
  44427. if (scene.texturesEnabled) {
  44428. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44429. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44430. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44431. if (this._diffuseTexture.hasAlpha) {
  44432. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44433. }
  44434. }
  44435. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44436. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44437. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44438. }
  44439. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44440. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44441. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44442. }
  44443. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44444. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44445. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44446. if (this._reflectionTexture.boundingBoxSize) {
  44447. var cubeTexture = this._reflectionTexture;
  44448. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44449. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44450. }
  44451. }
  44452. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44453. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44454. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44455. }
  44456. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44457. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44458. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44459. }
  44460. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44461. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44462. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44463. }
  44464. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44465. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44466. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44467. if (scene._mirroredCameraPosition) {
  44468. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44469. }
  44470. else {
  44471. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44472. }
  44473. }
  44474. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44475. var depth = 1.0;
  44476. if (!this._refractionTexture.isCube) {
  44477. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44478. if (this._refractionTexture.depth) {
  44479. depth = this._refractionTexture.depth;
  44480. }
  44481. }
  44482. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44483. }
  44484. }
  44485. // Point size
  44486. if (this.pointsCloud) {
  44487. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44488. }
  44489. if (defines.SPECULARTERM) {
  44490. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44491. }
  44492. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  44493. // Diffuse
  44494. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44495. }
  44496. // Textures
  44497. if (scene.texturesEnabled) {
  44498. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44499. effect.setTexture("diffuseSampler", this._diffuseTexture);
  44500. }
  44501. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44502. effect.setTexture("ambientSampler", this._ambientTexture);
  44503. }
  44504. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44505. effect.setTexture("opacitySampler", this._opacityTexture);
  44506. }
  44507. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44508. if (this._reflectionTexture.isCube) {
  44509. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  44510. }
  44511. else {
  44512. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  44513. }
  44514. }
  44515. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44516. effect.setTexture("emissiveSampler", this._emissiveTexture);
  44517. }
  44518. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44519. effect.setTexture("lightmapSampler", this._lightmapTexture);
  44520. }
  44521. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44522. effect.setTexture("specularSampler", this._specularTexture);
  44523. }
  44524. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44525. effect.setTexture("bumpSampler", this._bumpTexture);
  44526. }
  44527. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44528. var depth = 1.0;
  44529. if (this._refractionTexture.isCube) {
  44530. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  44531. }
  44532. else {
  44533. effect.setTexture("refraction2DSampler", this._refractionTexture);
  44534. }
  44535. }
  44536. }
  44537. // Clip plane
  44538. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  44539. // Colors
  44540. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  44541. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  44542. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44543. }
  44544. if (mustRebind || !this.isFrozen) {
  44545. // Lights
  44546. if (scene.lightsEnabled && !this._disableLighting) {
  44547. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  44548. }
  44549. // View
  44550. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  44551. this.bindView(effect);
  44552. }
  44553. // Fog
  44554. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  44555. // Morph targets
  44556. if (defines.NUM_MORPH_INFLUENCERS) {
  44557. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  44558. }
  44559. // Log. depth
  44560. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  44561. // image processing
  44562. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  44563. this._imageProcessingConfiguration.bind(this._activeEffect);
  44564. }
  44565. }
  44566. this._uniformBuffer.update();
  44567. this._afterBind(mesh, this._activeEffect);
  44568. };
  44569. /**
  44570. * Get the list of animatables in the material.
  44571. * @returns the list of animatables object used in the material
  44572. */
  44573. StandardMaterial.prototype.getAnimatables = function () {
  44574. var results = [];
  44575. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  44576. results.push(this._diffuseTexture);
  44577. }
  44578. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  44579. results.push(this._ambientTexture);
  44580. }
  44581. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  44582. results.push(this._opacityTexture);
  44583. }
  44584. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  44585. results.push(this._reflectionTexture);
  44586. }
  44587. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  44588. results.push(this._emissiveTexture);
  44589. }
  44590. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  44591. results.push(this._specularTexture);
  44592. }
  44593. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  44594. results.push(this._bumpTexture);
  44595. }
  44596. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  44597. results.push(this._lightmapTexture);
  44598. }
  44599. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  44600. results.push(this._refractionTexture);
  44601. }
  44602. return results;
  44603. };
  44604. /**
  44605. * Gets the active textures from the material
  44606. * @returns an array of textures
  44607. */
  44608. StandardMaterial.prototype.getActiveTextures = function () {
  44609. var activeTextures = _super.prototype.getActiveTextures.call(this);
  44610. if (this._diffuseTexture) {
  44611. activeTextures.push(this._diffuseTexture);
  44612. }
  44613. if (this._ambientTexture) {
  44614. activeTextures.push(this._ambientTexture);
  44615. }
  44616. if (this._opacityTexture) {
  44617. activeTextures.push(this._opacityTexture);
  44618. }
  44619. if (this._reflectionTexture) {
  44620. activeTextures.push(this._reflectionTexture);
  44621. }
  44622. if (this._emissiveTexture) {
  44623. activeTextures.push(this._emissiveTexture);
  44624. }
  44625. if (this._specularTexture) {
  44626. activeTextures.push(this._specularTexture);
  44627. }
  44628. if (this._bumpTexture) {
  44629. activeTextures.push(this._bumpTexture);
  44630. }
  44631. if (this._lightmapTexture) {
  44632. activeTextures.push(this._lightmapTexture);
  44633. }
  44634. if (this._refractionTexture) {
  44635. activeTextures.push(this._refractionTexture);
  44636. }
  44637. return activeTextures;
  44638. };
  44639. /**
  44640. * Specifies if the material uses a texture
  44641. * @param texture defines the texture to check against the material
  44642. * @returns a boolean specifying if the material uses the texture
  44643. */
  44644. StandardMaterial.prototype.hasTexture = function (texture) {
  44645. if (_super.prototype.hasTexture.call(this, texture)) {
  44646. return true;
  44647. }
  44648. if (this._diffuseTexture === texture) {
  44649. return true;
  44650. }
  44651. if (this._ambientTexture === texture) {
  44652. return true;
  44653. }
  44654. if (this._opacityTexture === texture) {
  44655. return true;
  44656. }
  44657. if (this._reflectionTexture === texture) {
  44658. return true;
  44659. }
  44660. if (this._emissiveTexture === texture) {
  44661. return true;
  44662. }
  44663. if (this._specularTexture === texture) {
  44664. return true;
  44665. }
  44666. if (this._bumpTexture === texture) {
  44667. return true;
  44668. }
  44669. if (this._lightmapTexture === texture) {
  44670. return true;
  44671. }
  44672. if (this._refractionTexture === texture) {
  44673. return true;
  44674. }
  44675. return false;
  44676. };
  44677. /**
  44678. * Disposes the material
  44679. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  44680. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  44681. */
  44682. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  44683. if (forceDisposeTextures) {
  44684. if (this._diffuseTexture) {
  44685. this._diffuseTexture.dispose();
  44686. }
  44687. if (this._ambientTexture) {
  44688. this._ambientTexture.dispose();
  44689. }
  44690. if (this._opacityTexture) {
  44691. this._opacityTexture.dispose();
  44692. }
  44693. if (this._reflectionTexture) {
  44694. this._reflectionTexture.dispose();
  44695. }
  44696. if (this._emissiveTexture) {
  44697. this._emissiveTexture.dispose();
  44698. }
  44699. if (this._specularTexture) {
  44700. this._specularTexture.dispose();
  44701. }
  44702. if (this._bumpTexture) {
  44703. this._bumpTexture.dispose();
  44704. }
  44705. if (this._lightmapTexture) {
  44706. this._lightmapTexture.dispose();
  44707. }
  44708. if (this._refractionTexture) {
  44709. this._refractionTexture.dispose();
  44710. }
  44711. }
  44712. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44713. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44714. }
  44715. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  44716. };
  44717. /**
  44718. * Makes a duplicate of the material, and gives it a new name
  44719. * @param name defines the new name for the duplicated material
  44720. * @returns the cloned material
  44721. */
  44722. StandardMaterial.prototype.clone = function (name) {
  44723. var _this = this;
  44724. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  44725. result.name = name;
  44726. result.id = name;
  44727. return result;
  44728. };
  44729. /**
  44730. * Serializes this material in a JSON representation
  44731. * @returns the serialized material object
  44732. */
  44733. StandardMaterial.prototype.serialize = function () {
  44734. return BABYLON.SerializationHelper.Serialize(this);
  44735. };
  44736. /**
  44737. * Creates a standard material from parsed material data
  44738. * @param source defines the JSON represnetation of the material
  44739. * @param scene defines the hosting scene
  44740. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  44741. * @returns a new material
  44742. */
  44743. StandardMaterial.Parse = function (source, scene, rootUrl) {
  44744. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  44745. };
  44746. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  44747. /**
  44748. * Are diffuse textures enabled in the application.
  44749. */
  44750. get: function () {
  44751. return StandardMaterial._DiffuseTextureEnabled;
  44752. },
  44753. set: function (value) {
  44754. if (StandardMaterial._DiffuseTextureEnabled === value) {
  44755. return;
  44756. }
  44757. StandardMaterial._DiffuseTextureEnabled = value;
  44758. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44759. },
  44760. enumerable: true,
  44761. configurable: true
  44762. });
  44763. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  44764. /**
  44765. * Are ambient textures enabled in the application.
  44766. */
  44767. get: function () {
  44768. return StandardMaterial._AmbientTextureEnabled;
  44769. },
  44770. set: function (value) {
  44771. if (StandardMaterial._AmbientTextureEnabled === value) {
  44772. return;
  44773. }
  44774. StandardMaterial._AmbientTextureEnabled = value;
  44775. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44776. },
  44777. enumerable: true,
  44778. configurable: true
  44779. });
  44780. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  44781. /**
  44782. * Are opacity textures enabled in the application.
  44783. */
  44784. get: function () {
  44785. return StandardMaterial._OpacityTextureEnabled;
  44786. },
  44787. set: function (value) {
  44788. if (StandardMaterial._OpacityTextureEnabled === value) {
  44789. return;
  44790. }
  44791. StandardMaterial._OpacityTextureEnabled = value;
  44792. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44793. },
  44794. enumerable: true,
  44795. configurable: true
  44796. });
  44797. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  44798. /**
  44799. * Are reflection textures enabled in the application.
  44800. */
  44801. get: function () {
  44802. return StandardMaterial._ReflectionTextureEnabled;
  44803. },
  44804. set: function (value) {
  44805. if (StandardMaterial._ReflectionTextureEnabled === value) {
  44806. return;
  44807. }
  44808. StandardMaterial._ReflectionTextureEnabled = value;
  44809. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44810. },
  44811. enumerable: true,
  44812. configurable: true
  44813. });
  44814. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  44815. /**
  44816. * Are emissive textures enabled in the application.
  44817. */
  44818. get: function () {
  44819. return StandardMaterial._EmissiveTextureEnabled;
  44820. },
  44821. set: function (value) {
  44822. if (StandardMaterial._EmissiveTextureEnabled === value) {
  44823. return;
  44824. }
  44825. StandardMaterial._EmissiveTextureEnabled = value;
  44826. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44827. },
  44828. enumerable: true,
  44829. configurable: true
  44830. });
  44831. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  44832. /**
  44833. * Are specular textures enabled in the application.
  44834. */
  44835. get: function () {
  44836. return StandardMaterial._SpecularTextureEnabled;
  44837. },
  44838. set: function (value) {
  44839. if (StandardMaterial._SpecularTextureEnabled === value) {
  44840. return;
  44841. }
  44842. StandardMaterial._SpecularTextureEnabled = value;
  44843. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44844. },
  44845. enumerable: true,
  44846. configurable: true
  44847. });
  44848. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  44849. /**
  44850. * Are bump textures enabled in the application.
  44851. */
  44852. get: function () {
  44853. return StandardMaterial._BumpTextureEnabled;
  44854. },
  44855. set: function (value) {
  44856. if (StandardMaterial._BumpTextureEnabled === value) {
  44857. return;
  44858. }
  44859. StandardMaterial._BumpTextureEnabled = value;
  44860. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44861. },
  44862. enumerable: true,
  44863. configurable: true
  44864. });
  44865. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  44866. /**
  44867. * Are lightmap textures enabled in the application.
  44868. */
  44869. get: function () {
  44870. return StandardMaterial._LightmapTextureEnabled;
  44871. },
  44872. set: function (value) {
  44873. if (StandardMaterial._LightmapTextureEnabled === value) {
  44874. return;
  44875. }
  44876. StandardMaterial._LightmapTextureEnabled = value;
  44877. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44878. },
  44879. enumerable: true,
  44880. configurable: true
  44881. });
  44882. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  44883. /**
  44884. * Are refraction textures enabled in the application.
  44885. */
  44886. get: function () {
  44887. return StandardMaterial._RefractionTextureEnabled;
  44888. },
  44889. set: function (value) {
  44890. if (StandardMaterial._RefractionTextureEnabled === value) {
  44891. return;
  44892. }
  44893. StandardMaterial._RefractionTextureEnabled = value;
  44894. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44895. },
  44896. enumerable: true,
  44897. configurable: true
  44898. });
  44899. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  44900. /**
  44901. * Are color grading textures enabled in the application.
  44902. */
  44903. get: function () {
  44904. return StandardMaterial._ColorGradingTextureEnabled;
  44905. },
  44906. set: function (value) {
  44907. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  44908. return;
  44909. }
  44910. StandardMaterial._ColorGradingTextureEnabled = value;
  44911. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44912. },
  44913. enumerable: true,
  44914. configurable: true
  44915. });
  44916. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  44917. /**
  44918. * Are fresnels enabled in the application.
  44919. */
  44920. get: function () {
  44921. return StandardMaterial._FresnelEnabled;
  44922. },
  44923. set: function (value) {
  44924. if (StandardMaterial._FresnelEnabled === value) {
  44925. return;
  44926. }
  44927. StandardMaterial._FresnelEnabled = value;
  44928. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  44929. },
  44930. enumerable: true,
  44931. configurable: true
  44932. });
  44933. // Flags used to enable or disable a type of texture for all Standard Materials
  44934. StandardMaterial._DiffuseTextureEnabled = true;
  44935. StandardMaterial._AmbientTextureEnabled = true;
  44936. StandardMaterial._OpacityTextureEnabled = true;
  44937. StandardMaterial._ReflectionTextureEnabled = true;
  44938. StandardMaterial._EmissiveTextureEnabled = true;
  44939. StandardMaterial._SpecularTextureEnabled = true;
  44940. StandardMaterial._BumpTextureEnabled = true;
  44941. StandardMaterial._LightmapTextureEnabled = true;
  44942. StandardMaterial._RefractionTextureEnabled = true;
  44943. StandardMaterial._ColorGradingTextureEnabled = true;
  44944. StandardMaterial._FresnelEnabled = true;
  44945. __decorate([
  44946. BABYLON.serializeAsTexture("diffuseTexture")
  44947. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  44948. __decorate([
  44949. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  44950. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  44951. __decorate([
  44952. BABYLON.serializeAsTexture("ambientTexture")
  44953. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  44954. __decorate([
  44955. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44956. ], StandardMaterial.prototype, "ambientTexture", void 0);
  44957. __decorate([
  44958. BABYLON.serializeAsTexture("opacityTexture")
  44959. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  44960. __decorate([
  44961. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  44962. ], StandardMaterial.prototype, "opacityTexture", void 0);
  44963. __decorate([
  44964. BABYLON.serializeAsTexture("reflectionTexture")
  44965. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  44966. __decorate([
  44967. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44968. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  44969. __decorate([
  44970. BABYLON.serializeAsTexture("emissiveTexture")
  44971. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  44972. __decorate([
  44973. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44974. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  44975. __decorate([
  44976. BABYLON.serializeAsTexture("specularTexture")
  44977. ], StandardMaterial.prototype, "_specularTexture", void 0);
  44978. __decorate([
  44979. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44980. ], StandardMaterial.prototype, "specularTexture", void 0);
  44981. __decorate([
  44982. BABYLON.serializeAsTexture("bumpTexture")
  44983. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  44984. __decorate([
  44985. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44986. ], StandardMaterial.prototype, "bumpTexture", void 0);
  44987. __decorate([
  44988. BABYLON.serializeAsTexture("lightmapTexture")
  44989. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  44990. __decorate([
  44991. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44992. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  44993. __decorate([
  44994. BABYLON.serializeAsTexture("refractionTexture")
  44995. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  44996. __decorate([
  44997. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44998. ], StandardMaterial.prototype, "refractionTexture", void 0);
  44999. __decorate([
  45000. BABYLON.serializeAsColor3("ambient")
  45001. ], StandardMaterial.prototype, "ambientColor", void 0);
  45002. __decorate([
  45003. BABYLON.serializeAsColor3("diffuse")
  45004. ], StandardMaterial.prototype, "diffuseColor", void 0);
  45005. __decorate([
  45006. BABYLON.serializeAsColor3("specular")
  45007. ], StandardMaterial.prototype, "specularColor", void 0);
  45008. __decorate([
  45009. BABYLON.serializeAsColor3("emissive")
  45010. ], StandardMaterial.prototype, "emissiveColor", void 0);
  45011. __decorate([
  45012. BABYLON.serialize()
  45013. ], StandardMaterial.prototype, "specularPower", void 0);
  45014. __decorate([
  45015. BABYLON.serialize("useAlphaFromDiffuseTexture")
  45016. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  45017. __decorate([
  45018. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45019. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  45020. __decorate([
  45021. BABYLON.serialize("useEmissiveAsIllumination")
  45022. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  45023. __decorate([
  45024. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45025. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  45026. __decorate([
  45027. BABYLON.serialize("linkEmissiveWithDiffuse")
  45028. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  45029. __decorate([
  45030. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45031. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  45032. __decorate([
  45033. BABYLON.serialize("useSpecularOverAlpha")
  45034. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  45035. __decorate([
  45036. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45037. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  45038. __decorate([
  45039. BABYLON.serialize("useReflectionOverAlpha")
  45040. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  45041. __decorate([
  45042. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45043. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  45044. __decorate([
  45045. BABYLON.serialize("disableLighting")
  45046. ], StandardMaterial.prototype, "_disableLighting", void 0);
  45047. __decorate([
  45048. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45049. ], StandardMaterial.prototype, "disableLighting", void 0);
  45050. __decorate([
  45051. BABYLON.serialize("useObjectSpaceNormalMap")
  45052. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  45053. __decorate([
  45054. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45055. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  45056. __decorate([
  45057. BABYLON.serialize("useParallax")
  45058. ], StandardMaterial.prototype, "_useParallax", void 0);
  45059. __decorate([
  45060. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45061. ], StandardMaterial.prototype, "useParallax", void 0);
  45062. __decorate([
  45063. BABYLON.serialize("useParallaxOcclusion")
  45064. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  45065. __decorate([
  45066. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45067. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  45068. __decorate([
  45069. BABYLON.serialize()
  45070. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  45071. __decorate([
  45072. BABYLON.serialize("roughness")
  45073. ], StandardMaterial.prototype, "_roughness", void 0);
  45074. __decorate([
  45075. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45076. ], StandardMaterial.prototype, "roughness", void 0);
  45077. __decorate([
  45078. BABYLON.serialize()
  45079. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  45080. __decorate([
  45081. BABYLON.serialize()
  45082. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  45083. __decorate([
  45084. BABYLON.serialize()
  45085. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  45086. __decorate([
  45087. BABYLON.serialize("useLightmapAsShadowmap")
  45088. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  45089. __decorate([
  45090. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45091. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  45092. __decorate([
  45093. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  45094. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  45095. __decorate([
  45096. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45097. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  45098. __decorate([
  45099. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  45100. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  45101. __decorate([
  45102. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  45103. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  45104. __decorate([
  45105. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  45106. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  45107. __decorate([
  45108. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45109. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  45110. __decorate([
  45111. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  45112. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  45113. __decorate([
  45114. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45115. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  45116. __decorate([
  45117. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  45118. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  45119. __decorate([
  45120. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45121. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  45122. __decorate([
  45123. BABYLON.serialize("useReflectionFresnelFromSpecular")
  45124. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  45125. __decorate([
  45126. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45127. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  45128. __decorate([
  45129. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  45130. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  45131. __decorate([
  45132. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45133. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  45134. __decorate([
  45135. BABYLON.serialize("maxSimultaneousLights")
  45136. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  45137. __decorate([
  45138. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45139. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  45140. __decorate([
  45141. BABYLON.serialize("invertNormalMapX")
  45142. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  45143. __decorate([
  45144. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45145. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  45146. __decorate([
  45147. BABYLON.serialize("invertNormalMapY")
  45148. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  45149. __decorate([
  45150. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45151. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  45152. __decorate([
  45153. BABYLON.serialize("twoSidedLighting")
  45154. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  45155. __decorate([
  45156. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45157. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  45158. __decorate([
  45159. BABYLON.serialize()
  45160. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  45161. return StandardMaterial;
  45162. }(BABYLON.PushMaterial));
  45163. BABYLON.StandardMaterial = StandardMaterial;
  45164. })(BABYLON || (BABYLON = {}));
  45165. //# sourceMappingURL=babylon.standardMaterial.js.map
  45166. var BABYLON;
  45167. (function (BABYLON) {
  45168. /**
  45169. * Class representing spherical polynomial coefficients to the 3rd degree
  45170. */
  45171. var SphericalPolynomial = /** @class */ (function () {
  45172. function SphericalPolynomial() {
  45173. /**
  45174. * The x coefficients of the spherical polynomial
  45175. */
  45176. this.x = BABYLON.Vector3.Zero();
  45177. /**
  45178. * The y coefficients of the spherical polynomial
  45179. */
  45180. this.y = BABYLON.Vector3.Zero();
  45181. /**
  45182. * The z coefficients of the spherical polynomial
  45183. */
  45184. this.z = BABYLON.Vector3.Zero();
  45185. /**
  45186. * The xx coefficients of the spherical polynomial
  45187. */
  45188. this.xx = BABYLON.Vector3.Zero();
  45189. /**
  45190. * The yy coefficients of the spherical polynomial
  45191. */
  45192. this.yy = BABYLON.Vector3.Zero();
  45193. /**
  45194. * The zz coefficients of the spherical polynomial
  45195. */
  45196. this.zz = BABYLON.Vector3.Zero();
  45197. /**
  45198. * The xy coefficients of the spherical polynomial
  45199. */
  45200. this.xy = BABYLON.Vector3.Zero();
  45201. /**
  45202. * The yz coefficients of the spherical polynomial
  45203. */
  45204. this.yz = BABYLON.Vector3.Zero();
  45205. /**
  45206. * The zx coefficients of the spherical polynomial
  45207. */
  45208. this.zx = BABYLON.Vector3.Zero();
  45209. }
  45210. /**
  45211. * Adds an ambient color to the spherical polynomial
  45212. * @param color the color to add
  45213. */
  45214. SphericalPolynomial.prototype.addAmbient = function (color) {
  45215. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45216. this.xx = this.xx.add(colorVector);
  45217. this.yy = this.yy.add(colorVector);
  45218. this.zz = this.zz.add(colorVector);
  45219. };
  45220. /**
  45221. * Scales the spherical polynomial by the given amount
  45222. * @param scale the amount to scale
  45223. */
  45224. SphericalPolynomial.prototype.scale = function (scale) {
  45225. this.x = this.x.scale(scale);
  45226. this.y = this.y.scale(scale);
  45227. this.z = this.z.scale(scale);
  45228. this.xx = this.xx.scale(scale);
  45229. this.yy = this.yy.scale(scale);
  45230. this.zz = this.zz.scale(scale);
  45231. this.yz = this.yz.scale(scale);
  45232. this.zx = this.zx.scale(scale);
  45233. this.xy = this.xy.scale(scale);
  45234. };
  45235. /**
  45236. * Gets the spherical polynomial from harmonics
  45237. * @param harmonics the spherical harmonics
  45238. * @returns the spherical polynomial
  45239. */
  45240. SphericalPolynomial.FromHarmonics = function (harmonics) {
  45241. var result = new SphericalPolynomial();
  45242. result.x = harmonics.l11.scale(1.02333);
  45243. result.y = harmonics.l1_1.scale(1.02333);
  45244. result.z = harmonics.l10.scale(1.02333);
  45245. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  45246. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  45247. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  45248. result.yz = harmonics.l2_1.scale(0.858086);
  45249. result.zx = harmonics.l21.scale(0.858086);
  45250. result.xy = harmonics.l2_2.scale(0.858086);
  45251. result.scale(1.0 / Math.PI);
  45252. return result;
  45253. };
  45254. /**
  45255. * Constructs a spherical polynomial from an array.
  45256. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  45257. * @returns the spherical polynomial
  45258. */
  45259. SphericalPolynomial.FromArray = function (data) {
  45260. var sp = new SphericalPolynomial();
  45261. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  45262. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  45263. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  45264. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  45265. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  45266. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  45267. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  45268. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  45269. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  45270. return sp;
  45271. };
  45272. return SphericalPolynomial;
  45273. }());
  45274. BABYLON.SphericalPolynomial = SphericalPolynomial;
  45275. /**
  45276. * Class representing spherical harmonics coefficients to the 3rd degree
  45277. */
  45278. var SphericalHarmonics = /** @class */ (function () {
  45279. function SphericalHarmonics() {
  45280. /**
  45281. * The l0,0 coefficients of the spherical harmonics
  45282. */
  45283. this.l00 = BABYLON.Vector3.Zero();
  45284. /**
  45285. * The l1,-1 coefficients of the spherical harmonics
  45286. */
  45287. this.l1_1 = BABYLON.Vector3.Zero();
  45288. /**
  45289. * The l1,0 coefficients of the spherical harmonics
  45290. */
  45291. this.l10 = BABYLON.Vector3.Zero();
  45292. /**
  45293. * The l1,1 coefficients of the spherical harmonics
  45294. */
  45295. this.l11 = BABYLON.Vector3.Zero();
  45296. /**
  45297. * The l2,-2 coefficients of the spherical harmonics
  45298. */
  45299. this.l2_2 = BABYLON.Vector3.Zero();
  45300. /**
  45301. * The l2,-1 coefficients of the spherical harmonics
  45302. */
  45303. this.l2_1 = BABYLON.Vector3.Zero();
  45304. /**
  45305. * The l2,0 coefficients of the spherical harmonics
  45306. */
  45307. this.l20 = BABYLON.Vector3.Zero();
  45308. /**
  45309. * The l2,1 coefficients of the spherical harmonics
  45310. */
  45311. this.l21 = BABYLON.Vector3.Zero();
  45312. /**
  45313. * The l2,2 coefficients of the spherical harmonics
  45314. */
  45315. this.lL22 = BABYLON.Vector3.Zero();
  45316. }
  45317. /**
  45318. * Adds a light to the spherical harmonics
  45319. * @param direction the direction of the light
  45320. * @param color the color of the light
  45321. * @param deltaSolidAngle the delta solid angle of the light
  45322. */
  45323. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  45324. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45325. var c = colorVector.scale(deltaSolidAngle);
  45326. this.l00 = this.l00.add(c.scale(0.282095));
  45327. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  45328. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  45329. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  45330. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  45331. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  45332. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  45333. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  45334. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  45335. };
  45336. /**
  45337. * Scales the spherical harmonics by the given amount
  45338. * @param scale the amount to scale
  45339. */
  45340. SphericalHarmonics.prototype.scale = function (scale) {
  45341. this.l00 = this.l00.scale(scale);
  45342. this.l1_1 = this.l1_1.scale(scale);
  45343. this.l10 = this.l10.scale(scale);
  45344. this.l11 = this.l11.scale(scale);
  45345. this.l2_2 = this.l2_2.scale(scale);
  45346. this.l2_1 = this.l2_1.scale(scale);
  45347. this.l20 = this.l20.scale(scale);
  45348. this.l21 = this.l21.scale(scale);
  45349. this.lL22 = this.lL22.scale(scale);
  45350. };
  45351. /**
  45352. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  45353. *
  45354. * ```
  45355. * E_lm = A_l * L_lm
  45356. * ```
  45357. *
  45358. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  45359. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  45360. * the scaling factors are given in equation 9.
  45361. */
  45362. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  45363. // Constant (Band 0)
  45364. this.l00 = this.l00.scale(3.141593);
  45365. // Linear (Band 1)
  45366. this.l1_1 = this.l1_1.scale(2.094395);
  45367. this.l10 = this.l10.scale(2.094395);
  45368. this.l11 = this.l11.scale(2.094395);
  45369. // Quadratic (Band 2)
  45370. this.l2_2 = this.l2_2.scale(0.785398);
  45371. this.l2_1 = this.l2_1.scale(0.785398);
  45372. this.l20 = this.l20.scale(0.785398);
  45373. this.l21 = this.l21.scale(0.785398);
  45374. this.lL22 = this.lL22.scale(0.785398);
  45375. };
  45376. /**
  45377. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  45378. *
  45379. * ```
  45380. * L = (1/pi) * E * rho
  45381. * ```
  45382. *
  45383. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  45384. */
  45385. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  45386. this.scale(1.0 / Math.PI);
  45387. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  45388. // (The pixel shader must apply albedo after texture fetches, etc).
  45389. };
  45390. /**
  45391. * Gets the spherical harmonics from polynomial
  45392. * @param polynomial the spherical polynomial
  45393. * @returns the spherical harmonics
  45394. */
  45395. SphericalHarmonics.FromPolynomial = function (polynomial) {
  45396. var result = new SphericalHarmonics();
  45397. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  45398. result.l1_1 = polynomial.y.scale(0.977204);
  45399. result.l10 = polynomial.z.scale(0.977204);
  45400. result.l11 = polynomial.x.scale(0.977204);
  45401. result.l2_2 = polynomial.xy.scale(1.16538);
  45402. result.l2_1 = polynomial.yz.scale(1.16538);
  45403. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45404. result.l21 = polynomial.zx.scale(1.16538);
  45405. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45406. result.scale(Math.PI);
  45407. return result;
  45408. };
  45409. /**
  45410. * Constructs a spherical harmonics from an array.
  45411. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45412. * @returns the spherical harmonics
  45413. */
  45414. SphericalHarmonics.FromArray = function (data) {
  45415. var sh = new SphericalHarmonics();
  45416. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45417. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45418. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45419. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45420. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45421. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45422. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45423. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45424. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45425. return sh;
  45426. };
  45427. return SphericalHarmonics;
  45428. }());
  45429. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45430. })(BABYLON || (BABYLON = {}));
  45431. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  45432. var BABYLON;
  45433. (function (BABYLON) {
  45434. var FileFaceOrientation = /** @class */ (function () {
  45435. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45436. this.name = name;
  45437. this.worldAxisForNormal = worldAxisForNormal;
  45438. this.worldAxisForFileX = worldAxisForFileX;
  45439. this.worldAxisForFileY = worldAxisForFileY;
  45440. }
  45441. return FileFaceOrientation;
  45442. }());
  45443. /**
  45444. * Helper class dealing with the extraction of spherical polynomial dataArray
  45445. * from a cube map.
  45446. */
  45447. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45448. function CubeMapToSphericalPolynomialTools() {
  45449. }
  45450. /**
  45451. * Converts a texture to the according Spherical Polynomial data.
  45452. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45453. *
  45454. * @param texture The texture to extract the information from.
  45455. * @return The Spherical Polynomial data.
  45456. */
  45457. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45458. if (!texture.isCube) {
  45459. // Only supports cube Textures currently.
  45460. return null;
  45461. }
  45462. var size = texture.getSize().width;
  45463. var right = texture.readPixels(0);
  45464. var left = texture.readPixels(1);
  45465. var up;
  45466. var down;
  45467. if (texture.isRenderTarget) {
  45468. up = texture.readPixels(3);
  45469. down = texture.readPixels(2);
  45470. }
  45471. else {
  45472. up = texture.readPixels(2);
  45473. down = texture.readPixels(3);
  45474. }
  45475. var front = texture.readPixels(4);
  45476. var back = texture.readPixels(5);
  45477. var gammaSpace = texture.gammaSpace;
  45478. // Always read as RGBA.
  45479. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45480. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45481. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45482. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45483. }
  45484. var cubeInfo = {
  45485. size: size,
  45486. right: right,
  45487. left: left,
  45488. up: up,
  45489. down: down,
  45490. front: front,
  45491. back: back,
  45492. format: format,
  45493. type: type,
  45494. gammaSpace: gammaSpace,
  45495. };
  45496. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  45497. };
  45498. /**
  45499. * Converts a cubemap to the according Spherical Polynomial data.
  45500. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45501. *
  45502. * @param cubeInfo The Cube map to extract the information from.
  45503. * @return The Spherical Polynomial data.
  45504. */
  45505. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  45506. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  45507. var totalSolidAngle = 0.0;
  45508. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  45509. var du = 2.0 / cubeInfo.size;
  45510. var dv = du;
  45511. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  45512. var minUV = du * 0.5 - 1.0;
  45513. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  45514. var fileFace = this.FileFaces[faceIndex];
  45515. var dataArray = cubeInfo[fileFace.name];
  45516. var v = minUV;
  45517. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  45518. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  45519. // Because SP is still linear, so summation is fine in that basis.
  45520. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  45521. for (var y = 0; y < cubeInfo.size; y++) {
  45522. var u = minUV;
  45523. for (var x = 0; x < cubeInfo.size; x++) {
  45524. // World direction (not normalised)
  45525. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  45526. worldDirection.normalize();
  45527. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  45528. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  45529. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  45530. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  45531. // Handle Integer types.
  45532. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45533. r /= 255;
  45534. g /= 255;
  45535. b /= 255;
  45536. }
  45537. // Handle Gamma space textures.
  45538. if (cubeInfo.gammaSpace) {
  45539. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  45540. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  45541. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  45542. }
  45543. var color = new BABYLON.Color3(r, g, b);
  45544. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  45545. totalSolidAngle += deltaSolidAngle;
  45546. u += du;
  45547. }
  45548. v += dv;
  45549. }
  45550. }
  45551. // Solid angle for entire sphere is 4*pi
  45552. var sphereSolidAngle = 4.0 * Math.PI;
  45553. // Adjust the solid angle to allow for how many faces we processed.
  45554. var facesProcessed = 6.0;
  45555. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  45556. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  45557. // This is needed because the numerical integration over the cube uses a
  45558. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  45559. // and also to compensate for accumulative error due to float precision in the summation.
  45560. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  45561. sphericalHarmonics.scale(correctionFactor);
  45562. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  45563. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  45564. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  45565. };
  45566. CubeMapToSphericalPolynomialTools.FileFaces = [
  45567. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  45568. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  45569. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  45570. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  45571. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  45572. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  45573. ];
  45574. return CubeMapToSphericalPolynomialTools;
  45575. }());
  45576. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  45577. })(BABYLON || (BABYLON = {}));
  45578. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  45579. var BABYLON;
  45580. (function (BABYLON) {
  45581. /**
  45582. * Manages the defines for the PBR Material.
  45583. * @hiddenChildren
  45584. */
  45585. var PBRMaterialDefines = /** @class */ (function (_super) {
  45586. __extends(PBRMaterialDefines, _super);
  45587. /**
  45588. * Initializes the PBR Material defines.
  45589. */
  45590. function PBRMaterialDefines() {
  45591. var _this = _super.call(this) || this;
  45592. _this.PBR = true;
  45593. _this.MAINUV1 = false;
  45594. _this.MAINUV2 = false;
  45595. _this.UV1 = false;
  45596. _this.UV2 = false;
  45597. _this.ALBEDO = false;
  45598. _this.ALBEDODIRECTUV = 0;
  45599. _this.VERTEXCOLOR = false;
  45600. _this.AMBIENT = false;
  45601. _this.AMBIENTDIRECTUV = 0;
  45602. _this.AMBIENTINGRAYSCALE = false;
  45603. _this.OPACITY = false;
  45604. _this.VERTEXALPHA = false;
  45605. _this.OPACITYDIRECTUV = 0;
  45606. _this.OPACITYRGB = false;
  45607. _this.ALPHATEST = false;
  45608. _this.DEPTHPREPASS = false;
  45609. _this.ALPHABLEND = false;
  45610. _this.ALPHAFROMALBEDO = false;
  45611. _this.ALPHATESTVALUE = "0.5";
  45612. _this.SPECULAROVERALPHA = false;
  45613. _this.RADIANCEOVERALPHA = false;
  45614. _this.ALPHAFRESNEL = false;
  45615. _this.LINEARALPHAFRESNEL = false;
  45616. _this.PREMULTIPLYALPHA = false;
  45617. _this.EMISSIVE = false;
  45618. _this.EMISSIVEDIRECTUV = 0;
  45619. _this.REFLECTIVITY = false;
  45620. _this.REFLECTIVITYDIRECTUV = 0;
  45621. _this.SPECULARTERM = false;
  45622. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  45623. _this.MICROSURFACEAUTOMATIC = false;
  45624. _this.LODBASEDMICROSFURACE = false;
  45625. _this.MICROSURFACEMAP = false;
  45626. _this.MICROSURFACEMAPDIRECTUV = 0;
  45627. _this.METALLICWORKFLOW = false;
  45628. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  45629. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  45630. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  45631. _this.AOSTOREINMETALMAPRED = false;
  45632. _this.ENVIRONMENTBRDF = false;
  45633. _this.NORMAL = false;
  45634. _this.TANGENT = false;
  45635. _this.BUMP = false;
  45636. _this.BUMPDIRECTUV = 0;
  45637. _this.OBJECTSPACE_NORMALMAP = false;
  45638. _this.PARALLAX = false;
  45639. _this.PARALLAXOCCLUSION = false;
  45640. _this.NORMALXYSCALE = true;
  45641. _this.LIGHTMAP = false;
  45642. _this.LIGHTMAPDIRECTUV = 0;
  45643. _this.USELIGHTMAPASSHADOWMAP = false;
  45644. _this.GAMMALIGHTMAP = false;
  45645. _this.REFLECTION = false;
  45646. _this.REFLECTIONMAP_3D = false;
  45647. _this.REFLECTIONMAP_SPHERICAL = false;
  45648. _this.REFLECTIONMAP_PLANAR = false;
  45649. _this.REFLECTIONMAP_CUBIC = false;
  45650. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  45651. _this.REFLECTIONMAP_PROJECTION = false;
  45652. _this.REFLECTIONMAP_SKYBOX = false;
  45653. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  45654. _this.REFLECTIONMAP_EXPLICIT = false;
  45655. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  45656. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  45657. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  45658. _this.INVERTCUBICMAP = false;
  45659. _this.USESPHERICALFROMREFLECTIONMAP = false;
  45660. _this.USESPHERICALINVERTEX = false;
  45661. _this.REFLECTIONMAP_OPPOSITEZ = false;
  45662. _this.LODINREFLECTIONALPHA = false;
  45663. _this.GAMMAREFLECTION = false;
  45664. _this.RGBDREFLECTION = false;
  45665. _this.RADIANCEOCCLUSION = false;
  45666. _this.HORIZONOCCLUSION = false;
  45667. _this.REFRACTION = false;
  45668. _this.REFRACTIONMAP_3D = false;
  45669. _this.REFRACTIONMAP_OPPOSITEZ = false;
  45670. _this.LODINREFRACTIONALPHA = false;
  45671. _this.GAMMAREFRACTION = false;
  45672. _this.RGBDREFRACTION = false;
  45673. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  45674. _this.INSTANCES = false;
  45675. _this.NUM_BONE_INFLUENCERS = 0;
  45676. _this.BonesPerMesh = 0;
  45677. _this.BONETEXTURE = false;
  45678. _this.NONUNIFORMSCALING = false;
  45679. _this.MORPHTARGETS = false;
  45680. _this.MORPHTARGETS_NORMAL = false;
  45681. _this.MORPHTARGETS_TANGENT = false;
  45682. _this.NUM_MORPH_INFLUENCERS = 0;
  45683. _this.IMAGEPROCESSING = false;
  45684. _this.VIGNETTE = false;
  45685. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  45686. _this.VIGNETTEBLENDMODEOPAQUE = false;
  45687. _this.TONEMAPPING = false;
  45688. _this.TONEMAPPING_ACES = false;
  45689. _this.CONTRAST = false;
  45690. _this.COLORCURVES = false;
  45691. _this.COLORGRADING = false;
  45692. _this.COLORGRADING3D = false;
  45693. _this.SAMPLER3DGREENDEPTH = false;
  45694. _this.SAMPLER3DBGRMAP = false;
  45695. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  45696. _this.EXPOSURE = false;
  45697. _this.USEPHYSICALLIGHTFALLOFF = false;
  45698. _this.USEGLTFLIGHTFALLOFF = false;
  45699. _this.TWOSIDEDLIGHTING = false;
  45700. _this.SHADOWFLOAT = false;
  45701. _this.CLIPPLANE = false;
  45702. _this.CLIPPLANE2 = false;
  45703. _this.CLIPPLANE3 = false;
  45704. _this.CLIPPLANE4 = false;
  45705. _this.POINTSIZE = false;
  45706. _this.FOG = false;
  45707. _this.LOGARITHMICDEPTH = false;
  45708. _this.FORCENORMALFORWARD = false;
  45709. _this.SPECULARAA = false;
  45710. _this.UNLIT = false;
  45711. _this.rebuild();
  45712. return _this;
  45713. }
  45714. /**
  45715. * Resets the PBR Material defines.
  45716. */
  45717. PBRMaterialDefines.prototype.reset = function () {
  45718. _super.prototype.reset.call(this);
  45719. this.ALPHATESTVALUE = "0.5";
  45720. this.PBR = true;
  45721. };
  45722. return PBRMaterialDefines;
  45723. }(BABYLON.MaterialDefines));
  45724. /**
  45725. * The Physically based material base class of BJS.
  45726. *
  45727. * This offers the main features of a standard PBR material.
  45728. * For more information, please refer to the documentation :
  45729. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  45730. */
  45731. var PBRBaseMaterial = /** @class */ (function (_super) {
  45732. __extends(PBRBaseMaterial, _super);
  45733. /**
  45734. * Instantiates a new PBRMaterial instance.
  45735. *
  45736. * @param name The material name
  45737. * @param scene The scene the material will be use in.
  45738. */
  45739. function PBRBaseMaterial(name, scene) {
  45740. var _this = _super.call(this, name, scene) || this;
  45741. /**
  45742. * Intensity of the direct lights e.g. the four lights available in your scene.
  45743. * This impacts both the direct diffuse and specular highlights.
  45744. */
  45745. _this._directIntensity = 1.0;
  45746. /**
  45747. * Intensity of the emissive part of the material.
  45748. * This helps controlling the emissive effect without modifying the emissive color.
  45749. */
  45750. _this._emissiveIntensity = 1.0;
  45751. /**
  45752. * Intensity of the environment e.g. how much the environment will light the object
  45753. * either through harmonics for rough material or through the refelction for shiny ones.
  45754. */
  45755. _this._environmentIntensity = 1.0;
  45756. /**
  45757. * This is a special control allowing the reduction of the specular highlights coming from the
  45758. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  45759. */
  45760. _this._specularIntensity = 1.0;
  45761. /**
  45762. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  45763. */
  45764. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  45765. /**
  45766. * Debug Control allowing disabling the bump map on this material.
  45767. */
  45768. _this._disableBumpMap = false;
  45769. /**
  45770. * AKA Occlusion Texture Intensity in other nomenclature.
  45771. */
  45772. _this._ambientTextureStrength = 1.0;
  45773. /**
  45774. * Defines how much the AO map is occluding the analytical lights (point spot...).
  45775. * 1 means it completely occludes it
  45776. * 0 mean it has no impact
  45777. */
  45778. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  45779. /**
  45780. * The color of a material in ambient lighting.
  45781. */
  45782. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  45783. /**
  45784. * AKA Diffuse Color in other nomenclature.
  45785. */
  45786. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  45787. /**
  45788. * AKA Specular Color in other nomenclature.
  45789. */
  45790. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  45791. /**
  45792. * The color applied when light is reflected from a material.
  45793. */
  45794. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  45795. /**
  45796. * The color applied when light is emitted from a material.
  45797. */
  45798. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  45799. /**
  45800. * AKA Glossiness in other nomenclature.
  45801. */
  45802. _this._microSurface = 0.9;
  45803. /**
  45804. * source material index of refraction (IOR)' / 'destination material IOR.
  45805. */
  45806. _this._indexOfRefraction = 0.66;
  45807. /**
  45808. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  45809. */
  45810. _this._invertRefractionY = false;
  45811. /**
  45812. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  45813. * Materials half opaque for instance using refraction could benefit from this control.
  45814. */
  45815. _this._linkRefractionWithTransparency = false;
  45816. /**
  45817. * Specifies that the material will use the light map as a show map.
  45818. */
  45819. _this._useLightmapAsShadowmap = false;
  45820. /**
  45821. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  45822. * makes the reflect vector face the model (under horizon).
  45823. */
  45824. _this._useHorizonOcclusion = true;
  45825. /**
  45826. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  45827. * too much the area relying on ambient texture to define their ambient occlusion.
  45828. */
  45829. _this._useRadianceOcclusion = true;
  45830. /**
  45831. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  45832. */
  45833. _this._useAlphaFromAlbedoTexture = false;
  45834. /**
  45835. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  45836. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  45837. */
  45838. _this._useSpecularOverAlpha = true;
  45839. /**
  45840. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  45841. */
  45842. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  45843. /**
  45844. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  45845. */
  45846. _this._useRoughnessFromMetallicTextureAlpha = true;
  45847. /**
  45848. * Specifies if the metallic texture contains the roughness information in its green channel.
  45849. */
  45850. _this._useRoughnessFromMetallicTextureGreen = false;
  45851. /**
  45852. * Specifies if the metallic texture contains the metallness information in its blue channel.
  45853. */
  45854. _this._useMetallnessFromMetallicTextureBlue = false;
  45855. /**
  45856. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  45857. */
  45858. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  45859. /**
  45860. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  45861. */
  45862. _this._useAmbientInGrayScale = false;
  45863. /**
  45864. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  45865. * The material will try to infer what glossiness each pixel should be.
  45866. */
  45867. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  45868. /**
  45869. * Defines the falloff type used in this material.
  45870. * It by default is Physical.
  45871. */
  45872. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  45873. /**
  45874. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  45875. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  45876. */
  45877. _this._useRadianceOverAlpha = true;
  45878. /**
  45879. * Allows using an object space normal map (instead of tangent space).
  45880. */
  45881. _this._useObjectSpaceNormalMap = false;
  45882. /**
  45883. * Allows using the bump map in parallax mode.
  45884. */
  45885. _this._useParallax = false;
  45886. /**
  45887. * Allows using the bump map in parallax occlusion mode.
  45888. */
  45889. _this._useParallaxOcclusion = false;
  45890. /**
  45891. * Controls the scale bias of the parallax mode.
  45892. */
  45893. _this._parallaxScaleBias = 0.05;
  45894. /**
  45895. * If sets to true, disables all the lights affecting the material.
  45896. */
  45897. _this._disableLighting = false;
  45898. /**
  45899. * Number of Simultaneous lights allowed on the material.
  45900. */
  45901. _this._maxSimultaneousLights = 4;
  45902. /**
  45903. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  45904. */
  45905. _this._invertNormalMapX = false;
  45906. /**
  45907. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  45908. */
  45909. _this._invertNormalMapY = false;
  45910. /**
  45911. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  45912. */
  45913. _this._twoSidedLighting = false;
  45914. /**
  45915. * Defines the alpha limits in alpha test mode.
  45916. */
  45917. _this._alphaCutOff = 0.4;
  45918. /**
  45919. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  45920. */
  45921. _this._forceAlphaTest = false;
  45922. /**
  45923. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45924. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  45925. */
  45926. _this._useAlphaFresnel = 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 stays linear to compute the fresnel)
  45930. */
  45931. _this._useLinearAlphaFresnel = false;
  45932. /**
  45933. * The transparency mode of the material.
  45934. */
  45935. _this._transparencyMode = null;
  45936. /**
  45937. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  45938. * from cos thetav and roughness:
  45939. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  45940. */
  45941. _this._environmentBRDFTexture = null;
  45942. /**
  45943. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  45944. */
  45945. _this._forceIrradianceInFragment = false;
  45946. /**
  45947. * Force normal to face away from face.
  45948. */
  45949. _this._forceNormalForward = false;
  45950. /**
  45951. * Enables specular anti aliasing in the PBR shader.
  45952. * It will both interacts on the Geometry for analytical and IBL lighting.
  45953. * It also prefilter the roughness map based on the bump values.
  45954. */
  45955. _this._enableSpecularAntiAliasing = false;
  45956. /**
  45957. * Stores the available render targets.
  45958. */
  45959. _this._renderTargets = new BABYLON.SmartArray(16);
  45960. /**
  45961. * Sets the global ambient color for the material used in lighting calculations.
  45962. */
  45963. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  45964. /**
  45965. * If set to true, no lighting calculations will be applied.
  45966. */
  45967. _this._unlit = false;
  45968. // Setup the default processing configuration to the scene.
  45969. _this._attachImageProcessingConfiguration(null);
  45970. _this.getRenderTargetTextures = function () {
  45971. _this._renderTargets.reset();
  45972. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  45973. _this._renderTargets.push(_this._reflectionTexture);
  45974. }
  45975. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  45976. _this._renderTargets.push(_this._refractionTexture);
  45977. }
  45978. return _this._renderTargets;
  45979. };
  45980. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  45981. return _this;
  45982. }
  45983. /**
  45984. * Attaches a new image processing configuration to the PBR Material.
  45985. * @param configuration
  45986. */
  45987. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  45988. var _this = this;
  45989. if (configuration === this._imageProcessingConfiguration) {
  45990. return;
  45991. }
  45992. // Detaches observer.
  45993. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  45994. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  45995. }
  45996. // Pick the scene configuration if needed.
  45997. if (!configuration) {
  45998. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  45999. }
  46000. else {
  46001. this._imageProcessingConfiguration = configuration;
  46002. }
  46003. // Attaches observer.
  46004. if (this._imageProcessingConfiguration) {
  46005. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  46006. _this._markAllSubMeshesAsImageProcessingDirty();
  46007. });
  46008. }
  46009. };
  46010. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  46011. /**
  46012. * Gets a boolean indicating that current material needs to register RTT
  46013. */
  46014. get: function () {
  46015. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46016. return true;
  46017. }
  46018. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46019. return true;
  46020. }
  46021. return false;
  46022. },
  46023. enumerable: true,
  46024. configurable: true
  46025. });
  46026. /**
  46027. * Gets the name of the material class.
  46028. */
  46029. PBRBaseMaterial.prototype.getClassName = function () {
  46030. return "PBRBaseMaterial";
  46031. };
  46032. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  46033. /**
  46034. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46035. */
  46036. get: function () {
  46037. return this._useLogarithmicDepth;
  46038. },
  46039. /**
  46040. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46041. */
  46042. set: function (value) {
  46043. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  46044. },
  46045. enumerable: true,
  46046. configurable: true
  46047. });
  46048. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  46049. /**
  46050. * Gets the current transparency mode.
  46051. */
  46052. get: function () {
  46053. return this._transparencyMode;
  46054. },
  46055. /**
  46056. * Sets the transparency mode of the material.
  46057. *
  46058. * | Value | Type | Description |
  46059. * | ----- | ----------------------------------- | ----------- |
  46060. * | 0 | OPAQUE | |
  46061. * | 1 | ALPHATEST | |
  46062. * | 2 | ALPHABLEND | |
  46063. * | 3 | ALPHATESTANDBLEND | |
  46064. *
  46065. */
  46066. set: function (value) {
  46067. if (this._transparencyMode === value) {
  46068. return;
  46069. }
  46070. this._transparencyMode = value;
  46071. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  46072. this._markAllSubMeshesAsTexturesAndMiscDirty();
  46073. },
  46074. enumerable: true,
  46075. configurable: true
  46076. });
  46077. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  46078. /**
  46079. * Returns true if alpha blending should be disabled.
  46080. */
  46081. get: function () {
  46082. return (this._linkRefractionWithTransparency ||
  46083. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  46084. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46085. },
  46086. enumerable: true,
  46087. configurable: true
  46088. });
  46089. /**
  46090. * Specifies whether or not this material should be rendered in alpha blend mode.
  46091. */
  46092. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  46093. if (this._disableAlphaBlending) {
  46094. return false;
  46095. }
  46096. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  46097. };
  46098. /**
  46099. * Specifies if the mesh will require alpha blending.
  46100. * @param mesh - BJS mesh.
  46101. */
  46102. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  46103. if (this._disableAlphaBlending) {
  46104. return false;
  46105. }
  46106. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  46107. };
  46108. /**
  46109. * Specifies whether or not this material should be rendered in alpha test mode.
  46110. */
  46111. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  46112. if (this._forceAlphaTest) {
  46113. return true;
  46114. }
  46115. if (this._linkRefractionWithTransparency) {
  46116. return false;
  46117. }
  46118. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46119. };
  46120. /**
  46121. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  46122. */
  46123. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  46124. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  46125. };
  46126. /**
  46127. * Gets the texture used for the alpha test.
  46128. */
  46129. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  46130. return this._albedoTexture;
  46131. };
  46132. /**
  46133. * Specifies that the submesh is ready to be used.
  46134. * @param mesh - BJS mesh.
  46135. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  46136. * @param useInstances - Specifies that instances should be used.
  46137. * @returns - boolean indicating that the submesh is ready or not.
  46138. */
  46139. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  46140. if (subMesh.effect && this.isFrozen) {
  46141. if (this._wasPreviouslyReady) {
  46142. return true;
  46143. }
  46144. }
  46145. if (!subMesh._materialDefines) {
  46146. subMesh._materialDefines = new PBRMaterialDefines();
  46147. }
  46148. var defines = subMesh._materialDefines;
  46149. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  46150. if (defines._renderId === this.getScene().getRenderId()) {
  46151. return true;
  46152. }
  46153. }
  46154. var scene = this.getScene();
  46155. var engine = scene.getEngine();
  46156. if (defines._areTexturesDirty) {
  46157. if (scene.texturesEnabled) {
  46158. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46159. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  46160. return false;
  46161. }
  46162. }
  46163. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46164. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  46165. return false;
  46166. }
  46167. }
  46168. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46169. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  46170. return false;
  46171. }
  46172. }
  46173. var reflectionTexture = this._getReflectionTexture();
  46174. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46175. if (!reflectionTexture.isReadyOrNotBlocking()) {
  46176. return false;
  46177. }
  46178. }
  46179. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46180. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  46181. return false;
  46182. }
  46183. }
  46184. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46185. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  46186. return false;
  46187. }
  46188. }
  46189. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46190. if (this._metallicTexture) {
  46191. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  46192. return false;
  46193. }
  46194. }
  46195. else if (this._reflectivityTexture) {
  46196. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  46197. return false;
  46198. }
  46199. }
  46200. if (this._microSurfaceTexture) {
  46201. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  46202. return false;
  46203. }
  46204. }
  46205. }
  46206. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46207. // Bump texture cannot be not blocking.
  46208. if (!this._bumpTexture.isReady()) {
  46209. return false;
  46210. }
  46211. }
  46212. var refractionTexture = this._getRefractionTexture();
  46213. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46214. if (!refractionTexture.isReadyOrNotBlocking()) {
  46215. return false;
  46216. }
  46217. }
  46218. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46219. // This is blocking.
  46220. if (!this._environmentBRDFTexture.isReady()) {
  46221. return false;
  46222. }
  46223. }
  46224. }
  46225. }
  46226. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46227. if (!this._imageProcessingConfiguration.isReady()) {
  46228. return false;
  46229. }
  46230. }
  46231. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  46232. mesh.createNormals(true);
  46233. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  46234. }
  46235. var previousEffect = subMesh.effect;
  46236. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  46237. if (effect) {
  46238. // Use previous effect while new one is compiling
  46239. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  46240. effect = previousEffect;
  46241. defines.markAsUnprocessed();
  46242. }
  46243. else {
  46244. scene.resetCachedMaterial();
  46245. subMesh.setEffect(effect, defines);
  46246. this.buildUniformLayout();
  46247. }
  46248. }
  46249. if (!subMesh.effect || !subMesh.effect.isReady()) {
  46250. return false;
  46251. }
  46252. defines._renderId = scene.getRenderId();
  46253. this._wasPreviouslyReady = true;
  46254. return true;
  46255. };
  46256. /**
  46257. * Specifies if the material uses metallic roughness workflow.
  46258. * @returns boolean specifiying if the material uses metallic roughness workflow.
  46259. */
  46260. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  46261. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  46262. return true;
  46263. }
  46264. return false;
  46265. };
  46266. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  46267. if (onCompiled === void 0) { onCompiled = null; }
  46268. if (onError === void 0) { onError = null; }
  46269. if (useInstances === void 0) { useInstances = null; }
  46270. if (useClipPlane === void 0) { useClipPlane = null; }
  46271. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  46272. if (!defines.isDirty) {
  46273. return null;
  46274. }
  46275. defines.markAsProcessed();
  46276. var scene = this.getScene();
  46277. var engine = scene.getEngine();
  46278. // Fallbacks
  46279. var fallbacks = new BABYLON.EffectFallbacks();
  46280. var fallbackRank = 0;
  46281. if (defines.USESPHERICALINVERTEX) {
  46282. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  46283. }
  46284. if (defines.FOG) {
  46285. fallbacks.addFallback(fallbackRank, "FOG");
  46286. }
  46287. if (defines.SPECULARAA) {
  46288. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  46289. }
  46290. if (defines.POINTSIZE) {
  46291. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  46292. }
  46293. if (defines.LOGARITHMICDEPTH) {
  46294. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  46295. }
  46296. if (defines.PARALLAX) {
  46297. fallbacks.addFallback(fallbackRank, "PARALLAX");
  46298. }
  46299. if (defines.PARALLAXOCCLUSION) {
  46300. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  46301. }
  46302. if (defines.ENVIRONMENTBRDF) {
  46303. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  46304. }
  46305. if (defines.TANGENT) {
  46306. fallbacks.addFallback(fallbackRank++, "TANGENT");
  46307. }
  46308. if (defines.BUMP) {
  46309. fallbacks.addFallback(fallbackRank++, "BUMP");
  46310. }
  46311. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  46312. if (defines.SPECULARTERM) {
  46313. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  46314. }
  46315. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  46316. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  46317. }
  46318. if (defines.LIGHTMAP) {
  46319. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  46320. }
  46321. if (defines.NORMAL) {
  46322. fallbacks.addFallback(fallbackRank++, "NORMAL");
  46323. }
  46324. if (defines.AMBIENT) {
  46325. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  46326. }
  46327. if (defines.EMISSIVE) {
  46328. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  46329. }
  46330. if (defines.VERTEXCOLOR) {
  46331. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  46332. }
  46333. if (defines.NUM_BONE_INFLUENCERS > 0) {
  46334. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  46335. }
  46336. if (defines.MORPHTARGETS) {
  46337. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  46338. }
  46339. //Attributes
  46340. var attribs = [BABYLON.VertexBuffer.PositionKind];
  46341. if (defines.NORMAL) {
  46342. attribs.push(BABYLON.VertexBuffer.NormalKind);
  46343. }
  46344. if (defines.TANGENT) {
  46345. attribs.push(BABYLON.VertexBuffer.TangentKind);
  46346. }
  46347. if (defines.UV1) {
  46348. attribs.push(BABYLON.VertexBuffer.UVKind);
  46349. }
  46350. if (defines.UV2) {
  46351. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  46352. }
  46353. if (defines.VERTEXCOLOR) {
  46354. attribs.push(BABYLON.VertexBuffer.ColorKind);
  46355. }
  46356. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  46357. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  46358. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  46359. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  46360. "vFogInfos", "vFogColor", "pointSize",
  46361. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  46362. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  46363. "mBones",
  46364. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  46365. "vLightingIntensity",
  46366. "logarithmicDepthConstant",
  46367. "vSphericalX", "vSphericalY", "vSphericalZ",
  46368. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  46369. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  46370. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  46371. "vTangentSpaceParams", "boneTextureWidth"
  46372. ];
  46373. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  46374. "bumpSampler", "lightmapSampler", "opacitySampler",
  46375. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  46376. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  46377. "microSurfaceSampler", "environmentBrdfSampler", "boneSampler"];
  46378. var uniformBuffers = ["Material", "Scene"];
  46379. if (BABYLON.ImageProcessingConfiguration) {
  46380. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  46381. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  46382. }
  46383. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  46384. uniformsNames: uniforms,
  46385. uniformBuffersNames: uniformBuffers,
  46386. samplers: samplers,
  46387. defines: defines,
  46388. maxSimultaneousLights: this._maxSimultaneousLights
  46389. });
  46390. var join = defines.toString();
  46391. return engine.createEffect("pbr", {
  46392. attributes: attribs,
  46393. uniformsNames: uniforms,
  46394. uniformBuffersNames: uniformBuffers,
  46395. samplers: samplers,
  46396. defines: join,
  46397. fallbacks: fallbacks,
  46398. onCompiled: onCompiled,
  46399. onError: onError,
  46400. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  46401. }, engine);
  46402. };
  46403. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  46404. if (useInstances === void 0) { useInstances = null; }
  46405. if (useClipPlane === void 0) { useClipPlane = null; }
  46406. var scene = this.getScene();
  46407. var engine = scene.getEngine();
  46408. // Lights
  46409. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  46410. defines._needNormals = true;
  46411. // Textures
  46412. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46413. if (defines._areTexturesDirty) {
  46414. defines._needUVs = false;
  46415. if (scene.texturesEnabled) {
  46416. if (scene.getEngine().getCaps().textureLOD) {
  46417. defines.LODBASEDMICROSFURACE = true;
  46418. }
  46419. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46420. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46421. }
  46422. else {
  46423. defines.ALBEDO = false;
  46424. }
  46425. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46426. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46427. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46428. }
  46429. else {
  46430. defines.AMBIENT = false;
  46431. }
  46432. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46433. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46434. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46435. }
  46436. else {
  46437. defines.OPACITY = false;
  46438. }
  46439. var reflectionTexture = this._getReflectionTexture();
  46440. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46441. defines.REFLECTION = true;
  46442. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46443. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46444. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46445. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46446. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46447. defines.INVERTCUBICMAP = true;
  46448. }
  46449. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46450. switch (reflectionTexture.coordinatesMode) {
  46451. case BABYLON.Texture.EXPLICIT_MODE:
  46452. defines.REFLECTIONMAP_EXPLICIT = true;
  46453. break;
  46454. case BABYLON.Texture.PLANAR_MODE:
  46455. defines.REFLECTIONMAP_PLANAR = true;
  46456. break;
  46457. case BABYLON.Texture.PROJECTION_MODE:
  46458. defines.REFLECTIONMAP_PROJECTION = true;
  46459. break;
  46460. case BABYLON.Texture.SKYBOX_MODE:
  46461. defines.REFLECTIONMAP_SKYBOX = true;
  46462. break;
  46463. case BABYLON.Texture.SPHERICAL_MODE:
  46464. defines.REFLECTIONMAP_SPHERICAL = true;
  46465. break;
  46466. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46467. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46468. break;
  46469. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46470. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46471. break;
  46472. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46473. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46474. break;
  46475. case BABYLON.Texture.CUBIC_MODE:
  46476. case BABYLON.Texture.INVCUBIC_MODE:
  46477. default:
  46478. defines.REFLECTIONMAP_CUBIC = true;
  46479. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46480. break;
  46481. }
  46482. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46483. if (reflectionTexture.sphericalPolynomial) {
  46484. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46485. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  46486. defines.USESPHERICALINVERTEX = false;
  46487. }
  46488. else {
  46489. defines.USESPHERICALINVERTEX = true;
  46490. }
  46491. }
  46492. }
  46493. else {
  46494. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  46495. }
  46496. }
  46497. else {
  46498. defines.REFLECTION = false;
  46499. defines.REFLECTIONMAP_3D = false;
  46500. defines.REFLECTIONMAP_SPHERICAL = false;
  46501. defines.REFLECTIONMAP_PLANAR = false;
  46502. defines.REFLECTIONMAP_CUBIC = false;
  46503. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46504. defines.REFLECTIONMAP_PROJECTION = false;
  46505. defines.REFLECTIONMAP_SKYBOX = false;
  46506. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46507. defines.REFLECTIONMAP_EXPLICIT = false;
  46508. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46509. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46510. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46511. defines.INVERTCUBICMAP = false;
  46512. defines.USESPHERICALFROMREFLECTIONMAP = false;
  46513. defines.USESPHERICALINVERTEX = false;
  46514. defines.REFLECTIONMAP_OPPOSITEZ = false;
  46515. defines.LODINREFLECTIONALPHA = false;
  46516. defines.GAMMAREFLECTION = false;
  46517. defines.RGBDREFLECTION = false;
  46518. }
  46519. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46520. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  46521. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  46522. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  46523. }
  46524. else {
  46525. defines.LIGHTMAP = false;
  46526. }
  46527. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46528. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  46529. }
  46530. else {
  46531. defines.EMISSIVE = false;
  46532. }
  46533. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46534. if (this._metallicTexture) {
  46535. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  46536. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  46537. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  46538. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  46539. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  46540. }
  46541. else if (this._reflectivityTexture) {
  46542. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  46543. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  46544. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  46545. }
  46546. else {
  46547. defines.REFLECTIVITY = false;
  46548. }
  46549. if (this._microSurfaceTexture) {
  46550. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  46551. }
  46552. else {
  46553. defines.MICROSURFACEMAP = false;
  46554. }
  46555. }
  46556. else {
  46557. defines.REFLECTIVITY = false;
  46558. defines.MICROSURFACEMAP = false;
  46559. }
  46560. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46561. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  46562. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46563. defines.PARALLAX = true;
  46564. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  46565. }
  46566. else {
  46567. defines.PARALLAX = false;
  46568. }
  46569. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  46570. }
  46571. else {
  46572. defines.BUMP = false;
  46573. }
  46574. var refractionTexture = this._getRefractionTexture();
  46575. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46576. defines.REFRACTION = true;
  46577. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  46578. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  46579. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  46580. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  46581. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  46582. if (this._linkRefractionWithTransparency) {
  46583. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  46584. }
  46585. }
  46586. else {
  46587. defines.REFRACTION = false;
  46588. }
  46589. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46590. defines.ENVIRONMENTBRDF = true;
  46591. }
  46592. else {
  46593. defines.ENVIRONMENTBRDF = false;
  46594. }
  46595. if (this._shouldUseAlphaFromAlbedoTexture()) {
  46596. defines.ALPHAFROMALBEDO = true;
  46597. }
  46598. else {
  46599. defines.ALPHAFROMALBEDO = false;
  46600. }
  46601. }
  46602. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  46603. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  46604. defines.USEPHYSICALLIGHTFALLOFF = false;
  46605. defines.USEGLTFLIGHTFALLOFF = false;
  46606. }
  46607. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  46608. defines.USEPHYSICALLIGHTFALLOFF = false;
  46609. defines.USEGLTFLIGHTFALLOFF = true;
  46610. }
  46611. else {
  46612. defines.USEPHYSICALLIGHTFALLOFF = true;
  46613. defines.USEGLTFLIGHTFALLOFF = false;
  46614. }
  46615. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  46616. if (!this.backFaceCulling && this._twoSidedLighting) {
  46617. defines.TWOSIDEDLIGHTING = true;
  46618. }
  46619. else {
  46620. defines.TWOSIDEDLIGHTING = false;
  46621. }
  46622. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  46623. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  46624. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  46625. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  46626. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  46627. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  46628. }
  46629. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46630. this._imageProcessingConfiguration.prepareDefines(defines);
  46631. }
  46632. defines.FORCENORMALFORWARD = this._forceNormalForward;
  46633. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  46634. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  46635. // Misc.
  46636. if (defines._areMiscDirty) {
  46637. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  46638. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  46639. }
  46640. // Values that need to be evaluated on every frame
  46641. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  46642. // Attribs
  46643. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  46644. };
  46645. /**
  46646. * Force shader compilation
  46647. */
  46648. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  46649. var _this = this;
  46650. var localOptions = __assign({ clipPlane: false }, options);
  46651. var defines = new PBRMaterialDefines();
  46652. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  46653. if (effect.isReady()) {
  46654. if (onCompiled) {
  46655. onCompiled(this);
  46656. }
  46657. }
  46658. else {
  46659. effect.onCompileObservable.add(function () {
  46660. if (onCompiled) {
  46661. onCompiled(_this);
  46662. }
  46663. });
  46664. }
  46665. };
  46666. /**
  46667. * Initializes the uniform buffer layout for the shader.
  46668. */
  46669. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  46670. // Order is important !
  46671. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  46672. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  46673. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  46674. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  46675. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  46676. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  46677. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  46678. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  46679. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  46680. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  46681. this._uniformBuffer.addUniform("vReflectionSize", 3);
  46682. this._uniformBuffer.addUniform("vBumpInfos", 3);
  46683. this._uniformBuffer.addUniform("albedoMatrix", 16);
  46684. this._uniformBuffer.addUniform("ambientMatrix", 16);
  46685. this._uniformBuffer.addUniform("opacityMatrix", 16);
  46686. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  46687. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  46688. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  46689. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  46690. this._uniformBuffer.addUniform("bumpMatrix", 16);
  46691. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  46692. this._uniformBuffer.addUniform("refractionMatrix", 16);
  46693. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  46694. this._uniformBuffer.addUniform("vReflectionColor", 3);
  46695. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  46696. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  46697. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  46698. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  46699. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  46700. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  46701. this._uniformBuffer.addUniform("pointSize", 1);
  46702. this._uniformBuffer.create();
  46703. };
  46704. /**
  46705. * Unbinds the textures.
  46706. */
  46707. PBRBaseMaterial.prototype.unbind = function () {
  46708. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46709. this._uniformBuffer.setTexture("reflectionSampler", null);
  46710. }
  46711. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46712. this._uniformBuffer.setTexture("refractionSampler", null);
  46713. }
  46714. _super.prototype.unbind.call(this);
  46715. };
  46716. /**
  46717. * Binds the submesh data.
  46718. * @param world - The world matrix.
  46719. * @param mesh - The BJS mesh.
  46720. * @param subMesh - A submesh of the BJS mesh.
  46721. */
  46722. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  46723. var scene = this.getScene();
  46724. var defines = subMesh._materialDefines;
  46725. if (!defines) {
  46726. return;
  46727. }
  46728. var effect = subMesh.effect;
  46729. if (!effect) {
  46730. return;
  46731. }
  46732. this._activeEffect = effect;
  46733. // Matrices
  46734. this.bindOnlyWorldMatrix(world);
  46735. // Normal Matrix
  46736. if (defines.OBJECTSPACE_NORMALMAP) {
  46737. world.toNormalMatrix(this._normalMatrix);
  46738. this.bindOnlyNormalMatrix(this._normalMatrix);
  46739. }
  46740. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  46741. // Bones
  46742. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  46743. var reflectionTexture = null;
  46744. if (mustRebind) {
  46745. this._uniformBuffer.bindToEffect(effect, "Material");
  46746. this.bindViewProjection(effect);
  46747. reflectionTexture = this._getReflectionTexture();
  46748. var refractionTexture = this._getRefractionTexture();
  46749. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  46750. // Texture uniforms
  46751. if (scene.texturesEnabled) {
  46752. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46753. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  46754. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  46755. }
  46756. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46757. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  46758. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  46759. }
  46760. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46761. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  46762. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  46763. }
  46764. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46765. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  46766. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  46767. if (reflectionTexture.boundingBoxSize) {
  46768. var cubeTexture = reflectionTexture;
  46769. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  46770. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  46771. }
  46772. var polynomials = reflectionTexture.sphericalPolynomial;
  46773. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  46774. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  46775. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  46776. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  46777. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  46778. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  46779. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  46780. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  46781. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  46782. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  46783. }
  46784. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  46785. }
  46786. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46787. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  46788. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  46789. }
  46790. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46791. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  46792. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  46793. }
  46794. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46795. if (this._metallicTexture) {
  46796. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  46797. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  46798. }
  46799. else if (this._reflectivityTexture) {
  46800. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  46801. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  46802. }
  46803. if (this._microSurfaceTexture) {
  46804. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  46805. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  46806. }
  46807. }
  46808. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46809. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  46810. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  46811. if (scene._mirroredCameraPosition) {
  46812. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  46813. }
  46814. else {
  46815. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  46816. }
  46817. }
  46818. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46819. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  46820. var depth = 1.0;
  46821. if (!refractionTexture.isCube) {
  46822. if (refractionTexture.depth) {
  46823. depth = refractionTexture.depth;
  46824. }
  46825. }
  46826. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  46827. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  46828. }
  46829. }
  46830. // Point size
  46831. if (this.pointsCloud) {
  46832. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  46833. }
  46834. // Colors
  46835. if (defines.METALLICWORKFLOW) {
  46836. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  46837. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  46838. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  46839. }
  46840. else {
  46841. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  46842. }
  46843. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  46844. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  46845. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  46846. // Misc
  46847. this._lightingInfos.x = this._directIntensity;
  46848. this._lightingInfos.y = this._emissiveIntensity;
  46849. this._lightingInfos.z = this._environmentIntensity;
  46850. this._lightingInfos.w = this._specularIntensity;
  46851. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  46852. }
  46853. // Textures
  46854. if (scene.texturesEnabled) {
  46855. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46856. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  46857. }
  46858. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46859. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  46860. }
  46861. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46862. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  46863. }
  46864. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46865. if (defines.LODBASEDMICROSFURACE) {
  46866. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  46867. }
  46868. else {
  46869. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  46870. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  46871. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  46872. }
  46873. }
  46874. if (defines.ENVIRONMENTBRDF) {
  46875. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  46876. }
  46877. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46878. if (defines.LODBASEDMICROSFURACE) {
  46879. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  46880. }
  46881. else {
  46882. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  46883. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  46884. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  46885. }
  46886. }
  46887. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46888. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  46889. }
  46890. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46891. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  46892. }
  46893. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46894. if (this._metallicTexture) {
  46895. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  46896. }
  46897. else if (this._reflectivityTexture) {
  46898. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  46899. }
  46900. if (this._microSurfaceTexture) {
  46901. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  46902. }
  46903. }
  46904. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46905. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  46906. }
  46907. }
  46908. // Clip plane
  46909. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  46910. // Colors
  46911. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  46912. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  46913. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  46914. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  46915. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  46916. }
  46917. if (mustRebind || !this.isFrozen) {
  46918. // Lights
  46919. if (scene.lightsEnabled && !this._disableLighting) {
  46920. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  46921. }
  46922. // View
  46923. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  46924. this.bindView(effect);
  46925. }
  46926. // Fog
  46927. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  46928. // Morph targets
  46929. if (defines.NUM_MORPH_INFLUENCERS) {
  46930. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  46931. }
  46932. // image processing
  46933. this._imageProcessingConfiguration.bind(this._activeEffect);
  46934. // Log. depth
  46935. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  46936. }
  46937. this._uniformBuffer.update();
  46938. this._afterBind(mesh, this._activeEffect);
  46939. };
  46940. /**
  46941. * Returns the animatable textures.
  46942. * @returns - Array of animatable textures.
  46943. */
  46944. PBRBaseMaterial.prototype.getAnimatables = function () {
  46945. var results = [];
  46946. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  46947. results.push(this._albedoTexture);
  46948. }
  46949. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  46950. results.push(this._ambientTexture);
  46951. }
  46952. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  46953. results.push(this._opacityTexture);
  46954. }
  46955. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  46956. results.push(this._reflectionTexture);
  46957. }
  46958. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  46959. results.push(this._emissiveTexture);
  46960. }
  46961. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  46962. results.push(this._metallicTexture);
  46963. }
  46964. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  46965. results.push(this._reflectivityTexture);
  46966. }
  46967. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  46968. results.push(this._bumpTexture);
  46969. }
  46970. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  46971. results.push(this._lightmapTexture);
  46972. }
  46973. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  46974. results.push(this._refractionTexture);
  46975. }
  46976. return results;
  46977. };
  46978. /**
  46979. * Returns the texture used for reflections.
  46980. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  46981. */
  46982. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  46983. if (this._reflectionTexture) {
  46984. return this._reflectionTexture;
  46985. }
  46986. return this.getScene().environmentTexture;
  46987. };
  46988. /**
  46989. * Returns the texture used for refraction or null if none is used.
  46990. * @returns - Refection texture if present. If no refraction texture and refraction
  46991. * is linked with transparency, returns environment texture. Otherwise, returns null.
  46992. */
  46993. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  46994. if (this._refractionTexture) {
  46995. return this._refractionTexture;
  46996. }
  46997. if (this._linkRefractionWithTransparency) {
  46998. return this.getScene().environmentTexture;
  46999. }
  47000. return null;
  47001. };
  47002. /**
  47003. * Disposes the resources of the material.
  47004. * @param forceDisposeEffect - Forces the disposal of effects.
  47005. * @param forceDisposeTextures - Forces the disposal of all textures.
  47006. */
  47007. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  47008. if (forceDisposeTextures) {
  47009. if (this._albedoTexture) {
  47010. this._albedoTexture.dispose();
  47011. }
  47012. if (this._ambientTexture) {
  47013. this._ambientTexture.dispose();
  47014. }
  47015. if (this._opacityTexture) {
  47016. this._opacityTexture.dispose();
  47017. }
  47018. if (this._reflectionTexture) {
  47019. this._reflectionTexture.dispose();
  47020. }
  47021. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  47022. this._environmentBRDFTexture.dispose();
  47023. }
  47024. if (this._emissiveTexture) {
  47025. this._emissiveTexture.dispose();
  47026. }
  47027. if (this._metallicTexture) {
  47028. this._metallicTexture.dispose();
  47029. }
  47030. if (this._reflectivityTexture) {
  47031. this._reflectivityTexture.dispose();
  47032. }
  47033. if (this._bumpTexture) {
  47034. this._bumpTexture.dispose();
  47035. }
  47036. if (this._lightmapTexture) {
  47037. this._lightmapTexture.dispose();
  47038. }
  47039. if (this._refractionTexture) {
  47040. this._refractionTexture.dispose();
  47041. }
  47042. }
  47043. this._renderTargets.dispose();
  47044. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  47045. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  47046. }
  47047. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  47048. };
  47049. /**
  47050. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  47051. */
  47052. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  47053. /**
  47054. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  47055. * to enhance interoperability with other engines.
  47056. */
  47057. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  47058. /**
  47059. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  47060. * to enhance interoperability with other materials.
  47061. */
  47062. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  47063. /**
  47064. * Stores the reflectivity values based on metallic roughness workflow.
  47065. */
  47066. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  47067. __decorate([
  47068. BABYLON.serializeAsImageProcessingConfiguration()
  47069. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  47070. __decorate([
  47071. BABYLON.serialize()
  47072. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  47073. __decorate([
  47074. BABYLON.serialize()
  47075. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  47076. return PBRBaseMaterial;
  47077. }(BABYLON.PushMaterial));
  47078. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  47079. })(BABYLON || (BABYLON = {}));
  47080. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  47081. var BABYLON;
  47082. (function (BABYLON) {
  47083. /**
  47084. * The Physically based simple base material of BJS.
  47085. *
  47086. * This enables better naming and convention enforcements on top of the pbrMaterial.
  47087. * It is used as the base class for both the specGloss and metalRough conventions.
  47088. */
  47089. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  47090. __extends(PBRBaseSimpleMaterial, _super);
  47091. /**
  47092. * Instantiates a new PBRMaterial instance.
  47093. *
  47094. * @param name The material name
  47095. * @param scene The scene the material will be use in.
  47096. */
  47097. function PBRBaseSimpleMaterial(name, scene) {
  47098. var _this = _super.call(this, name, scene) || this;
  47099. /**
  47100. * Number of Simultaneous lights allowed on the material.
  47101. */
  47102. _this.maxSimultaneousLights = 4;
  47103. /**
  47104. * If sets to true, disables all the lights affecting the material.
  47105. */
  47106. _this.disableLighting = false;
  47107. /**
  47108. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47109. */
  47110. _this.invertNormalMapX = false;
  47111. /**
  47112. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47113. */
  47114. _this.invertNormalMapY = false;
  47115. /**
  47116. * Emissivie color used to self-illuminate the model.
  47117. */
  47118. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47119. /**
  47120. * Occlusion Channel Strenght.
  47121. */
  47122. _this.occlusionStrength = 1.0;
  47123. /**
  47124. * If true, the light map contains occlusion information instead of lighting info.
  47125. */
  47126. _this.useLightmapAsShadowmap = false;
  47127. _this._useAlphaFromAlbedoTexture = true;
  47128. _this._useAmbientInGrayScale = true;
  47129. return _this;
  47130. }
  47131. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  47132. /**
  47133. * Gets the current double sided mode.
  47134. */
  47135. get: function () {
  47136. return this._twoSidedLighting;
  47137. },
  47138. /**
  47139. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47140. */
  47141. set: function (value) {
  47142. if (this._twoSidedLighting === value) {
  47143. return;
  47144. }
  47145. this._twoSidedLighting = value;
  47146. this.backFaceCulling = !value;
  47147. this._markAllSubMeshesAsTexturesDirty();
  47148. },
  47149. enumerable: true,
  47150. configurable: true
  47151. });
  47152. /**
  47153. * Return the active textures of the material.
  47154. */
  47155. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  47156. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47157. if (this.environmentTexture) {
  47158. activeTextures.push(this.environmentTexture);
  47159. }
  47160. if (this.normalTexture) {
  47161. activeTextures.push(this.normalTexture);
  47162. }
  47163. if (this.emissiveTexture) {
  47164. activeTextures.push(this.emissiveTexture);
  47165. }
  47166. if (this.occlusionTexture) {
  47167. activeTextures.push(this.occlusionTexture);
  47168. }
  47169. if (this.lightmapTexture) {
  47170. activeTextures.push(this.lightmapTexture);
  47171. }
  47172. return activeTextures;
  47173. };
  47174. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  47175. if (_super.prototype.hasTexture.call(this, texture)) {
  47176. return true;
  47177. }
  47178. if (this.lightmapTexture === texture) {
  47179. return true;
  47180. }
  47181. return false;
  47182. };
  47183. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  47184. return "PBRBaseSimpleMaterial";
  47185. };
  47186. __decorate([
  47187. BABYLON.serialize(),
  47188. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47189. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  47190. __decorate([
  47191. BABYLON.serialize(),
  47192. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47193. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  47194. __decorate([
  47195. BABYLON.serializeAsTexture(),
  47196. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  47197. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  47198. __decorate([
  47199. BABYLON.serialize(),
  47200. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47201. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  47202. __decorate([
  47203. BABYLON.serialize(),
  47204. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47205. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  47206. __decorate([
  47207. BABYLON.serializeAsTexture(),
  47208. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  47209. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  47210. __decorate([
  47211. BABYLON.serializeAsColor3("emissive"),
  47212. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47213. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  47214. __decorate([
  47215. BABYLON.serializeAsTexture(),
  47216. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47217. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  47218. __decorate([
  47219. BABYLON.serialize(),
  47220. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  47221. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  47222. __decorate([
  47223. BABYLON.serializeAsTexture(),
  47224. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  47225. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  47226. __decorate([
  47227. BABYLON.serialize(),
  47228. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  47229. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  47230. __decorate([
  47231. BABYLON.serialize()
  47232. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  47233. __decorate([
  47234. BABYLON.serializeAsTexture(),
  47235. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47236. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  47237. __decorate([
  47238. BABYLON.serialize(),
  47239. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47240. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47241. return PBRBaseSimpleMaterial;
  47242. }(BABYLON.PBRBaseMaterial));
  47243. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  47244. })(BABYLON || (BABYLON = {}));
  47245. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  47246. var BABYLON;
  47247. (function (BABYLON) {
  47248. /**
  47249. * The Physically based material of BJS.
  47250. *
  47251. * This offers the main features of a standard PBR material.
  47252. * For more information, please refer to the documentation :
  47253. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  47254. */
  47255. var PBRMaterial = /** @class */ (function (_super) {
  47256. __extends(PBRMaterial, _super);
  47257. /**
  47258. * Instantiates a new PBRMaterial instance.
  47259. *
  47260. * @param name The material name
  47261. * @param scene The scene the material will be use in.
  47262. */
  47263. function PBRMaterial(name, scene) {
  47264. var _this = _super.call(this, name, scene) || this;
  47265. /**
  47266. * Intensity of the direct lights e.g. the four lights available in your scene.
  47267. * This impacts both the direct diffuse and specular highlights.
  47268. */
  47269. _this.directIntensity = 1.0;
  47270. /**
  47271. * Intensity of the emissive part of the material.
  47272. * This helps controlling the emissive effect without modifying the emissive color.
  47273. */
  47274. _this.emissiveIntensity = 1.0;
  47275. /**
  47276. * Intensity of the environment e.g. how much the environment will light the object
  47277. * either through harmonics for rough material or through the refelction for shiny ones.
  47278. */
  47279. _this.environmentIntensity = 1.0;
  47280. /**
  47281. * This is a special control allowing the reduction of the specular highlights coming from the
  47282. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  47283. */
  47284. _this.specularIntensity = 1.0;
  47285. /**
  47286. * Debug Control allowing disabling the bump map on this material.
  47287. */
  47288. _this.disableBumpMap = false;
  47289. /**
  47290. * AKA Occlusion Texture Intensity in other nomenclature.
  47291. */
  47292. _this.ambientTextureStrength = 1.0;
  47293. /**
  47294. * Defines how much the AO map is occluding the analytical lights (point spot...).
  47295. * 1 means it completely occludes it
  47296. * 0 mean it has no impact
  47297. */
  47298. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  47299. /**
  47300. * The color of a material in ambient lighting.
  47301. */
  47302. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  47303. /**
  47304. * AKA Diffuse Color in other nomenclature.
  47305. */
  47306. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  47307. /**
  47308. * AKA Specular Color in other nomenclature.
  47309. */
  47310. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  47311. /**
  47312. * The color reflected from the material.
  47313. */
  47314. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  47315. /**
  47316. * The color emitted from the material.
  47317. */
  47318. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47319. /**
  47320. * AKA Glossiness in other nomenclature.
  47321. */
  47322. _this.microSurface = 1.0;
  47323. /**
  47324. * source material index of refraction (IOR)' / 'destination material IOR.
  47325. */
  47326. _this.indexOfRefraction = 0.66;
  47327. /**
  47328. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  47329. */
  47330. _this.invertRefractionY = false;
  47331. /**
  47332. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47333. * Materials half opaque for instance using refraction could benefit from this control.
  47334. */
  47335. _this.linkRefractionWithTransparency = false;
  47336. /**
  47337. * If true, the light map contains occlusion information instead of lighting info.
  47338. */
  47339. _this.useLightmapAsShadowmap = false;
  47340. /**
  47341. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  47342. */
  47343. _this.useAlphaFromAlbedoTexture = false;
  47344. /**
  47345. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  47346. */
  47347. _this.forceAlphaTest = false;
  47348. /**
  47349. * Defines the alpha limits in alpha test mode.
  47350. */
  47351. _this.alphaCutOff = 0.4;
  47352. /**
  47353. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  47354. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  47355. */
  47356. _this.useSpecularOverAlpha = true;
  47357. /**
  47358. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  47359. */
  47360. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  47361. /**
  47362. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  47363. */
  47364. _this.useRoughnessFromMetallicTextureAlpha = true;
  47365. /**
  47366. * Specifies if the metallic texture contains the roughness information in its green channel.
  47367. */
  47368. _this.useRoughnessFromMetallicTextureGreen = false;
  47369. /**
  47370. * Specifies if the metallic texture contains the metallness information in its blue channel.
  47371. */
  47372. _this.useMetallnessFromMetallicTextureBlue = false;
  47373. /**
  47374. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  47375. */
  47376. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  47377. /**
  47378. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  47379. */
  47380. _this.useAmbientInGrayScale = false;
  47381. /**
  47382. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  47383. * The material will try to infer what glossiness each pixel should be.
  47384. */
  47385. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  47386. /**
  47387. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47388. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47389. */
  47390. _this.useRadianceOverAlpha = true;
  47391. /**
  47392. * Allows using an object space normal map (instead of tangent space).
  47393. */
  47394. _this.useObjectSpaceNormalMap = false;
  47395. /**
  47396. * Allows using the bump map in parallax mode.
  47397. */
  47398. _this.useParallax = false;
  47399. /**
  47400. * Allows using the bump map in parallax occlusion mode.
  47401. */
  47402. _this.useParallaxOcclusion = false;
  47403. /**
  47404. * Controls the scale bias of the parallax mode.
  47405. */
  47406. _this.parallaxScaleBias = 0.05;
  47407. /**
  47408. * If sets to true, disables all the lights affecting the material.
  47409. */
  47410. _this.disableLighting = false;
  47411. /**
  47412. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47413. */
  47414. _this.forceIrradianceInFragment = false;
  47415. /**
  47416. * Number of Simultaneous lights allowed on the material.
  47417. */
  47418. _this.maxSimultaneousLights = 4;
  47419. /**
  47420. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47421. */
  47422. _this.invertNormalMapX = false;
  47423. /**
  47424. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47425. */
  47426. _this.invertNormalMapY = false;
  47427. /**
  47428. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47429. */
  47430. _this.twoSidedLighting = false;
  47431. /**
  47432. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47433. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47434. */
  47435. _this.useAlphaFresnel = 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 stays linear to compute the fresnel)
  47439. */
  47440. _this.useLinearAlphaFresnel = 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.
  47444. */
  47445. _this.environmentBRDFTexture = null;
  47446. /**
  47447. * Force normal to face away from face.
  47448. */
  47449. _this.forceNormalForward = false;
  47450. /**
  47451. * Enables specular anti aliasing in the PBR shader.
  47452. * It will both interacts on the Geometry for analytical and IBL lighting.
  47453. * It also prefilter the roughness map based on the bump values.
  47454. */
  47455. _this.enableSpecularAntiAliasing = false;
  47456. /**
  47457. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47458. * makes the reflect vector face the model (under horizon).
  47459. */
  47460. _this.useHorizonOcclusion = true;
  47461. /**
  47462. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47463. * too much the area relying on ambient texture to define their ambient occlusion.
  47464. */
  47465. _this.useRadianceOcclusion = true;
  47466. /**
  47467. * If set to true, no lighting calculations will be applied.
  47468. */
  47469. _this.unlit = false;
  47470. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47471. return _this;
  47472. }
  47473. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47474. /**
  47475. * BJS is using an harcoded light falloff based on a manually sets up range.
  47476. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47477. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47478. */
  47479. get: function () {
  47480. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47481. },
  47482. /**
  47483. * BJS is using an harcoded light falloff based on a manually sets up range.
  47484. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47485. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47486. */
  47487. set: function (value) {
  47488. if (value !== this.usePhysicalLightFalloff) {
  47489. // Ensure the effect will be rebuilt.
  47490. this._markAllSubMeshesAsTexturesDirty();
  47491. if (value) {
  47492. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47493. }
  47494. else {
  47495. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47496. }
  47497. }
  47498. },
  47499. enumerable: true,
  47500. configurable: true
  47501. });
  47502. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  47503. /**
  47504. * In order to support the falloff compatibility with gltf, a special mode has been added
  47505. * to reproduce the gltf light falloff.
  47506. */
  47507. get: function () {
  47508. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47509. },
  47510. /**
  47511. * In order to support the falloff compatibility with gltf, a special mode has been added
  47512. * to reproduce the gltf light falloff.
  47513. */
  47514. set: function (value) {
  47515. if (value !== this.useGLTFLightFalloff) {
  47516. // Ensure the effect will be rebuilt.
  47517. this._markAllSubMeshesAsTexturesDirty();
  47518. if (value) {
  47519. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47520. }
  47521. else {
  47522. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47523. }
  47524. }
  47525. },
  47526. enumerable: true,
  47527. configurable: true
  47528. });
  47529. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  47530. /**
  47531. * Gets the image processing configuration used either in this material.
  47532. */
  47533. get: function () {
  47534. return this._imageProcessingConfiguration;
  47535. },
  47536. /**
  47537. * Sets the Default image processing configuration used either in the this material.
  47538. *
  47539. * If sets to null, the scene one is in use.
  47540. */
  47541. set: function (value) {
  47542. this._attachImageProcessingConfiguration(value);
  47543. // Ensure the effect will be rebuilt.
  47544. this._markAllSubMeshesAsTexturesDirty();
  47545. },
  47546. enumerable: true,
  47547. configurable: true
  47548. });
  47549. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  47550. /**
  47551. * Gets wether the color curves effect is enabled.
  47552. */
  47553. get: function () {
  47554. return this.imageProcessingConfiguration.colorCurvesEnabled;
  47555. },
  47556. /**
  47557. * Sets wether the color curves effect is enabled.
  47558. */
  47559. set: function (value) {
  47560. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  47561. },
  47562. enumerable: true,
  47563. configurable: true
  47564. });
  47565. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  47566. /**
  47567. * Gets wether the color grading effect is enabled.
  47568. */
  47569. get: function () {
  47570. return this.imageProcessingConfiguration.colorGradingEnabled;
  47571. },
  47572. /**
  47573. * Gets wether the color grading effect is enabled.
  47574. */
  47575. set: function (value) {
  47576. this.imageProcessingConfiguration.colorGradingEnabled = value;
  47577. },
  47578. enumerable: true,
  47579. configurable: true
  47580. });
  47581. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  47582. /**
  47583. * Gets wether tonemapping is enabled or not.
  47584. */
  47585. get: function () {
  47586. return this._imageProcessingConfiguration.toneMappingEnabled;
  47587. },
  47588. /**
  47589. * Sets wether tonemapping is enabled or not
  47590. */
  47591. set: function (value) {
  47592. this._imageProcessingConfiguration.toneMappingEnabled = value;
  47593. },
  47594. enumerable: true,
  47595. configurable: true
  47596. });
  47597. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  47598. /**
  47599. * The camera exposure used on this material.
  47600. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47601. * This corresponds to a photographic exposure.
  47602. */
  47603. get: function () {
  47604. return this._imageProcessingConfiguration.exposure;
  47605. },
  47606. /**
  47607. * The camera exposure used on this material.
  47608. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47609. * This corresponds to a photographic exposure.
  47610. */
  47611. set: function (value) {
  47612. this._imageProcessingConfiguration.exposure = value;
  47613. },
  47614. enumerable: true,
  47615. configurable: true
  47616. });
  47617. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  47618. /**
  47619. * Gets The camera contrast used on this material.
  47620. */
  47621. get: function () {
  47622. return this._imageProcessingConfiguration.contrast;
  47623. },
  47624. /**
  47625. * Sets The camera contrast used on this material.
  47626. */
  47627. set: function (value) {
  47628. this._imageProcessingConfiguration.contrast = value;
  47629. },
  47630. enumerable: true,
  47631. configurable: true
  47632. });
  47633. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  47634. /**
  47635. * Gets the Color Grading 2D Lookup Texture.
  47636. */
  47637. get: function () {
  47638. return this._imageProcessingConfiguration.colorGradingTexture;
  47639. },
  47640. /**
  47641. * Sets the Color Grading 2D Lookup Texture.
  47642. */
  47643. set: function (value) {
  47644. this._imageProcessingConfiguration.colorGradingTexture = value;
  47645. },
  47646. enumerable: true,
  47647. configurable: true
  47648. });
  47649. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  47650. /**
  47651. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47652. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47653. * 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;
  47654. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47655. */
  47656. get: function () {
  47657. return this._imageProcessingConfiguration.colorCurves;
  47658. },
  47659. /**
  47660. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47661. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47662. * 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;
  47663. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47664. */
  47665. set: function (value) {
  47666. this._imageProcessingConfiguration.colorCurves = value;
  47667. },
  47668. enumerable: true,
  47669. configurable: true
  47670. });
  47671. /**
  47672. * Returns the name of this material class.
  47673. */
  47674. PBRMaterial.prototype.getClassName = function () {
  47675. return "PBRMaterial";
  47676. };
  47677. /**
  47678. * Returns an array of the actively used textures.
  47679. * @returns - Array of BaseTextures
  47680. */
  47681. PBRMaterial.prototype.getActiveTextures = function () {
  47682. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47683. if (this._albedoTexture) {
  47684. activeTextures.push(this._albedoTexture);
  47685. }
  47686. if (this._ambientTexture) {
  47687. activeTextures.push(this._ambientTexture);
  47688. }
  47689. if (this._opacityTexture) {
  47690. activeTextures.push(this._opacityTexture);
  47691. }
  47692. if (this._reflectionTexture) {
  47693. activeTextures.push(this._reflectionTexture);
  47694. }
  47695. if (this._emissiveTexture) {
  47696. activeTextures.push(this._emissiveTexture);
  47697. }
  47698. if (this._reflectivityTexture) {
  47699. activeTextures.push(this._reflectivityTexture);
  47700. }
  47701. if (this._metallicTexture) {
  47702. activeTextures.push(this._metallicTexture);
  47703. }
  47704. if (this._microSurfaceTexture) {
  47705. activeTextures.push(this._microSurfaceTexture);
  47706. }
  47707. if (this._bumpTexture) {
  47708. activeTextures.push(this._bumpTexture);
  47709. }
  47710. if (this._lightmapTexture) {
  47711. activeTextures.push(this._lightmapTexture);
  47712. }
  47713. if (this._refractionTexture) {
  47714. activeTextures.push(this._refractionTexture);
  47715. }
  47716. return activeTextures;
  47717. };
  47718. /**
  47719. * Checks to see if a texture is used in the material.
  47720. * @param texture - Base texture to use.
  47721. * @returns - Boolean specifying if a texture is used in the material.
  47722. */
  47723. PBRMaterial.prototype.hasTexture = function (texture) {
  47724. if (_super.prototype.hasTexture.call(this, texture)) {
  47725. return true;
  47726. }
  47727. if (this._albedoTexture === texture) {
  47728. return true;
  47729. }
  47730. if (this._ambientTexture === texture) {
  47731. return true;
  47732. }
  47733. if (this._opacityTexture === texture) {
  47734. return true;
  47735. }
  47736. if (this._reflectionTexture === texture) {
  47737. return true;
  47738. }
  47739. if (this._reflectivityTexture === texture) {
  47740. return true;
  47741. }
  47742. if (this._metallicTexture === texture) {
  47743. return true;
  47744. }
  47745. if (this._microSurfaceTexture === texture) {
  47746. return true;
  47747. }
  47748. if (this._bumpTexture === texture) {
  47749. return true;
  47750. }
  47751. if (this._lightmapTexture === texture) {
  47752. return true;
  47753. }
  47754. if (this._refractionTexture === texture) {
  47755. return true;
  47756. }
  47757. return false;
  47758. };
  47759. /**
  47760. * Makes a duplicate of the current material.
  47761. * @param name - name to use for the new material.
  47762. */
  47763. PBRMaterial.prototype.clone = function (name) {
  47764. var _this = this;
  47765. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  47766. clone.id = name;
  47767. clone.name = name;
  47768. return clone;
  47769. };
  47770. /**
  47771. * Serializes this PBR Material.
  47772. * @returns - An object with the serialized material.
  47773. */
  47774. PBRMaterial.prototype.serialize = function () {
  47775. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  47776. serializationObject.customType = "BABYLON.PBRMaterial";
  47777. return serializationObject;
  47778. };
  47779. // Statics
  47780. /**
  47781. * Parses a PBR Material from a serialized object.
  47782. * @param source - Serialized object.
  47783. * @param scene - BJS scene instance.
  47784. * @param rootUrl - url for the scene object
  47785. * @returns - PBRMaterial
  47786. */
  47787. PBRMaterial.Parse = function (source, scene, rootUrl) {
  47788. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  47789. };
  47790. /**
  47791. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  47792. */
  47793. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  47794. /**
  47795. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  47796. */
  47797. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  47798. /**
  47799. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  47800. */
  47801. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  47802. /**
  47803. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  47804. * They are also discarded below the alpha cutoff threshold to improve performances.
  47805. */
  47806. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  47807. /**
  47808. * Defines the default value of how much AO map is occluding the analytical lights
  47809. * (point spot...).
  47810. */
  47811. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  47812. __decorate([
  47813. BABYLON.serialize(),
  47814. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47815. ], PBRMaterial.prototype, "directIntensity", void 0);
  47816. __decorate([
  47817. BABYLON.serialize(),
  47818. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47819. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  47820. __decorate([
  47821. BABYLON.serialize(),
  47822. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47823. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  47824. __decorate([
  47825. BABYLON.serialize(),
  47826. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47827. ], PBRMaterial.prototype, "specularIntensity", void 0);
  47828. __decorate([
  47829. BABYLON.serialize(),
  47830. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47831. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  47832. __decorate([
  47833. BABYLON.serializeAsTexture(),
  47834. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47835. ], PBRMaterial.prototype, "albedoTexture", void 0);
  47836. __decorate([
  47837. BABYLON.serializeAsTexture(),
  47838. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47839. ], PBRMaterial.prototype, "ambientTexture", void 0);
  47840. __decorate([
  47841. BABYLON.serialize(),
  47842. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47843. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  47844. __decorate([
  47845. BABYLON.serialize(),
  47846. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47847. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  47848. __decorate([
  47849. BABYLON.serializeAsTexture(),
  47850. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47851. ], PBRMaterial.prototype, "opacityTexture", void 0);
  47852. __decorate([
  47853. BABYLON.serializeAsTexture(),
  47854. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47855. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  47856. __decorate([
  47857. BABYLON.serializeAsTexture(),
  47858. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47859. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  47860. __decorate([
  47861. BABYLON.serializeAsTexture(),
  47862. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47863. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  47864. __decorate([
  47865. BABYLON.serializeAsTexture(),
  47866. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47867. ], PBRMaterial.prototype, "metallicTexture", void 0);
  47868. __decorate([
  47869. BABYLON.serialize(),
  47870. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47871. ], PBRMaterial.prototype, "metallic", void 0);
  47872. __decorate([
  47873. BABYLON.serialize(),
  47874. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47875. ], PBRMaterial.prototype, "roughness", void 0);
  47876. __decorate([
  47877. BABYLON.serializeAsTexture(),
  47878. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47879. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  47880. __decorate([
  47881. BABYLON.serializeAsTexture(),
  47882. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47883. ], PBRMaterial.prototype, "bumpTexture", void 0);
  47884. __decorate([
  47885. BABYLON.serializeAsTexture(),
  47886. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47887. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  47888. __decorate([
  47889. BABYLON.serializeAsTexture(),
  47890. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47891. ], PBRMaterial.prototype, "refractionTexture", void 0);
  47892. __decorate([
  47893. BABYLON.serializeAsColor3("ambient"),
  47894. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47895. ], PBRMaterial.prototype, "ambientColor", void 0);
  47896. __decorate([
  47897. BABYLON.serializeAsColor3("albedo"),
  47898. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47899. ], PBRMaterial.prototype, "albedoColor", void 0);
  47900. __decorate([
  47901. BABYLON.serializeAsColor3("reflectivity"),
  47902. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47903. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  47904. __decorate([
  47905. BABYLON.serializeAsColor3("reflection"),
  47906. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47907. ], PBRMaterial.prototype, "reflectionColor", void 0);
  47908. __decorate([
  47909. BABYLON.serializeAsColor3("emissive"),
  47910. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47911. ], PBRMaterial.prototype, "emissiveColor", void 0);
  47912. __decorate([
  47913. BABYLON.serialize(),
  47914. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47915. ], PBRMaterial.prototype, "microSurface", void 0);
  47916. __decorate([
  47917. BABYLON.serialize(),
  47918. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47919. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  47920. __decorate([
  47921. BABYLON.serialize(),
  47922. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47923. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  47924. __decorate([
  47925. BABYLON.serialize(),
  47926. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47927. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  47928. __decorate([
  47929. BABYLON.serialize(),
  47930. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47931. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47932. __decorate([
  47933. BABYLON.serialize(),
  47934. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47935. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  47936. __decorate([
  47937. BABYLON.serialize(),
  47938. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47939. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  47940. __decorate([
  47941. BABYLON.serialize(),
  47942. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47943. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  47944. __decorate([
  47945. BABYLON.serialize(),
  47946. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47947. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  47948. __decorate([
  47949. BABYLON.serialize(),
  47950. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47951. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  47952. __decorate([
  47953. BABYLON.serialize(),
  47954. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47955. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  47956. __decorate([
  47957. BABYLON.serialize(),
  47958. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47959. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  47960. __decorate([
  47961. BABYLON.serialize(),
  47962. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47963. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  47964. __decorate([
  47965. BABYLON.serialize(),
  47966. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47967. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  47968. __decorate([
  47969. BABYLON.serialize(),
  47970. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47971. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  47972. __decorate([
  47973. BABYLON.serialize(),
  47974. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47975. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  47976. __decorate([
  47977. BABYLON.serialize()
  47978. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  47979. __decorate([
  47980. BABYLON.serialize()
  47981. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  47982. __decorate([
  47983. BABYLON.serialize(),
  47984. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47985. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  47986. __decorate([
  47987. BABYLON.serialize(),
  47988. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47989. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  47990. __decorate([
  47991. BABYLON.serialize(),
  47992. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47993. ], PBRMaterial.prototype, "useParallax", void 0);
  47994. __decorate([
  47995. BABYLON.serialize(),
  47996. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47997. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  47998. __decorate([
  47999. BABYLON.serialize(),
  48000. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48001. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  48002. __decorate([
  48003. BABYLON.serialize(),
  48004. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48005. ], PBRMaterial.prototype, "disableLighting", void 0);
  48006. __decorate([
  48007. BABYLON.serialize(),
  48008. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48009. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  48010. __decorate([
  48011. BABYLON.serialize(),
  48012. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48013. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  48014. __decorate([
  48015. BABYLON.serialize(),
  48016. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48017. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  48018. __decorate([
  48019. BABYLON.serialize(),
  48020. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48021. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  48022. __decorate([
  48023. BABYLON.serialize(),
  48024. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48025. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  48026. __decorate([
  48027. BABYLON.serialize(),
  48028. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48029. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  48030. __decorate([
  48031. BABYLON.serialize(),
  48032. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48033. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  48034. __decorate([
  48035. BABYLON.serializeAsTexture(),
  48036. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48037. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  48038. __decorate([
  48039. BABYLON.serialize(),
  48040. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48041. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  48042. __decorate([
  48043. BABYLON.serialize(),
  48044. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48045. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  48046. __decorate([
  48047. BABYLON.serialize(),
  48048. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48049. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  48050. __decorate([
  48051. BABYLON.serialize(),
  48052. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48053. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  48054. __decorate([
  48055. BABYLON.serialize(),
  48056. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  48057. ], PBRMaterial.prototype, "unlit", void 0);
  48058. return PBRMaterial;
  48059. }(BABYLON.PBRBaseMaterial));
  48060. BABYLON.PBRMaterial = PBRMaterial;
  48061. })(BABYLON || (BABYLON = {}));
  48062. //# sourceMappingURL=babylon.pbrMaterial.js.map
  48063. var BABYLON;
  48064. (function (BABYLON) {
  48065. /**
  48066. * The PBR material of BJS following the metal roughness convention.
  48067. *
  48068. * This fits to the PBR convention in the GLTF definition:
  48069. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  48070. */
  48071. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  48072. __extends(PBRMetallicRoughnessMaterial, _super);
  48073. /**
  48074. * Instantiates a new PBRMetalRoughnessMaterial instance.
  48075. *
  48076. * @param name The material name
  48077. * @param scene The scene the material will be use in.
  48078. */
  48079. function PBRMetallicRoughnessMaterial(name, scene) {
  48080. var _this = _super.call(this, name, scene) || this;
  48081. _this._useRoughnessFromMetallicTextureAlpha = false;
  48082. _this._useRoughnessFromMetallicTextureGreen = true;
  48083. _this._useMetallnessFromMetallicTextureBlue = true;
  48084. _this.metallic = 1.0;
  48085. _this.roughness = 1.0;
  48086. return _this;
  48087. }
  48088. /**
  48089. * Return the currrent class name of the material.
  48090. */
  48091. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  48092. return "PBRMetallicRoughnessMaterial";
  48093. };
  48094. /**
  48095. * Return the active textures of the material.
  48096. */
  48097. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  48098. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48099. if (this.baseTexture) {
  48100. activeTextures.push(this.baseTexture);
  48101. }
  48102. if (this.metallicRoughnessTexture) {
  48103. activeTextures.push(this.metallicRoughnessTexture);
  48104. }
  48105. return activeTextures;
  48106. };
  48107. /**
  48108. * Checks to see if a texture is used in the material.
  48109. * @param texture - Base texture to use.
  48110. * @returns - Boolean specifying if a texture is used in the material.
  48111. */
  48112. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  48113. if (_super.prototype.hasTexture.call(this, texture)) {
  48114. return true;
  48115. }
  48116. if (this.baseTexture === texture) {
  48117. return true;
  48118. }
  48119. if (this.metallicRoughnessTexture === texture) {
  48120. return true;
  48121. }
  48122. return false;
  48123. };
  48124. /**
  48125. * Makes a duplicate of the current material.
  48126. * @param name - name to use for the new material.
  48127. */
  48128. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  48129. var _this = this;
  48130. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  48131. clone.id = name;
  48132. clone.name = name;
  48133. return clone;
  48134. };
  48135. /**
  48136. * Serialize the material to a parsable JSON object.
  48137. */
  48138. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  48139. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48140. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  48141. return serializationObject;
  48142. };
  48143. /**
  48144. * Parses a JSON object correponding to the serialize function.
  48145. */
  48146. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  48147. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  48148. };
  48149. __decorate([
  48150. BABYLON.serializeAsColor3(),
  48151. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48152. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  48153. __decorate([
  48154. BABYLON.serializeAsTexture(),
  48155. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48156. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  48157. __decorate([
  48158. BABYLON.serialize(),
  48159. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48160. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  48161. __decorate([
  48162. BABYLON.serialize(),
  48163. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48164. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  48165. __decorate([
  48166. BABYLON.serializeAsTexture(),
  48167. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  48168. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  48169. return PBRMetallicRoughnessMaterial;
  48170. }(BABYLON.PBRBaseSimpleMaterial));
  48171. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  48172. })(BABYLON || (BABYLON = {}));
  48173. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  48174. var BABYLON;
  48175. (function (BABYLON) {
  48176. /**
  48177. * The PBR material of BJS following the specular glossiness convention.
  48178. *
  48179. * This fits to the PBR convention in the GLTF definition:
  48180. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  48181. */
  48182. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  48183. __extends(PBRSpecularGlossinessMaterial, _super);
  48184. /**
  48185. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  48186. *
  48187. * @param name The material name
  48188. * @param scene The scene the material will be use in.
  48189. */
  48190. function PBRSpecularGlossinessMaterial(name, scene) {
  48191. var _this = _super.call(this, name, scene) || this;
  48192. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  48193. return _this;
  48194. }
  48195. /**
  48196. * Return the currrent class name of the material.
  48197. */
  48198. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  48199. return "PBRSpecularGlossinessMaterial";
  48200. };
  48201. /**
  48202. * Return the active textures of the material.
  48203. */
  48204. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  48205. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48206. if (this.diffuseTexture) {
  48207. activeTextures.push(this.diffuseTexture);
  48208. }
  48209. if (this.specularGlossinessTexture) {
  48210. activeTextures.push(this.specularGlossinessTexture);
  48211. }
  48212. return activeTextures;
  48213. };
  48214. /**
  48215. * Checks to see if a texture is used in the material.
  48216. * @param texture - Base texture to use.
  48217. * @returns - Boolean specifying if a texture is used in the material.
  48218. */
  48219. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  48220. if (_super.prototype.hasTexture.call(this, texture)) {
  48221. return true;
  48222. }
  48223. if (this.diffuseTexture === texture) {
  48224. return true;
  48225. }
  48226. if (this.specularGlossinessTexture === texture) {
  48227. return true;
  48228. }
  48229. return false;
  48230. };
  48231. /**
  48232. * Makes a duplicate of the current material.
  48233. * @param name - name to use for the new material.
  48234. */
  48235. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  48236. var _this = this;
  48237. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  48238. clone.id = name;
  48239. clone.name = name;
  48240. return clone;
  48241. };
  48242. /**
  48243. * Serialize the material to a parsable JSON object.
  48244. */
  48245. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  48246. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48247. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  48248. return serializationObject;
  48249. };
  48250. /**
  48251. * Parses a JSON object correponding to the serialize function.
  48252. */
  48253. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  48254. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  48255. };
  48256. __decorate([
  48257. BABYLON.serializeAsColor3("diffuse"),
  48258. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48259. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  48260. __decorate([
  48261. BABYLON.serializeAsTexture(),
  48262. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48263. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  48264. __decorate([
  48265. BABYLON.serializeAsColor3("specular"),
  48266. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  48267. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  48268. __decorate([
  48269. BABYLON.serialize(),
  48270. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  48271. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  48272. __decorate([
  48273. BABYLON.serializeAsTexture(),
  48274. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  48275. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  48276. return PBRSpecularGlossinessMaterial;
  48277. }(BABYLON.PBRBaseSimpleMaterial));
  48278. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  48279. })(BABYLON || (BABYLON = {}));
  48280. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  48281. var BABYLON;
  48282. (function (BABYLON) {
  48283. /**
  48284. * @ignore
  48285. * This is a list of all the different input types that are available in the application.
  48286. * Fo instance: ArcRotateCameraGamepadInput...
  48287. */
  48288. BABYLON.CameraInputTypes = {};
  48289. /**
  48290. * This represents the input manager used within a camera.
  48291. * It helps dealing with all the different kind of input attached to a camera.
  48292. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48293. */
  48294. var CameraInputsManager = /** @class */ (function () {
  48295. /**
  48296. * Instantiate a new Camera Input Manager.
  48297. * @param camera Defines the camera the input manager blongs to
  48298. */
  48299. function CameraInputsManager(camera) {
  48300. this.attached = {};
  48301. this.camera = camera;
  48302. this.checkInputs = function () { };
  48303. }
  48304. /**
  48305. * Add an input method to a camera
  48306. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48307. * @param input camera input method
  48308. */
  48309. CameraInputsManager.prototype.add = function (input) {
  48310. var type = input.getSimpleName();
  48311. if (this.attached[type]) {
  48312. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  48313. return;
  48314. }
  48315. this.attached[type] = input;
  48316. input.camera = this.camera;
  48317. //for checkInputs, we are dynamically creating a function
  48318. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  48319. if (input.checkInputs) {
  48320. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48321. }
  48322. if (this.attachedElement) {
  48323. input.attachControl(this.attachedElement);
  48324. }
  48325. };
  48326. /**
  48327. * Remove a specific input method from a camera
  48328. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  48329. * @param inputToRemove camera input method
  48330. */
  48331. CameraInputsManager.prototype.remove = function (inputToRemove) {
  48332. for (var cam in this.attached) {
  48333. var input = this.attached[cam];
  48334. if (input === inputToRemove) {
  48335. input.detachControl(this.attachedElement);
  48336. input.camera = null;
  48337. delete this.attached[cam];
  48338. this.rebuildInputCheck();
  48339. }
  48340. }
  48341. };
  48342. /**
  48343. * Remove a specific input type from a camera
  48344. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  48345. * @param inputType the type of the input to remove
  48346. */
  48347. CameraInputsManager.prototype.removeByType = function (inputType) {
  48348. for (var cam in this.attached) {
  48349. var input = this.attached[cam];
  48350. if (input.getClassName() === inputType) {
  48351. input.detachControl(this.attachedElement);
  48352. input.camera = null;
  48353. delete this.attached[cam];
  48354. this.rebuildInputCheck();
  48355. }
  48356. }
  48357. };
  48358. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  48359. var current = this.checkInputs;
  48360. return function () {
  48361. current();
  48362. fn();
  48363. };
  48364. };
  48365. /**
  48366. * Attach the input controls to the currently attached dom element to listen the events from.
  48367. * @param input Defines the input to attach
  48368. */
  48369. CameraInputsManager.prototype.attachInput = function (input) {
  48370. if (this.attachedElement) {
  48371. input.attachControl(this.attachedElement, this.noPreventDefault);
  48372. }
  48373. };
  48374. /**
  48375. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  48376. * @param element Defines the dom element to collect the events from
  48377. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48378. */
  48379. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  48380. if (noPreventDefault === void 0) { noPreventDefault = false; }
  48381. if (this.attachedElement) {
  48382. return;
  48383. }
  48384. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  48385. this.attachedElement = element;
  48386. this.noPreventDefault = noPreventDefault;
  48387. for (var cam in this.attached) {
  48388. this.attached[cam].attachControl(element, noPreventDefault);
  48389. }
  48390. };
  48391. /**
  48392. * Detach the current manager inputs controls from a specific dom element.
  48393. * @param element Defines the dom element to collect the events from
  48394. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  48395. */
  48396. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  48397. if (disconnect === void 0) { disconnect = false; }
  48398. if (this.attachedElement !== element) {
  48399. return;
  48400. }
  48401. for (var cam in this.attached) {
  48402. this.attached[cam].detachControl(element);
  48403. if (disconnect) {
  48404. this.attached[cam].camera = null;
  48405. }
  48406. }
  48407. this.attachedElement = null;
  48408. };
  48409. /**
  48410. * Rebuild the dynamic inputCheck function from the current list of
  48411. * defined inputs in the manager.
  48412. */
  48413. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48414. this.checkInputs = function () { };
  48415. for (var cam in this.attached) {
  48416. var input = this.attached[cam];
  48417. if (input.checkInputs) {
  48418. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48419. }
  48420. }
  48421. };
  48422. /**
  48423. * Remove all attached input methods from a camera
  48424. */
  48425. CameraInputsManager.prototype.clear = function () {
  48426. if (this.attachedElement) {
  48427. this.detachElement(this.attachedElement, true);
  48428. }
  48429. this.attached = {};
  48430. this.attachedElement = null;
  48431. this.checkInputs = function () { };
  48432. };
  48433. /**
  48434. * Serialize the current input manager attached to a camera.
  48435. * This ensures than once parsed,
  48436. * the input associated to the camera will be identical to the current ones
  48437. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48438. */
  48439. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48440. var inputs = {};
  48441. for (var cam in this.attached) {
  48442. var input = this.attached[cam];
  48443. var res = BABYLON.SerializationHelper.Serialize(input);
  48444. inputs[input.getClassName()] = res;
  48445. }
  48446. serializedCamera.inputsmgr = inputs;
  48447. };
  48448. /**
  48449. * Parses an input manager serialized JSON to restore the previous list of inputs
  48450. * and states associated to a camera.
  48451. * @param parsedCamera Defines the JSON to parse
  48452. */
  48453. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48454. var parsedInputs = parsedCamera.inputsmgr;
  48455. if (parsedInputs) {
  48456. this.clear();
  48457. for (var n in parsedInputs) {
  48458. var construct = BABYLON.CameraInputTypes[n];
  48459. if (construct) {
  48460. var parsedinput = parsedInputs[n];
  48461. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48462. this.add(input);
  48463. }
  48464. }
  48465. }
  48466. else {
  48467. //2016-03-08 this part is for managing backward compatibility
  48468. for (var n in this.attached) {
  48469. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48470. if (construct) {
  48471. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48472. this.remove(this.attached[n]);
  48473. this.add(input);
  48474. }
  48475. }
  48476. }
  48477. };
  48478. return CameraInputsManager;
  48479. }());
  48480. BABYLON.CameraInputsManager = CameraInputsManager;
  48481. })(BABYLON || (BABYLON = {}));
  48482. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  48483. var BABYLON;
  48484. (function (BABYLON) {
  48485. /**
  48486. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  48487. * This is the base of the follow, arc rotate cameras and Free camera
  48488. * @see http://doc.babylonjs.com/features/cameras
  48489. */
  48490. var TargetCamera = /** @class */ (function (_super) {
  48491. __extends(TargetCamera, _super);
  48492. /**
  48493. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  48494. * This is the base of the follow, arc rotate cameras and Free camera
  48495. * @see http://doc.babylonjs.com/features/cameras
  48496. * @param name Defines the name of the camera in the scene
  48497. * @param position Defines the start position of the camera in the scene
  48498. * @param scene Defines the scene the camera belongs to
  48499. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48500. */
  48501. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48502. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48503. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48504. /**
  48505. * Define the current direction the camera is moving to
  48506. */
  48507. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  48508. /**
  48509. * Define the current rotation the camera is rotating to
  48510. */
  48511. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  48512. /**
  48513. * When set, the up vector of the camera will be updated by the rotation of the camera
  48514. */
  48515. _this.updateUpVectorFromRotation = false;
  48516. _this._tmpQuaternion = new BABYLON.Quaternion();
  48517. /**
  48518. * Define the current rotation of the camera
  48519. */
  48520. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  48521. /**
  48522. * Define the current speed of the camera
  48523. */
  48524. _this.speed = 2.0;
  48525. /**
  48526. * Add cconstraint to the camera to prevent it to move freely in all directions and
  48527. * around all axis.
  48528. */
  48529. _this.noRotationConstraint = false;
  48530. /**
  48531. * Define the current target of the camera as an object or a position.
  48532. */
  48533. _this.lockedTarget = null;
  48534. /** @hidden */
  48535. _this._currentTarget = BABYLON.Vector3.Zero();
  48536. /** @hidden */
  48537. _this._viewMatrix = BABYLON.Matrix.Zero();
  48538. /** @hidden */
  48539. _this._camMatrix = BABYLON.Matrix.Zero();
  48540. /** @hidden */
  48541. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  48542. /** @hidden */
  48543. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  48544. /** @hidden */
  48545. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  48546. /** @hidden */
  48547. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  48548. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  48549. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  48550. _this._defaultUp = BABYLON.Vector3.Up();
  48551. _this._cachedRotationZ = 0;
  48552. _this._cachedQuaternionRotationZ = 0;
  48553. return _this;
  48554. }
  48555. /**
  48556. * Gets the position in front of the camera at a given distance.
  48557. * @param distance The distance from the camera we want the position to be
  48558. * @returns the position
  48559. */
  48560. TargetCamera.prototype.getFrontPosition = function (distance) {
  48561. this.getWorldMatrix();
  48562. var direction = this.getTarget().subtract(this.position);
  48563. direction.normalize();
  48564. direction.scaleInPlace(distance);
  48565. return this.globalPosition.add(direction);
  48566. };
  48567. /** @hidden */
  48568. TargetCamera.prototype._getLockedTargetPosition = function () {
  48569. if (!this.lockedTarget) {
  48570. return null;
  48571. }
  48572. if (this.lockedTarget.absolutePosition) {
  48573. this.lockedTarget.computeWorldMatrix();
  48574. }
  48575. return this.lockedTarget.absolutePosition || this.lockedTarget;
  48576. };
  48577. /**
  48578. * Store current camera state of the camera (fov, position, rotation, etc..)
  48579. * @returns the camera
  48580. */
  48581. TargetCamera.prototype.storeState = function () {
  48582. this._storedPosition = this.position.clone();
  48583. this._storedRotation = this.rotation.clone();
  48584. if (this.rotationQuaternion) {
  48585. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  48586. }
  48587. return _super.prototype.storeState.call(this);
  48588. };
  48589. /**
  48590. * Restored camera state. You must call storeState() first
  48591. * @returns whether it was successful or not
  48592. * @hidden
  48593. */
  48594. TargetCamera.prototype._restoreStateValues = function () {
  48595. if (!_super.prototype._restoreStateValues.call(this)) {
  48596. return false;
  48597. }
  48598. this.position = this._storedPosition.clone();
  48599. this.rotation = this._storedRotation.clone();
  48600. if (this.rotationQuaternion) {
  48601. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  48602. }
  48603. this.cameraDirection.copyFromFloats(0, 0, 0);
  48604. this.cameraRotation.copyFromFloats(0, 0);
  48605. return true;
  48606. };
  48607. /** @hidden */
  48608. TargetCamera.prototype._initCache = function () {
  48609. _super.prototype._initCache.call(this);
  48610. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48611. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48612. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48613. };
  48614. /** @hidden */
  48615. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  48616. if (!ignoreParentClass) {
  48617. _super.prototype._updateCache.call(this);
  48618. }
  48619. var lockedTargetPosition = this._getLockedTargetPosition();
  48620. if (!lockedTargetPosition) {
  48621. this._cache.lockedTarget = null;
  48622. }
  48623. else {
  48624. if (!this._cache.lockedTarget) {
  48625. this._cache.lockedTarget = lockedTargetPosition.clone();
  48626. }
  48627. else {
  48628. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  48629. }
  48630. }
  48631. this._cache.rotation.copyFrom(this.rotation);
  48632. if (this.rotationQuaternion) {
  48633. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48634. }
  48635. };
  48636. // Synchronized
  48637. /** @hidden */
  48638. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  48639. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  48640. return false;
  48641. }
  48642. var lockedTargetPosition = this._getLockedTargetPosition();
  48643. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  48644. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  48645. };
  48646. // Methods
  48647. /** @hidden */
  48648. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  48649. var engine = this.getEngine();
  48650. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  48651. };
  48652. // Target
  48653. /** @hidden */
  48654. TargetCamera.prototype.setTarget = function (target) {
  48655. this.upVector.normalize();
  48656. if (this.position.z === target.z) {
  48657. this.position.z += BABYLON.Epsilon;
  48658. }
  48659. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  48660. this._camMatrix.invert();
  48661. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  48662. var vDir = target.subtract(this.position);
  48663. if (vDir.x >= 0.0) {
  48664. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  48665. }
  48666. else {
  48667. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  48668. }
  48669. this.rotation.z = 0;
  48670. if (isNaN(this.rotation.x)) {
  48671. this.rotation.x = 0;
  48672. }
  48673. if (isNaN(this.rotation.y)) {
  48674. this.rotation.y = 0;
  48675. }
  48676. if (isNaN(this.rotation.z)) {
  48677. this.rotation.z = 0;
  48678. }
  48679. if (this.rotationQuaternion) {
  48680. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48681. }
  48682. };
  48683. /**
  48684. * Return the current target position of the camera. This value is expressed in local space.
  48685. * @returns the target position
  48686. */
  48687. TargetCamera.prototype.getTarget = function () {
  48688. return this._currentTarget;
  48689. };
  48690. /** @hidden */
  48691. TargetCamera.prototype._decideIfNeedsToMove = function () {
  48692. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  48693. };
  48694. /** @hidden */
  48695. TargetCamera.prototype._updatePosition = function () {
  48696. if (this.parent) {
  48697. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  48698. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  48699. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  48700. return;
  48701. }
  48702. this.position.addInPlace(this.cameraDirection);
  48703. };
  48704. /** @hidden */
  48705. TargetCamera.prototype._checkInputs = function () {
  48706. var needToMove = this._decideIfNeedsToMove();
  48707. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  48708. // Move
  48709. if (needToMove) {
  48710. this._updatePosition();
  48711. }
  48712. // Rotate
  48713. if (needToRotate) {
  48714. this.rotation.x += this.cameraRotation.x;
  48715. this.rotation.y += this.cameraRotation.y;
  48716. //rotate, if quaternion is set and rotation was used
  48717. if (this.rotationQuaternion) {
  48718. var len = this.rotation.lengthSquared();
  48719. if (len) {
  48720. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48721. }
  48722. }
  48723. if (!this.noRotationConstraint) {
  48724. var limit = (Math.PI / 2) * 0.95;
  48725. if (this.rotation.x > limit) {
  48726. this.rotation.x = limit;
  48727. }
  48728. if (this.rotation.x < -limit) {
  48729. this.rotation.x = -limit;
  48730. }
  48731. }
  48732. }
  48733. // Inertia
  48734. if (needToMove) {
  48735. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  48736. this.cameraDirection.x = 0;
  48737. }
  48738. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  48739. this.cameraDirection.y = 0;
  48740. }
  48741. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  48742. this.cameraDirection.z = 0;
  48743. }
  48744. this.cameraDirection.scaleInPlace(this.inertia);
  48745. }
  48746. if (needToRotate) {
  48747. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  48748. this.cameraRotation.x = 0;
  48749. }
  48750. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  48751. this.cameraRotation.y = 0;
  48752. }
  48753. this.cameraRotation.scaleInPlace(this.inertia);
  48754. }
  48755. _super.prototype._checkInputs.call(this);
  48756. };
  48757. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  48758. if (this.rotationQuaternion) {
  48759. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  48760. }
  48761. else {
  48762. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  48763. }
  48764. };
  48765. /**
  48766. * 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)
  48767. * @returns the current camera
  48768. */
  48769. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  48770. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  48771. return this;
  48772. };
  48773. /** @hidden */
  48774. TargetCamera.prototype._getViewMatrix = function () {
  48775. if (this.lockedTarget) {
  48776. this.setTarget(this._getLockedTargetPosition());
  48777. }
  48778. // Compute
  48779. this._updateCameraRotationMatrix();
  48780. // Apply the changed rotation to the upVector
  48781. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  48782. this._rotateUpVectorWithCameraRotationMatrix();
  48783. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  48784. }
  48785. else if (this._cachedRotationZ != this.rotation.z) {
  48786. this._rotateUpVectorWithCameraRotationMatrix();
  48787. this._cachedRotationZ = this.rotation.z;
  48788. }
  48789. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  48790. // Computing target and final matrix
  48791. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  48792. if (this.updateUpVectorFromRotation) {
  48793. if (this.rotationQuaternion) {
  48794. BABYLON.Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);
  48795. }
  48796. else {
  48797. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);
  48798. BABYLON.Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);
  48799. }
  48800. }
  48801. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  48802. return this._viewMatrix;
  48803. };
  48804. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  48805. if (this.parent) {
  48806. var parentWorldMatrix = this.parent.getWorldMatrix();
  48807. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  48808. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  48809. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  48810. this._markSyncedWithParent();
  48811. }
  48812. else {
  48813. this._globalPosition.copyFrom(position);
  48814. this._globalCurrentTarget.copyFrom(target);
  48815. this._globalCurrentUpVector.copyFrom(up);
  48816. }
  48817. if (this.getScene().useRightHandedSystem) {
  48818. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  48819. }
  48820. else {
  48821. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  48822. }
  48823. };
  48824. /**
  48825. * @hidden
  48826. */
  48827. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  48828. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  48829. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  48830. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  48831. if (!this.rotationQuaternion) {
  48832. this.rotationQuaternion = new BABYLON.Quaternion();
  48833. }
  48834. rigCamera._cameraRigParams = {};
  48835. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  48836. }
  48837. return rigCamera;
  48838. }
  48839. return null;
  48840. };
  48841. /**
  48842. * @hidden
  48843. */
  48844. TargetCamera.prototype._updateRigCameras = function () {
  48845. var camLeft = this._rigCameras[0];
  48846. var camRight = this._rigCameras[1];
  48847. switch (this.cameraRigMode) {
  48848. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  48849. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  48850. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  48851. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  48852. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  48853. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  48854. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  48855. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft.position);
  48856. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * rightSign, camRight.position);
  48857. camLeft.setTarget(this.getTarget());
  48858. camRight.setTarget(this.getTarget());
  48859. break;
  48860. case BABYLON.Camera.RIG_MODE_VR:
  48861. if (camLeft.rotationQuaternion) {
  48862. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48863. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48864. }
  48865. else {
  48866. camLeft.rotation.copyFrom(this.rotation);
  48867. camRight.rotation.copyFrom(this.rotation);
  48868. }
  48869. camLeft.position.copyFrom(this.position);
  48870. camRight.position.copyFrom(this.position);
  48871. break;
  48872. }
  48873. _super.prototype._updateRigCameras.call(this);
  48874. };
  48875. TargetCamera.prototype._getRigCamPosition = function (halfSpace, result) {
  48876. if (!this._rigCamTransformMatrix) {
  48877. this._rigCamTransformMatrix = new BABYLON.Matrix();
  48878. }
  48879. var target = this.getTarget();
  48880. BABYLON.Matrix.Translation(-target.x, -target.y, -target.z).multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), this._rigCamTransformMatrix);
  48881. this._rigCamTransformMatrix = this._rigCamTransformMatrix.multiply(BABYLON.Matrix.Translation(target.x, target.y, target.z));
  48882. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this._rigCamTransformMatrix, result);
  48883. };
  48884. /**
  48885. * Gets the current object class name.
  48886. * @return the class name
  48887. */
  48888. TargetCamera.prototype.getClassName = function () {
  48889. return "TargetCamera";
  48890. };
  48891. __decorate([
  48892. BABYLON.serializeAsVector3()
  48893. ], TargetCamera.prototype, "rotation", void 0);
  48894. __decorate([
  48895. BABYLON.serialize()
  48896. ], TargetCamera.prototype, "speed", void 0);
  48897. __decorate([
  48898. BABYLON.serializeAsMeshReference("lockedTargetId")
  48899. ], TargetCamera.prototype, "lockedTarget", void 0);
  48900. return TargetCamera;
  48901. }(BABYLON.Camera));
  48902. BABYLON.TargetCamera = TargetCamera;
  48903. })(BABYLON || (BABYLON = {}));
  48904. //# sourceMappingURL=babylon.targetCamera.js.map
  48905. var BABYLON;
  48906. (function (BABYLON) {
  48907. /**
  48908. * Manage the mouse inputs to control the movement of a free camera.
  48909. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48910. */
  48911. var FreeCameraMouseInput = /** @class */ (function () {
  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. * @param touchEnabled Defines if touch is enabled or not
  48916. */
  48917. function FreeCameraMouseInput(
  48918. /**
  48919. * Define if touch is enabled in the mouse input
  48920. */
  48921. touchEnabled) {
  48922. if (touchEnabled === void 0) { touchEnabled = true; }
  48923. this.touchEnabled = touchEnabled;
  48924. /**
  48925. * Defines the buttons associated with the input to handle camera move.
  48926. */
  48927. this.buttons = [0, 1, 2];
  48928. /**
  48929. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  48930. */
  48931. this.angularSensibility = 2000.0;
  48932. this.previousPosition = null;
  48933. }
  48934. /**
  48935. * Attach the input controls to a specific dom element to get the input from.
  48936. * @param element Defines the element the controls should be listened from
  48937. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48938. */
  48939. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  48940. var _this = this;
  48941. var engine = this.camera.getEngine();
  48942. if (!this._pointerInput) {
  48943. this._pointerInput = function (p, s) {
  48944. var evt = p.event;
  48945. if (engine.isInVRExclusivePointerMode) {
  48946. return;
  48947. }
  48948. if (!_this.touchEnabled && evt.pointerType === "touch") {
  48949. return;
  48950. }
  48951. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  48952. return;
  48953. }
  48954. var srcElement = (evt.srcElement || evt.target);
  48955. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  48956. try {
  48957. srcElement.setPointerCapture(evt.pointerId);
  48958. }
  48959. catch (e) {
  48960. //Nothing to do with the error. Execution will continue.
  48961. }
  48962. _this.previousPosition = {
  48963. x: evt.clientX,
  48964. y: evt.clientY
  48965. };
  48966. if (!noPreventDefault) {
  48967. evt.preventDefault();
  48968. element.focus();
  48969. }
  48970. }
  48971. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  48972. try {
  48973. srcElement.releasePointerCapture(evt.pointerId);
  48974. }
  48975. catch (e) {
  48976. //Nothing to do with the error.
  48977. }
  48978. _this.previousPosition = null;
  48979. if (!noPreventDefault) {
  48980. evt.preventDefault();
  48981. }
  48982. }
  48983. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  48984. if (!_this.previousPosition || engine.isPointerLock) {
  48985. return;
  48986. }
  48987. var offsetX = evt.clientX - _this.previousPosition.x;
  48988. if (_this.camera.getScene().useRightHandedSystem) {
  48989. offsetX *= -1;
  48990. }
  48991. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  48992. offsetX *= -1;
  48993. }
  48994. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  48995. var offsetY = evt.clientY - _this.previousPosition.y;
  48996. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  48997. _this.previousPosition = {
  48998. x: evt.clientX,
  48999. y: evt.clientY
  49000. };
  49001. if (!noPreventDefault) {
  49002. evt.preventDefault();
  49003. }
  49004. }
  49005. };
  49006. }
  49007. this._onMouseMove = function (evt) {
  49008. if (!engine.isPointerLock) {
  49009. return;
  49010. }
  49011. if (engine.isInVRExclusivePointerMode) {
  49012. return;
  49013. }
  49014. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  49015. if (_this.camera.getScene().useRightHandedSystem) {
  49016. offsetX *= -1;
  49017. }
  49018. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49019. offsetX *= -1;
  49020. }
  49021. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49022. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  49023. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49024. _this.previousPosition = null;
  49025. if (!noPreventDefault) {
  49026. evt.preventDefault();
  49027. }
  49028. };
  49029. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49030. element.addEventListener("mousemove", this._onMouseMove, false);
  49031. };
  49032. /**
  49033. * Detach the current controls from the specified dom element.
  49034. * @param element Defines the element to stop listening the inputs from
  49035. */
  49036. FreeCameraMouseInput.prototype.detachControl = function (element) {
  49037. if (this._observer && element) {
  49038. this.camera.getScene().onPointerObservable.remove(this._observer);
  49039. if (this._onMouseMove) {
  49040. element.removeEventListener("mousemove", this._onMouseMove);
  49041. }
  49042. this._observer = null;
  49043. this._onMouseMove = null;
  49044. this.previousPosition = null;
  49045. }
  49046. };
  49047. /**
  49048. * Gets the class name of the current intput.
  49049. * @returns the class name
  49050. */
  49051. FreeCameraMouseInput.prototype.getClassName = function () {
  49052. return "FreeCameraMouseInput";
  49053. };
  49054. /**
  49055. * Get the friendly name associated with the input class.
  49056. * @returns the input friendly name
  49057. */
  49058. FreeCameraMouseInput.prototype.getSimpleName = function () {
  49059. return "mouse";
  49060. };
  49061. __decorate([
  49062. BABYLON.serialize()
  49063. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  49064. __decorate([
  49065. BABYLON.serialize()
  49066. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  49067. return FreeCameraMouseInput;
  49068. }());
  49069. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  49070. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  49071. })(BABYLON || (BABYLON = {}));
  49072. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  49073. var BABYLON;
  49074. (function (BABYLON) {
  49075. /**
  49076. * Manage the keyboard inputs to control the movement of a free camera.
  49077. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49078. */
  49079. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  49080. function FreeCameraKeyboardMoveInput() {
  49081. /**
  49082. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49083. */
  49084. this.keysUp = [38];
  49085. /**
  49086. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49087. */
  49088. this.keysDown = [40];
  49089. /**
  49090. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49091. */
  49092. this.keysLeft = [37];
  49093. /**
  49094. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49095. */
  49096. this.keysRight = [39];
  49097. this._keys = new Array();
  49098. }
  49099. /**
  49100. * Attach the input controls to a specific dom element to get the input from.
  49101. * @param element Defines the element the controls should be listened from
  49102. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49103. */
  49104. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  49105. var _this = this;
  49106. if (this._onCanvasBlurObserver) {
  49107. return;
  49108. }
  49109. this._scene = this.camera.getScene();
  49110. this._engine = this._scene.getEngine();
  49111. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49112. _this._keys = [];
  49113. });
  49114. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49115. var evt = info.event;
  49116. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49117. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49118. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49119. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49120. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49121. var index = _this._keys.indexOf(evt.keyCode);
  49122. if (index === -1) {
  49123. _this._keys.push(evt.keyCode);
  49124. }
  49125. if (!noPreventDefault) {
  49126. evt.preventDefault();
  49127. }
  49128. }
  49129. }
  49130. else {
  49131. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49132. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49133. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49134. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49135. var index = _this._keys.indexOf(evt.keyCode);
  49136. if (index >= 0) {
  49137. _this._keys.splice(index, 1);
  49138. }
  49139. if (!noPreventDefault) {
  49140. evt.preventDefault();
  49141. }
  49142. }
  49143. }
  49144. });
  49145. };
  49146. /**
  49147. * Detach the current controls from the specified dom element.
  49148. * @param element Defines the element to stop listening the inputs from
  49149. */
  49150. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  49151. if (this._scene) {
  49152. if (this._onKeyboardObserver) {
  49153. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49154. }
  49155. if (this._onCanvasBlurObserver) {
  49156. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49157. }
  49158. this._onKeyboardObserver = null;
  49159. this._onCanvasBlurObserver = null;
  49160. }
  49161. this._keys = [];
  49162. };
  49163. /**
  49164. * Update the current camera state depending on the inputs that have been used this frame.
  49165. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49166. */
  49167. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  49168. if (this._onKeyboardObserver) {
  49169. var camera = this.camera;
  49170. // Keyboard
  49171. for (var index = 0; index < this._keys.length; index++) {
  49172. var keyCode = this._keys[index];
  49173. var speed = camera._computeLocalCameraSpeed();
  49174. if (this.keysLeft.indexOf(keyCode) !== -1) {
  49175. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49176. }
  49177. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49178. camera._localDirection.copyFromFloats(0, 0, speed);
  49179. }
  49180. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49181. camera._localDirection.copyFromFloats(speed, 0, 0);
  49182. }
  49183. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49184. camera._localDirection.copyFromFloats(0, 0, -speed);
  49185. }
  49186. if (camera.getScene().useRightHandedSystem) {
  49187. camera._localDirection.z *= -1;
  49188. }
  49189. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49190. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49191. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49192. }
  49193. }
  49194. };
  49195. /**
  49196. * Gets the class name of the current intput.
  49197. * @returns the class name
  49198. */
  49199. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  49200. return "FreeCameraKeyboardMoveInput";
  49201. };
  49202. /** @hidden */
  49203. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  49204. this._keys = [];
  49205. };
  49206. /**
  49207. * Get the friendly name associated with the input class.
  49208. * @returns the input friendly name
  49209. */
  49210. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  49211. return "keyboard";
  49212. };
  49213. __decorate([
  49214. BABYLON.serialize()
  49215. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  49216. __decorate([
  49217. BABYLON.serialize()
  49218. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  49219. __decorate([
  49220. BABYLON.serialize()
  49221. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  49222. __decorate([
  49223. BABYLON.serialize()
  49224. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  49225. return FreeCameraKeyboardMoveInput;
  49226. }());
  49227. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  49228. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  49229. })(BABYLON || (BABYLON = {}));
  49230. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  49231. var BABYLON;
  49232. (function (BABYLON) {
  49233. /**
  49234. * Default Inputs manager for the FreeCamera.
  49235. * It groups all the default supported inputs for ease of use.
  49236. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49237. */
  49238. var FreeCameraInputsManager = /** @class */ (function (_super) {
  49239. __extends(FreeCameraInputsManager, _super);
  49240. /**
  49241. * Instantiates a new FreeCameraInputsManager.
  49242. * @param camera Defines the camera the inputs belong to
  49243. */
  49244. function FreeCameraInputsManager(camera) {
  49245. return _super.call(this, camera) || this;
  49246. }
  49247. /**
  49248. * Add keyboard input support to the input manager.
  49249. * @returns the current input manager
  49250. */
  49251. FreeCameraInputsManager.prototype.addKeyboard = function () {
  49252. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  49253. return this;
  49254. };
  49255. /**
  49256. * Add mouse input support to the input manager.
  49257. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  49258. * @returns the current input manager
  49259. */
  49260. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49261. if (touchEnabled === void 0) { touchEnabled = true; }
  49262. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  49263. return this;
  49264. };
  49265. /**
  49266. * Add orientation input support to the input manager.
  49267. * @returns the current input manager
  49268. */
  49269. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  49270. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  49271. return this;
  49272. };
  49273. /**
  49274. * Add touch input support to the input manager.
  49275. * @returns the current input manager
  49276. */
  49277. FreeCameraInputsManager.prototype.addTouch = function () {
  49278. this.add(new BABYLON.FreeCameraTouchInput());
  49279. return this;
  49280. };
  49281. /**
  49282. * Add virtual joystick input support to the input manager.
  49283. * @returns the current input manager
  49284. */
  49285. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  49286. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  49287. return this;
  49288. };
  49289. return FreeCameraInputsManager;
  49290. }(BABYLON.CameraInputsManager));
  49291. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  49292. })(BABYLON || (BABYLON = {}));
  49293. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  49294. var BABYLON;
  49295. (function (BABYLON) {
  49296. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  49297. // Forcing to use the Universal camera
  49298. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  49299. });
  49300. /**
  49301. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  49302. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  49303. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49304. */
  49305. var FreeCamera = /** @class */ (function (_super) {
  49306. __extends(FreeCamera, _super);
  49307. /**
  49308. * Instantiates a Free Camera.
  49309. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  49310. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  49311. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49312. * @param name Define the name of the camera in the scene
  49313. * @param position Define the start position of the camera in the scene
  49314. * @param scene Define the scene the camera belongs to
  49315. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  49316. */
  49317. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49318. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49319. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49320. /**
  49321. * Define the collision ellipsoid of the camera.
  49322. * This is helpful to simulate a camera body like the player body around the camera
  49323. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49324. */
  49325. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  49326. /**
  49327. * Define an offset for the position of the ellipsoid around the camera.
  49328. * This can be helpful to determine the center of the body near the gravity center of the body
  49329. * instead of its head.
  49330. */
  49331. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49332. /**
  49333. * Enable or disable collisions of the camera with the rest of the scene objects.
  49334. */
  49335. _this.checkCollisions = false;
  49336. /**
  49337. * Enable or disable gravity on the camera.
  49338. */
  49339. _this.applyGravity = false;
  49340. _this._needMoveForGravity = false;
  49341. _this._oldPosition = BABYLON.Vector3.Zero();
  49342. _this._diffPosition = BABYLON.Vector3.Zero();
  49343. _this._newPosition = BABYLON.Vector3.Zero();
  49344. // Collisions
  49345. _this._collisionMask = -1;
  49346. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49347. if (collidedMesh === void 0) { collidedMesh = null; }
  49348. //TODO move this to the collision coordinator!
  49349. if (_this.getScene().workerCollisions) {
  49350. newPosition.multiplyInPlace(_this._collider._radius);
  49351. }
  49352. var updatePosition = function (newPos) {
  49353. _this._newPosition.copyFrom(newPos);
  49354. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49355. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49356. _this.position.addInPlace(_this._diffPosition);
  49357. if (_this.onCollide && collidedMesh) {
  49358. _this.onCollide(collidedMesh);
  49359. }
  49360. }
  49361. };
  49362. updatePosition(newPosition);
  49363. };
  49364. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  49365. _this.inputs.addKeyboard().addMouse();
  49366. return _this;
  49367. }
  49368. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  49369. /**
  49370. * Gets the input sensibility for a mouse input. (default is 2000.0)
  49371. * Higher values reduce sensitivity.
  49372. */
  49373. get: function () {
  49374. var mouse = this.inputs.attached["mouse"];
  49375. if (mouse) {
  49376. return mouse.angularSensibility;
  49377. }
  49378. return 0;
  49379. },
  49380. /**
  49381. * Sets the input sensibility for a mouse input. (default is 2000.0)
  49382. * Higher values reduce sensitivity.
  49383. */
  49384. set: function (value) {
  49385. var mouse = this.inputs.attached["mouse"];
  49386. if (mouse) {
  49387. mouse.angularSensibility = value;
  49388. }
  49389. },
  49390. enumerable: true,
  49391. configurable: true
  49392. });
  49393. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  49394. /**
  49395. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49396. */
  49397. get: function () {
  49398. var keyboard = this.inputs.attached["keyboard"];
  49399. if (keyboard) {
  49400. return keyboard.keysUp;
  49401. }
  49402. return [];
  49403. },
  49404. set: function (value) {
  49405. var keyboard = this.inputs.attached["keyboard"];
  49406. if (keyboard) {
  49407. keyboard.keysUp = value;
  49408. }
  49409. },
  49410. enumerable: true,
  49411. configurable: true
  49412. });
  49413. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  49414. /**
  49415. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49416. */
  49417. get: function () {
  49418. var keyboard = this.inputs.attached["keyboard"];
  49419. if (keyboard) {
  49420. return keyboard.keysDown;
  49421. }
  49422. return [];
  49423. },
  49424. set: function (value) {
  49425. var keyboard = this.inputs.attached["keyboard"];
  49426. if (keyboard) {
  49427. keyboard.keysDown = value;
  49428. }
  49429. },
  49430. enumerable: true,
  49431. configurable: true
  49432. });
  49433. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49434. /**
  49435. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49436. */
  49437. get: function () {
  49438. var keyboard = this.inputs.attached["keyboard"];
  49439. if (keyboard) {
  49440. return keyboard.keysLeft;
  49441. }
  49442. return [];
  49443. },
  49444. set: function (value) {
  49445. var keyboard = this.inputs.attached["keyboard"];
  49446. if (keyboard) {
  49447. keyboard.keysLeft = value;
  49448. }
  49449. },
  49450. enumerable: true,
  49451. configurable: true
  49452. });
  49453. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49454. /**
  49455. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49456. */
  49457. get: function () {
  49458. var keyboard = this.inputs.attached["keyboard"];
  49459. if (keyboard) {
  49460. return keyboard.keysRight;
  49461. }
  49462. return [];
  49463. },
  49464. set: function (value) {
  49465. var keyboard = this.inputs.attached["keyboard"];
  49466. if (keyboard) {
  49467. keyboard.keysRight = value;
  49468. }
  49469. },
  49470. enumerable: true,
  49471. configurable: true
  49472. });
  49473. /**
  49474. * Attached controls to the current camera.
  49475. * @param element Defines the element the controls should be listened from
  49476. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49477. */
  49478. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  49479. this.inputs.attachElement(element, noPreventDefault);
  49480. };
  49481. /**
  49482. * Detach the current controls from the camera.
  49483. * The camera will stop reacting to inputs.
  49484. * @param element Defines the element to stop listening the inputs from
  49485. */
  49486. FreeCamera.prototype.detachControl = function (element) {
  49487. this.inputs.detachElement(element);
  49488. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49489. this.cameraRotation = new BABYLON.Vector2(0, 0);
  49490. };
  49491. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  49492. /**
  49493. * Define a collision mask to limit the list of object the camera can collide with
  49494. */
  49495. get: function () {
  49496. return this._collisionMask;
  49497. },
  49498. set: function (mask) {
  49499. this._collisionMask = !isNaN(mask) ? mask : -1;
  49500. },
  49501. enumerable: true,
  49502. configurable: true
  49503. });
  49504. /** @hidden */
  49505. FreeCamera.prototype._collideWithWorld = function (displacement) {
  49506. var globalPosition;
  49507. if (this.parent) {
  49508. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49509. }
  49510. else {
  49511. globalPosition = this.position;
  49512. }
  49513. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49514. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49515. if (!this._collider) {
  49516. this._collider = new BABYLON.Collider();
  49517. }
  49518. this._collider._radius = this.ellipsoid;
  49519. this._collider.collisionMask = this._collisionMask;
  49520. //no need for clone, as long as gravity is not on.
  49521. var actualDisplacement = displacement;
  49522. //add gravity to the direction to prevent the dual-collision checking
  49523. if (this.applyGravity) {
  49524. //this prevents mending with cameraDirection, a global variable of the free camera class.
  49525. actualDisplacement = displacement.add(this.getScene().gravity);
  49526. }
  49527. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49528. };
  49529. /** @hidden */
  49530. FreeCamera.prototype._checkInputs = function () {
  49531. if (!this._localDirection) {
  49532. this._localDirection = BABYLON.Vector3.Zero();
  49533. this._transformedDirection = BABYLON.Vector3.Zero();
  49534. }
  49535. this.inputs.checkInputs();
  49536. _super.prototype._checkInputs.call(this);
  49537. };
  49538. /** @hidden */
  49539. FreeCamera.prototype._decideIfNeedsToMove = function () {
  49540. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49541. };
  49542. /** @hidden */
  49543. FreeCamera.prototype._updatePosition = function () {
  49544. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49545. this._collideWithWorld(this.cameraDirection);
  49546. }
  49547. else {
  49548. _super.prototype._updatePosition.call(this);
  49549. }
  49550. };
  49551. /**
  49552. * Destroy the camera and release the current resources hold by it.
  49553. */
  49554. FreeCamera.prototype.dispose = function () {
  49555. this.inputs.clear();
  49556. _super.prototype.dispose.call(this);
  49557. };
  49558. /**
  49559. * Gets the current object class name.
  49560. * @return the class name
  49561. */
  49562. FreeCamera.prototype.getClassName = function () {
  49563. return "FreeCamera";
  49564. };
  49565. __decorate([
  49566. BABYLON.serializeAsVector3()
  49567. ], FreeCamera.prototype, "ellipsoid", void 0);
  49568. __decorate([
  49569. BABYLON.serializeAsVector3()
  49570. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  49571. __decorate([
  49572. BABYLON.serialize()
  49573. ], FreeCamera.prototype, "checkCollisions", void 0);
  49574. __decorate([
  49575. BABYLON.serialize()
  49576. ], FreeCamera.prototype, "applyGravity", void 0);
  49577. return FreeCamera;
  49578. }(BABYLON.TargetCamera));
  49579. BABYLON.FreeCamera = FreeCamera;
  49580. })(BABYLON || (BABYLON = {}));
  49581. //# sourceMappingURL=babylon.freeCamera.js.map
  49582. var BABYLON;
  49583. (function (BABYLON) {
  49584. /**
  49585. * Listen to mouse events to control the camera.
  49586. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49587. */
  49588. var FlyCameraMouseInput = /** @class */ (function () {
  49589. /**
  49590. * Listen to mouse events to control the camera.
  49591. * @param touchEnabled Define if touch is enabled. (Default is true.)
  49592. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49593. */
  49594. function FlyCameraMouseInput(touchEnabled) {
  49595. if (touchEnabled === void 0) { touchEnabled = true; }
  49596. /**
  49597. * Defines the buttons associated with the input to handle camera rotation.
  49598. */
  49599. this.buttons = [0, 1, 2];
  49600. /**
  49601. * Assign buttons for Yaw control.
  49602. */
  49603. this.buttonsYaw = [-1, 0, 1];
  49604. /**
  49605. * Assign buttons for Pitch control.
  49606. */
  49607. this.buttonsPitch = [-1, 0, 1];
  49608. /**
  49609. * Assign buttons for Roll control.
  49610. */
  49611. this.buttonsRoll = [2];
  49612. /**
  49613. * Detect if any button is being pressed while mouse is moved.
  49614. * -1 = Mouse locked.
  49615. * 0 = Left button.
  49616. * 1 = Middle Button.
  49617. * 2 = Right Button.
  49618. */
  49619. this.activeButton = -1;
  49620. /**
  49621. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  49622. * Higher values reduce its sensitivity.
  49623. */
  49624. this.angularSensibility = 1000.0;
  49625. this.previousPosition = null;
  49626. }
  49627. /**
  49628. * Attach the mouse control to the HTML DOM element.
  49629. * @param element Defines the element that listens to the input events.
  49630. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  49631. */
  49632. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49633. var _this = this;
  49634. this.element = element;
  49635. this.noPreventDefault = noPreventDefault;
  49636. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  49637. _this._pointerInput(p, s);
  49638. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49639. // Correct Roll by rate, if enabled.
  49640. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  49641. if (_this.camera.rollCorrect) {
  49642. _this.camera.restoreRoll(_this.camera.rollCorrect);
  49643. }
  49644. });
  49645. // Helper function to keep 'this'.
  49646. this._mousemoveCallback = function (e) {
  49647. _this._onMouseMove(e);
  49648. };
  49649. element.addEventListener("mousemove", this._mousemoveCallback, false);
  49650. };
  49651. /**
  49652. * Detach the current controls from the specified dom element.
  49653. * @param element Defines the element to stop listening the inputs from
  49654. */
  49655. FlyCameraMouseInput.prototype.detachControl = function (element) {
  49656. if (this._observer && element) {
  49657. this.camera.getScene().onPointerObservable.remove(this._observer);
  49658. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  49659. if (this._mousemoveCallback) {
  49660. element.removeEventListener("mousemove", this._mousemoveCallback);
  49661. }
  49662. this._observer = null;
  49663. this._rollObserver = null;
  49664. this.previousPosition = null;
  49665. this.noPreventDefault = undefined;
  49666. }
  49667. };
  49668. /**
  49669. * Gets the class name of the current input.
  49670. * @returns the class name.
  49671. */
  49672. FlyCameraMouseInput.prototype.getClassName = function () {
  49673. return "FlyCameraMouseInput";
  49674. };
  49675. /**
  49676. * Get the friendly name associated with the input class.
  49677. * @returns the input's friendly name.
  49678. */
  49679. FlyCameraMouseInput.prototype.getSimpleName = function () {
  49680. return "mouse";
  49681. };
  49682. // Track mouse movement, when the pointer is not locked.
  49683. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  49684. var e = p.event;
  49685. var camera = this.camera;
  49686. var engine = camera.getEngine();
  49687. if (engine.isInVRExclusivePointerMode) {
  49688. return;
  49689. }
  49690. if (!this.touchEnabled && e.pointerType === "touch") {
  49691. return;
  49692. }
  49693. // Mouse is moved but an unknown mouse button is pressed.
  49694. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  49695. return;
  49696. }
  49697. var srcElement = (e.srcElement || e.target);
  49698. // Mouse down.
  49699. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49700. try {
  49701. srcElement.setPointerCapture(e.pointerId);
  49702. }
  49703. catch (e) {
  49704. // Nothing to do with the error. Execution continues.
  49705. }
  49706. this.previousPosition = {
  49707. x: e.clientX,
  49708. y: e.clientY
  49709. };
  49710. this.activeButton = e.button;
  49711. if (!this.noPreventDefault) {
  49712. e.preventDefault();
  49713. this.element.focus();
  49714. }
  49715. }
  49716. else
  49717. // Mouse up.
  49718. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49719. try {
  49720. srcElement.releasePointerCapture(e.pointerId);
  49721. }
  49722. catch (e) {
  49723. // Nothing to do with the error. Execution continues.
  49724. }
  49725. this.activeButton = -1;
  49726. this.previousPosition = null;
  49727. if (!this.noPreventDefault) {
  49728. e.preventDefault();
  49729. }
  49730. }
  49731. else
  49732. // Mouse move.
  49733. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49734. if (!this.previousPosition || engine.isPointerLock) {
  49735. return;
  49736. }
  49737. var offsetX = e.clientX - this.previousPosition.x;
  49738. var offsetY = e.clientY - this.previousPosition.y;
  49739. this.rotateCamera(offsetX, offsetY);
  49740. this.previousPosition = {
  49741. x: e.clientX,
  49742. y: e.clientY
  49743. };
  49744. if (!this.noPreventDefault) {
  49745. e.preventDefault();
  49746. }
  49747. }
  49748. };
  49749. // Track mouse movement, when pointer is locked.
  49750. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  49751. var camera = this.camera;
  49752. var engine = camera.getEngine();
  49753. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  49754. return;
  49755. }
  49756. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  49757. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  49758. this.rotateCamera(offsetX, offsetY);
  49759. this.previousPosition = null;
  49760. if (!this.noPreventDefault) {
  49761. e.preventDefault();
  49762. }
  49763. };
  49764. /**
  49765. * Rotate camera by mouse offset.
  49766. */
  49767. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  49768. var _this = this;
  49769. var camera = this.camera;
  49770. var scene = this.camera.getScene();
  49771. if (scene.useRightHandedSystem) {
  49772. offsetX *= -1;
  49773. }
  49774. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  49775. offsetX *= -1;
  49776. }
  49777. var x = offsetX / this.angularSensibility;
  49778. var y = offsetY / this.angularSensibility;
  49779. // Initialize to current rotation.
  49780. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  49781. var rotationChange;
  49782. // Pitch.
  49783. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  49784. // Apply change in Radians to vector Angle.
  49785. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  49786. // Apply Pitch to quaternion.
  49787. currentRotation.multiplyInPlace(rotationChange);
  49788. }
  49789. // Yaw.
  49790. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  49791. // Apply change in Radians to vector Angle.
  49792. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  49793. // Apply Yaw to quaternion.
  49794. currentRotation.multiplyInPlace(rotationChange);
  49795. // Add Roll, if banked turning is enabled, within Roll limit.
  49796. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  49797. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  49798. var bankingDelta = camera.bankedTurnMultiplier * -x;
  49799. // Apply change in Radians to vector Angle.
  49800. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  49801. // Apply Yaw to quaternion.
  49802. currentRotation.multiplyInPlace(rotationChange);
  49803. }
  49804. }
  49805. // Roll.
  49806. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  49807. // Apply change in Radians to vector Angle.
  49808. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  49809. // Track Rolling.
  49810. camera._trackRoll -= x;
  49811. // Apply Pitch to quaternion.
  49812. currentRotation.multiplyInPlace(rotationChange);
  49813. }
  49814. // Apply rotationQuaternion to Euler camera.rotation.
  49815. currentRotation.toEulerAnglesToRef(camera.rotation);
  49816. };
  49817. __decorate([
  49818. BABYLON.serialize()
  49819. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  49820. __decorate([
  49821. BABYLON.serialize()
  49822. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  49823. return FlyCameraMouseInput;
  49824. }());
  49825. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  49826. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  49827. })(BABYLON || (BABYLON = {}));
  49828. //# sourceMappingURL=babylon.flyCameraMouseInput.js.map
  49829. var BABYLON;
  49830. (function (BABYLON) {
  49831. /**
  49832. * Listen to keyboard events to control the camera.
  49833. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49834. */
  49835. var FlyCameraKeyboardInput = /** @class */ (function () {
  49836. function FlyCameraKeyboardInput() {
  49837. /**
  49838. * The list of keyboard keys used to control the forward move of the camera.
  49839. */
  49840. this.keysForward = [87];
  49841. /**
  49842. * The list of keyboard keys used to control the backward move of the camera.
  49843. */
  49844. this.keysBackward = [83];
  49845. /**
  49846. * The list of keyboard keys used to control the forward move of the camera.
  49847. */
  49848. this.keysUp = [69];
  49849. /**
  49850. * The list of keyboard keys used to control the backward move of the camera.
  49851. */
  49852. this.keysDown = [81];
  49853. /**
  49854. * The list of keyboard keys used to control the right strafe move of the camera.
  49855. */
  49856. this.keysRight = [68];
  49857. /**
  49858. * The list of keyboard keys used to control the left strafe move of the camera.
  49859. */
  49860. this.keysLeft = [65];
  49861. this._keys = new Array();
  49862. }
  49863. /**
  49864. * Attach the input controls to a specific dom element to get the input from.
  49865. * @param element Defines the element the controls should be listened from
  49866. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49867. */
  49868. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  49869. var _this = this;
  49870. if (this._onCanvasBlurObserver) {
  49871. return;
  49872. }
  49873. this._scene = this.camera.getScene();
  49874. this._engine = this._scene.getEngine();
  49875. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49876. _this._keys = [];
  49877. });
  49878. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49879. var evt = info.event;
  49880. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49881. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  49882. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  49883. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49884. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49885. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49886. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49887. var index = _this._keys.indexOf(evt.keyCode);
  49888. if (index === -1) {
  49889. _this._keys.push(evt.keyCode);
  49890. }
  49891. if (!noPreventDefault) {
  49892. evt.preventDefault();
  49893. }
  49894. }
  49895. }
  49896. else {
  49897. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  49898. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  49899. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49900. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49901. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49902. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49903. var index = _this._keys.indexOf(evt.keyCode);
  49904. if (index >= 0) {
  49905. _this._keys.splice(index, 1);
  49906. }
  49907. if (!noPreventDefault) {
  49908. evt.preventDefault();
  49909. }
  49910. }
  49911. }
  49912. });
  49913. };
  49914. /**
  49915. * Detach the current controls from the specified dom element.
  49916. * @param element Defines the element to stop listening the inputs from
  49917. */
  49918. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  49919. if (this._scene) {
  49920. if (this._onKeyboardObserver) {
  49921. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49922. }
  49923. if (this._onCanvasBlurObserver) {
  49924. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49925. }
  49926. this._onKeyboardObserver = null;
  49927. this._onCanvasBlurObserver = null;
  49928. }
  49929. this._keys = [];
  49930. };
  49931. /**
  49932. * Gets the class name of the current intput.
  49933. * @returns the class name
  49934. */
  49935. FlyCameraKeyboardInput.prototype.getClassName = function () {
  49936. return "FlyCameraKeyboardInput";
  49937. };
  49938. /** @hidden */
  49939. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  49940. this._keys = [];
  49941. };
  49942. /**
  49943. * Get the friendly name associated with the input class.
  49944. * @returns the input friendly name
  49945. */
  49946. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  49947. return "keyboard";
  49948. };
  49949. /**
  49950. * Update the current camera state depending on the inputs that have been used this frame.
  49951. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49952. */
  49953. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  49954. if (this._onKeyboardObserver) {
  49955. var camera = this.camera;
  49956. // Keyboard
  49957. for (var index = 0; index < this._keys.length; index++) {
  49958. var keyCode = this._keys[index];
  49959. var speed = camera._computeLocalCameraSpeed();
  49960. if (this.keysForward.indexOf(keyCode) !== -1) {
  49961. camera._localDirection.copyFromFloats(0, 0, speed);
  49962. }
  49963. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  49964. camera._localDirection.copyFromFloats(0, 0, -speed);
  49965. }
  49966. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49967. camera._localDirection.copyFromFloats(0, speed, 0);
  49968. }
  49969. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49970. camera._localDirection.copyFromFloats(0, -speed, 0);
  49971. }
  49972. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49973. camera._localDirection.copyFromFloats(speed, 0, 0);
  49974. }
  49975. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  49976. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49977. }
  49978. if (camera.getScene().useRightHandedSystem) {
  49979. camera._localDirection.z *= -1;
  49980. }
  49981. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49982. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49983. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49984. }
  49985. }
  49986. };
  49987. __decorate([
  49988. BABYLON.serialize()
  49989. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  49990. __decorate([
  49991. BABYLON.serialize()
  49992. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  49993. __decorate([
  49994. BABYLON.serialize()
  49995. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  49996. __decorate([
  49997. BABYLON.serialize()
  49998. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  49999. __decorate([
  50000. BABYLON.serialize()
  50001. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  50002. __decorate([
  50003. BABYLON.serialize()
  50004. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  50005. return FlyCameraKeyboardInput;
  50006. }());
  50007. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  50008. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  50009. })(BABYLON || (BABYLON = {}));
  50010. //# sourceMappingURL=babylon.flyCameraKeyboardInput.js.map
  50011. var BABYLON;
  50012. (function (BABYLON) {
  50013. /**
  50014. * Default Inputs manager for the FlyCamera.
  50015. * It groups all the default supported inputs for ease of use.
  50016. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50017. */
  50018. var FlyCameraInputsManager = /** @class */ (function (_super) {
  50019. __extends(FlyCameraInputsManager, _super);
  50020. /**
  50021. * Instantiates a new FlyCameraInputsManager.
  50022. * @param camera Defines the camera the inputs belong to.
  50023. */
  50024. function FlyCameraInputsManager(camera) {
  50025. return _super.call(this, camera) || this;
  50026. }
  50027. /**
  50028. * Add keyboard input support to the input manager.
  50029. * @returns the new FlyCameraKeyboardMoveInput().
  50030. */
  50031. FlyCameraInputsManager.prototype.addKeyboard = function () {
  50032. this.add(new BABYLON.FlyCameraKeyboardInput());
  50033. return this;
  50034. };
  50035. /**
  50036. * Add mouse input support to the input manager.
  50037. * @param touchEnabled Enable touch screen support.
  50038. * @returns the new FlyCameraMouseInput().
  50039. */
  50040. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  50041. if (touchEnabled === void 0) { touchEnabled = true; }
  50042. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  50043. return this;
  50044. };
  50045. return FlyCameraInputsManager;
  50046. }(BABYLON.CameraInputsManager));
  50047. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  50048. })(BABYLON || (BABYLON = {}));
  50049. //# sourceMappingURL=babylon.flyCameraInputsManager.js.map
  50050. var BABYLON;
  50051. (function (BABYLON) {
  50052. /**
  50053. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50054. * such as in a 3D Space Shooter or a Flight Simulator.
  50055. */
  50056. var FlyCamera = /** @class */ (function (_super) {
  50057. __extends(FlyCamera, _super);
  50058. /**
  50059. * Instantiates a FlyCamera.
  50060. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50061. * such as in a 3D Space Shooter or a Flight Simulator.
  50062. * @param name Define the name of the camera in the scene.
  50063. * @param position Define the starting position of the camera in the scene.
  50064. * @param scene Define the scene the camera belongs to.
  50065. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  50066. */
  50067. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  50068. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  50069. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  50070. /**
  50071. * Define the collision ellipsoid of the camera.
  50072. * This is helpful for simulating a camera body, like a player's body.
  50073. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  50074. */
  50075. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  50076. /**
  50077. * Define an offset for the position of the ellipsoid around the camera.
  50078. * This can be helpful if the camera is attached away from the player's body center,
  50079. * such as at its head.
  50080. */
  50081. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  50082. /**
  50083. * Enable or disable collisions of the camera with the rest of the scene objects.
  50084. */
  50085. _this.checkCollisions = false;
  50086. /**
  50087. * Enable or disable gravity on the camera.
  50088. */
  50089. _this.applyGravity = false;
  50090. /**
  50091. * Define the current direction the camera is moving to.
  50092. */
  50093. _this.cameraDirection = BABYLON.Vector3.Zero();
  50094. /**
  50095. * Track Roll to maintain the wanted Rolling when looking around.
  50096. */
  50097. _this._trackRoll = 0;
  50098. /**
  50099. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  50100. */
  50101. _this.rollCorrect = 100;
  50102. /**
  50103. * Mimic a banked turn, Rolling the camera when Yawing.
  50104. * It's recommended to use rollCorrect = 10 for faster banking correction.
  50105. */
  50106. _this.bankedTurn = false;
  50107. /**
  50108. * Limit in radians for how much Roll banking will add. (Default: 90°)
  50109. */
  50110. _this.bankedTurnLimit = Math.PI / 2;
  50111. /**
  50112. * Value of 0 disables the banked Roll.
  50113. * Value of 1 is equal to the Yaw angle in radians.
  50114. */
  50115. _this.bankedTurnMultiplier = 1;
  50116. _this._needMoveForGravity = false;
  50117. _this._oldPosition = BABYLON.Vector3.Zero();
  50118. _this._diffPosition = BABYLON.Vector3.Zero();
  50119. _this._newPosition = BABYLON.Vector3.Zero();
  50120. // Collisions.
  50121. _this._collisionMask = -1;
  50122. /** @hidden */
  50123. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  50124. if (collidedMesh === void 0) { collidedMesh = null; }
  50125. // TODO Move this to the collision coordinator!
  50126. if (_this.getScene().workerCollisions) {
  50127. newPosition.multiplyInPlace(_this._collider._radius);
  50128. }
  50129. var updatePosition = function (newPos) {
  50130. _this._newPosition.copyFrom(newPos);
  50131. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  50132. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  50133. _this.position.addInPlace(_this._diffPosition);
  50134. if (_this.onCollide && collidedMesh) {
  50135. _this.onCollide(collidedMesh);
  50136. }
  50137. }
  50138. };
  50139. updatePosition(newPosition);
  50140. };
  50141. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  50142. _this.inputs.addKeyboard().addMouse();
  50143. return _this;
  50144. }
  50145. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  50146. /**
  50147. * Gets the input sensibility for mouse input.
  50148. * Higher values reduce sensitivity.
  50149. */
  50150. get: function () {
  50151. var mouse = this.inputs.attached["mouse"];
  50152. if (mouse) {
  50153. return mouse.angularSensibility;
  50154. }
  50155. return 0;
  50156. },
  50157. /**
  50158. * Sets the input sensibility for a mouse input.
  50159. * Higher values reduce sensitivity.
  50160. */
  50161. set: function (value) {
  50162. var mouse = this.inputs.attached["mouse"];
  50163. if (mouse) {
  50164. mouse.angularSensibility = value;
  50165. }
  50166. },
  50167. enumerable: true,
  50168. configurable: true
  50169. });
  50170. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  50171. /**
  50172. * Get the keys for camera movement forward.
  50173. */
  50174. get: function () {
  50175. var keyboard = this.inputs.attached["keyboard"];
  50176. if (keyboard) {
  50177. return keyboard.keysForward;
  50178. }
  50179. return [];
  50180. },
  50181. /**
  50182. * Set the keys for camera movement forward.
  50183. */
  50184. set: function (value) {
  50185. var keyboard = this.inputs.attached["keyboard"];
  50186. if (keyboard) {
  50187. keyboard.keysForward = value;
  50188. }
  50189. },
  50190. enumerable: true,
  50191. configurable: true
  50192. });
  50193. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  50194. /**
  50195. * Get the keys for camera movement backward.
  50196. */
  50197. get: function () {
  50198. var keyboard = this.inputs.attached["keyboard"];
  50199. if (keyboard) {
  50200. return keyboard.keysBackward;
  50201. }
  50202. return [];
  50203. },
  50204. set: function (value) {
  50205. var keyboard = this.inputs.attached["keyboard"];
  50206. if (keyboard) {
  50207. keyboard.keysBackward = value;
  50208. }
  50209. },
  50210. enumerable: true,
  50211. configurable: true
  50212. });
  50213. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  50214. /**
  50215. * Get the keys for camera movement up.
  50216. */
  50217. get: function () {
  50218. var keyboard = this.inputs.attached["keyboard"];
  50219. if (keyboard) {
  50220. return keyboard.keysUp;
  50221. }
  50222. return [];
  50223. },
  50224. /**
  50225. * Set the keys for camera movement up.
  50226. */
  50227. set: function (value) {
  50228. var keyboard = this.inputs.attached["keyboard"];
  50229. if (keyboard) {
  50230. keyboard.keysUp = value;
  50231. }
  50232. },
  50233. enumerable: true,
  50234. configurable: true
  50235. });
  50236. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  50237. /**
  50238. * Get the keys for camera movement down.
  50239. */
  50240. get: function () {
  50241. var keyboard = this.inputs.attached["keyboard"];
  50242. if (keyboard) {
  50243. return keyboard.keysDown;
  50244. }
  50245. return [];
  50246. },
  50247. /**
  50248. * Set the keys for camera movement down.
  50249. */
  50250. set: function (value) {
  50251. var keyboard = this.inputs.attached["keyboard"];
  50252. if (keyboard) {
  50253. keyboard.keysDown = value;
  50254. }
  50255. },
  50256. enumerable: true,
  50257. configurable: true
  50258. });
  50259. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  50260. /**
  50261. * Get the keys for camera movement left.
  50262. */
  50263. get: function () {
  50264. var keyboard = this.inputs.attached["keyboard"];
  50265. if (keyboard) {
  50266. return keyboard.keysLeft;
  50267. }
  50268. return [];
  50269. },
  50270. /**
  50271. * Set the keys for camera movement left.
  50272. */
  50273. set: function (value) {
  50274. var keyboard = this.inputs.attached["keyboard"];
  50275. if (keyboard) {
  50276. keyboard.keysLeft = value;
  50277. }
  50278. },
  50279. enumerable: true,
  50280. configurable: true
  50281. });
  50282. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  50283. /**
  50284. * Set the keys for camera movement right.
  50285. */
  50286. get: function () {
  50287. var keyboard = this.inputs.attached["keyboard"];
  50288. if (keyboard) {
  50289. return keyboard.keysRight;
  50290. }
  50291. return [];
  50292. },
  50293. /**
  50294. * Set the keys for camera movement right.
  50295. */
  50296. set: function (value) {
  50297. var keyboard = this.inputs.attached["keyboard"];
  50298. if (keyboard) {
  50299. keyboard.keysRight = value;
  50300. }
  50301. },
  50302. enumerable: true,
  50303. configurable: true
  50304. });
  50305. /**
  50306. * Attach a control to the HTML DOM element.
  50307. * @param element Defines the element that listens to the input events.
  50308. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  50309. */
  50310. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  50311. this.inputs.attachElement(element, noPreventDefault);
  50312. };
  50313. /**
  50314. * Detach a control from the HTML DOM element.
  50315. * The camera will stop reacting to that input.
  50316. * @param element Defines the element that listens to the input events.
  50317. */
  50318. FlyCamera.prototype.detachControl = function (element) {
  50319. this.inputs.detachElement(element);
  50320. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  50321. };
  50322. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  50323. /**
  50324. * Get the mask that the camera ignores in collision events.
  50325. */
  50326. get: function () {
  50327. return this._collisionMask;
  50328. },
  50329. /**
  50330. * Set the mask that the camera ignores in collision events.
  50331. */
  50332. set: function (mask) {
  50333. this._collisionMask = !isNaN(mask) ? mask : -1;
  50334. },
  50335. enumerable: true,
  50336. configurable: true
  50337. });
  50338. /** @hidden */
  50339. FlyCamera.prototype._collideWithWorld = function (displacement) {
  50340. var globalPosition;
  50341. if (this.parent) {
  50342. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  50343. }
  50344. else {
  50345. globalPosition = this.position;
  50346. }
  50347. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  50348. this._oldPosition.addInPlace(this.ellipsoidOffset);
  50349. if (!this._collider) {
  50350. this._collider = new BABYLON.Collider();
  50351. }
  50352. this._collider._radius = this.ellipsoid;
  50353. this._collider.collisionMask = this._collisionMask;
  50354. // No need for clone, as long as gravity is not on.
  50355. var actualDisplacement = displacement;
  50356. // Add gravity to direction to prevent dual-collision checking.
  50357. if (this.applyGravity) {
  50358. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  50359. actualDisplacement = displacement.add(this.getScene().gravity);
  50360. }
  50361. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  50362. };
  50363. /** @hidden */
  50364. FlyCamera.prototype._checkInputs = function () {
  50365. if (!this._localDirection) {
  50366. this._localDirection = BABYLON.Vector3.Zero();
  50367. this._transformedDirection = BABYLON.Vector3.Zero();
  50368. }
  50369. this.inputs.checkInputs();
  50370. _super.prototype._checkInputs.call(this);
  50371. };
  50372. /** @hidden */
  50373. FlyCamera.prototype._decideIfNeedsToMove = function () {
  50374. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  50375. };
  50376. /** @hidden */
  50377. FlyCamera.prototype._updatePosition = function () {
  50378. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  50379. this._collideWithWorld(this.cameraDirection);
  50380. }
  50381. else {
  50382. _super.prototype._updatePosition.call(this);
  50383. }
  50384. };
  50385. /**
  50386. * Restore the Roll to its target value at the rate specified.
  50387. * @param rate - Higher means slower restoring.
  50388. * @hidden
  50389. */
  50390. FlyCamera.prototype.restoreRoll = function (rate) {
  50391. var limit = this._trackRoll; // Target Roll.
  50392. var z = this.rotation.z; // Current Roll.
  50393. var delta = limit - z; // Difference in Roll.
  50394. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  50395. // If the difference is noticable, restore the Roll.
  50396. if (Math.abs(delta) >= minRad) {
  50397. // Change Z rotation towards the target Roll.
  50398. this.rotation.z += delta / rate;
  50399. // Match when near enough.
  50400. if (Math.abs(limit - this.rotation.z) <= minRad) {
  50401. this.rotation.z = limit;
  50402. }
  50403. }
  50404. };
  50405. /**
  50406. * Destroy the camera and release the current resources held by it.
  50407. */
  50408. FlyCamera.prototype.dispose = function () {
  50409. this.inputs.clear();
  50410. _super.prototype.dispose.call(this);
  50411. };
  50412. /**
  50413. * Get the current object class name.
  50414. * @returns the class name.
  50415. */
  50416. FlyCamera.prototype.getClassName = function () {
  50417. return "FlyCamera";
  50418. };
  50419. __decorate([
  50420. BABYLON.serializeAsVector3()
  50421. ], FlyCamera.prototype, "ellipsoid", void 0);
  50422. __decorate([
  50423. BABYLON.serializeAsVector3()
  50424. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  50425. __decorate([
  50426. BABYLON.serialize()
  50427. ], FlyCamera.prototype, "checkCollisions", void 0);
  50428. __decorate([
  50429. BABYLON.serialize()
  50430. ], FlyCamera.prototype, "applyGravity", void 0);
  50431. return FlyCamera;
  50432. }(BABYLON.TargetCamera));
  50433. BABYLON.FlyCamera = FlyCamera;
  50434. })(BABYLON || (BABYLON = {}));
  50435. //# sourceMappingURL=babylon.flyCamera.js.map
  50436. var BABYLON;
  50437. (function (BABYLON) {
  50438. /**
  50439. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50440. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50441. */
  50442. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50443. function ArcRotateCameraKeyboardMoveInput() {
  50444. /**
  50445. * Defines the list of key codes associated with the up action (increase alpha)
  50446. */
  50447. this.keysUp = [38];
  50448. /**
  50449. * Defines the list of key codes associated with the down action (decrease alpha)
  50450. */
  50451. this.keysDown = [40];
  50452. /**
  50453. * Defines the list of key codes associated with the left action (increase beta)
  50454. */
  50455. this.keysLeft = [37];
  50456. /**
  50457. * Defines the list of key codes associated with the right action (decrease beta)
  50458. */
  50459. this.keysRight = [39];
  50460. /**
  50461. * Defines the list of key codes associated with the reset action.
  50462. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50463. */
  50464. this.keysReset = [220];
  50465. /**
  50466. * Defines the panning sensibility of the inputs.
  50467. * (How fast is the camera paning)
  50468. */
  50469. this.panningSensibility = 50.0;
  50470. /**
  50471. * Defines the zooming sensibility of the inputs.
  50472. * (How fast is the camera zooming)
  50473. */
  50474. this.zoomingSensibility = 25.0;
  50475. /**
  50476. * Defines wether maintaining the alt key down switch the movement mode from
  50477. * orientation to zoom.
  50478. */
  50479. this.useAltToZoom = true;
  50480. /**
  50481. * Rotation speed of the camera
  50482. */
  50483. this.angularSpeed = 0.01;
  50484. this._keys = new Array();
  50485. }
  50486. /**
  50487. * Attach the input controls to a specific dom element to get the input from.
  50488. * @param element Defines the element the controls should be listened from
  50489. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50490. */
  50491. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  50492. var _this = this;
  50493. if (this._onCanvasBlurObserver) {
  50494. return;
  50495. }
  50496. this._scene = this.camera.getScene();
  50497. this._engine = this._scene.getEngine();
  50498. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50499. _this._keys = [];
  50500. });
  50501. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50502. var evt = info.event;
  50503. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50504. _this._ctrlPressed = evt.ctrlKey;
  50505. _this._altPressed = evt.altKey;
  50506. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50507. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50508. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50509. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50510. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50511. var index = _this._keys.indexOf(evt.keyCode);
  50512. if (index === -1) {
  50513. _this._keys.push(evt.keyCode);
  50514. }
  50515. if (evt.preventDefault) {
  50516. if (!noPreventDefault) {
  50517. evt.preventDefault();
  50518. }
  50519. }
  50520. }
  50521. }
  50522. else {
  50523. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50524. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50525. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50526. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50527. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50528. var index = _this._keys.indexOf(evt.keyCode);
  50529. if (index >= 0) {
  50530. _this._keys.splice(index, 1);
  50531. }
  50532. if (evt.preventDefault) {
  50533. if (!noPreventDefault) {
  50534. evt.preventDefault();
  50535. }
  50536. }
  50537. }
  50538. }
  50539. });
  50540. };
  50541. /**
  50542. * Detach the current controls from the specified dom element.
  50543. * @param element Defines the element to stop listening the inputs from
  50544. */
  50545. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  50546. if (this._scene) {
  50547. if (this._onKeyboardObserver) {
  50548. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50549. }
  50550. if (this._onCanvasBlurObserver) {
  50551. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50552. }
  50553. this._onKeyboardObserver = null;
  50554. this._onCanvasBlurObserver = null;
  50555. }
  50556. this._keys = [];
  50557. };
  50558. /**
  50559. * Update the current camera state depending on the inputs that have been used this frame.
  50560. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50561. */
  50562. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  50563. if (this._onKeyboardObserver) {
  50564. var camera = this.camera;
  50565. for (var index = 0; index < this._keys.length; index++) {
  50566. var keyCode = this._keys[index];
  50567. if (this.keysLeft.indexOf(keyCode) !== -1) {
  50568. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50569. camera.inertialPanningX -= 1 / this.panningSensibility;
  50570. }
  50571. else {
  50572. camera.inertialAlphaOffset -= this.angularSpeed;
  50573. }
  50574. }
  50575. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50576. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50577. camera.inertialPanningY += 1 / this.panningSensibility;
  50578. }
  50579. else if (this._altPressed && this.useAltToZoom) {
  50580. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  50581. }
  50582. else {
  50583. camera.inertialBetaOffset -= this.angularSpeed;
  50584. }
  50585. }
  50586. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50587. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50588. camera.inertialPanningX += 1 / this.panningSensibility;
  50589. }
  50590. else {
  50591. camera.inertialAlphaOffset += this.angularSpeed;
  50592. }
  50593. }
  50594. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50595. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50596. camera.inertialPanningY -= 1 / this.panningSensibility;
  50597. }
  50598. else if (this._altPressed && this.useAltToZoom) {
  50599. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  50600. }
  50601. else {
  50602. camera.inertialBetaOffset += this.angularSpeed;
  50603. }
  50604. }
  50605. else if (this.keysReset.indexOf(keyCode) !== -1) {
  50606. if (camera.useInputToRestoreState) {
  50607. camera.restoreState();
  50608. }
  50609. }
  50610. }
  50611. }
  50612. };
  50613. /**
  50614. * Gets the class name of the current intput.
  50615. * @returns the class name
  50616. */
  50617. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  50618. return "ArcRotateCameraKeyboardMoveInput";
  50619. };
  50620. /**
  50621. * Get the friendly name associated with the input class.
  50622. * @returns the input friendly name
  50623. */
  50624. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  50625. return "keyboard";
  50626. };
  50627. __decorate([
  50628. BABYLON.serialize()
  50629. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  50630. __decorate([
  50631. BABYLON.serialize()
  50632. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  50633. __decorate([
  50634. BABYLON.serialize()
  50635. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  50636. __decorate([
  50637. BABYLON.serialize()
  50638. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  50639. __decorate([
  50640. BABYLON.serialize()
  50641. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  50642. __decorate([
  50643. BABYLON.serialize()
  50644. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  50645. __decorate([
  50646. BABYLON.serialize()
  50647. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  50648. __decorate([
  50649. BABYLON.serialize()
  50650. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  50651. __decorate([
  50652. BABYLON.serialize()
  50653. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  50654. return ArcRotateCameraKeyboardMoveInput;
  50655. }());
  50656. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  50657. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  50658. })(BABYLON || (BABYLON = {}));
  50659. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  50660. var BABYLON;
  50661. (function (BABYLON) {
  50662. /**
  50663. * Manage the mouse wheel inputs to control an arc rotate camera.
  50664. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50665. */
  50666. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  50667. function ArcRotateCameraMouseWheelInput() {
  50668. /**
  50669. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  50670. */
  50671. this.wheelPrecision = 3.0;
  50672. /**
  50673. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  50674. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  50675. */
  50676. this.wheelDeltaPercentage = 0;
  50677. }
  50678. /**
  50679. * Attach the input controls to a specific dom element to get the input from.
  50680. * @param element Defines the element the controls should be listened from
  50681. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50682. */
  50683. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  50684. var _this = this;
  50685. this._wheel = function (p, s) {
  50686. //sanity check - this should be a PointerWheel event.
  50687. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  50688. return;
  50689. }
  50690. var event = p.event;
  50691. var delta = 0;
  50692. if (event.wheelDelta) {
  50693. if (_this.wheelDeltaPercentage) {
  50694. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  50695. if (event.wheelDelta > 0) {
  50696. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  50697. }
  50698. else {
  50699. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  50700. }
  50701. }
  50702. else {
  50703. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  50704. }
  50705. }
  50706. else {
  50707. var deltaValue = event.deltaY || event.detail;
  50708. delta = -deltaValue / _this.wheelPrecision;
  50709. }
  50710. if (delta) {
  50711. _this.camera.inertialRadiusOffset += delta;
  50712. }
  50713. if (event.preventDefault) {
  50714. if (!noPreventDefault) {
  50715. event.preventDefault();
  50716. }
  50717. }
  50718. };
  50719. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  50720. };
  50721. /**
  50722. * Detach the current controls from the specified dom element.
  50723. * @param element Defines the element to stop listening the inputs from
  50724. */
  50725. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  50726. if (this._observer && element) {
  50727. this.camera.getScene().onPointerObservable.remove(this._observer);
  50728. this._observer = null;
  50729. this._wheel = null;
  50730. }
  50731. };
  50732. /**
  50733. * Gets the class name of the current intput.
  50734. * @returns the class name
  50735. */
  50736. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  50737. return "ArcRotateCameraMouseWheelInput";
  50738. };
  50739. /**
  50740. * Get the friendly name associated with the input class.
  50741. * @returns the input friendly name
  50742. */
  50743. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  50744. return "mousewheel";
  50745. };
  50746. __decorate([
  50747. BABYLON.serialize()
  50748. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  50749. __decorate([
  50750. BABYLON.serialize()
  50751. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  50752. return ArcRotateCameraMouseWheelInput;
  50753. }());
  50754. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  50755. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  50756. })(BABYLON || (BABYLON = {}));
  50757. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  50758. var BABYLON;
  50759. (function (BABYLON) {
  50760. /**
  50761. * Manage the pointers inputs to control an arc rotate camera.
  50762. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50763. */
  50764. var ArcRotateCameraPointersInput = /** @class */ (function () {
  50765. function ArcRotateCameraPointersInput() {
  50766. /**
  50767. * Defines the buttons associated with the input to handle camera move.
  50768. */
  50769. this.buttons = [0, 1, 2];
  50770. /**
  50771. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  50772. */
  50773. this.angularSensibilityX = 1000.0;
  50774. /**
  50775. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  50776. */
  50777. this.angularSensibilityY = 1000.0;
  50778. /**
  50779. * Defines the pointer pinch precision or how fast is the camera zooming.
  50780. */
  50781. this.pinchPrecision = 12.0;
  50782. /**
  50783. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  50784. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  50785. */
  50786. this.pinchDeltaPercentage = 0;
  50787. /**
  50788. * Defines the pointer panning sensibility or how fast is the camera moving.
  50789. */
  50790. this.panningSensibility = 1000.0;
  50791. /**
  50792. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  50793. */
  50794. this.multiTouchPanning = true;
  50795. /**
  50796. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  50797. */
  50798. this.multiTouchPanAndZoom = true;
  50799. /**
  50800. * Revers pinch action direction.
  50801. */
  50802. this.pinchInwards = true;
  50803. this._isPanClick = false;
  50804. }
  50805. /**
  50806. * Attach the input controls to a specific dom element to get the input from.
  50807. * @param element Defines the element the controls should be listened from
  50808. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50809. */
  50810. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  50811. var _this = this;
  50812. var engine = this.camera.getEngine();
  50813. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  50814. var pointA = null;
  50815. var pointB = null;
  50816. var previousPinchSquaredDistance = 0;
  50817. var initialDistance = 0;
  50818. var twoFingerActivityCount = 0;
  50819. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  50820. this._pointerInput = function (p, s) {
  50821. var evt = p.event;
  50822. var isTouch = p.event.pointerType === "touch";
  50823. if (engine.isInVRExclusivePointerMode) {
  50824. return;
  50825. }
  50826. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  50827. return;
  50828. }
  50829. var srcElement = (evt.srcElement || evt.target);
  50830. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  50831. try {
  50832. srcElement.setPointerCapture(evt.pointerId);
  50833. }
  50834. catch (e) {
  50835. //Nothing to do with the error. Execution will continue.
  50836. }
  50837. // Manage panning with pan button click
  50838. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  50839. // manage pointers
  50840. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  50841. if (pointA === null) {
  50842. pointA = cacheSoloPointer;
  50843. }
  50844. else if (pointB === null) {
  50845. pointB = cacheSoloPointer;
  50846. }
  50847. if (!noPreventDefault) {
  50848. evt.preventDefault();
  50849. element.focus();
  50850. }
  50851. }
  50852. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  50853. if (_this.camera.useInputToRestoreState) {
  50854. _this.camera.restoreState();
  50855. }
  50856. }
  50857. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  50858. try {
  50859. srcElement.releasePointerCapture(evt.pointerId);
  50860. }
  50861. catch (e) {
  50862. //Nothing to do with the error.
  50863. }
  50864. cacheSoloPointer = null;
  50865. previousPinchSquaredDistance = 0;
  50866. previousMultiTouchPanPosition.isPaning = false;
  50867. previousMultiTouchPanPosition.isPinching = false;
  50868. twoFingerActivityCount = 0;
  50869. initialDistance = 0;
  50870. if (!isTouch) {
  50871. pointB = null; // Mouse and pen are mono pointer
  50872. }
  50873. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  50874. //but emptying completly pointers collection is required to fix a bug on iPhone :
  50875. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  50876. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  50877. if (engine._badOS) {
  50878. pointA = pointB = null;
  50879. }
  50880. else {
  50881. //only remove the impacted pointer in case of multitouch allowing on most
  50882. //platforms switching from rotate to zoom and pan seamlessly.
  50883. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  50884. pointA = pointB;
  50885. pointB = null;
  50886. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  50887. }
  50888. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  50889. pointB = null;
  50890. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  50891. }
  50892. else {
  50893. pointA = pointB = null;
  50894. }
  50895. }
  50896. if (!noPreventDefault) {
  50897. evt.preventDefault();
  50898. }
  50899. }
  50900. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  50901. if (!noPreventDefault) {
  50902. evt.preventDefault();
  50903. }
  50904. // One button down
  50905. if (pointA && pointB === null && cacheSoloPointer) {
  50906. if (_this.panningSensibility !== 0 &&
  50907. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  50908. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  50909. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  50910. }
  50911. else {
  50912. var offsetX = evt.clientX - cacheSoloPointer.x;
  50913. var offsetY = evt.clientY - cacheSoloPointer.y;
  50914. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  50915. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  50916. }
  50917. cacheSoloPointer.x = evt.clientX;
  50918. cacheSoloPointer.y = evt.clientY;
  50919. }
  50920. // Two buttons down: pinch/pan
  50921. else if (pointA && pointB) {
  50922. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  50923. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  50924. ed.x = evt.clientX;
  50925. ed.y = evt.clientY;
  50926. var direction = _this.pinchInwards ? 1 : -1;
  50927. var distX = pointA.x - pointB.x;
  50928. var distY = pointA.y - pointB.y;
  50929. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  50930. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  50931. if (previousPinchSquaredDistance === 0) {
  50932. initialDistance = pinchDistance;
  50933. previousPinchSquaredDistance = pinchSquaredDistance;
  50934. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  50935. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  50936. return;
  50937. }
  50938. if (_this.multiTouchPanAndZoom) {
  50939. if (_this.pinchDeltaPercentage) {
  50940. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  50941. }
  50942. else {
  50943. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  50944. (_this.pinchPrecision *
  50945. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  50946. direction);
  50947. }
  50948. if (_this.panningSensibility !== 0) {
  50949. var pointersCenterX = (pointA.x + pointB.x) / 2;
  50950. var pointersCenterY = (pointA.y + pointB.y) / 2;
  50951. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  50952. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  50953. previousMultiTouchPanPosition.x = pointersCenterX;
  50954. previousMultiTouchPanPosition.y = pointersCenterY;
  50955. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  50956. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  50957. }
  50958. }
  50959. else {
  50960. twoFingerActivityCount++;
  50961. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  50962. if (_this.pinchDeltaPercentage) {
  50963. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  50964. }
  50965. else {
  50966. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  50967. (_this.pinchPrecision *
  50968. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  50969. direction);
  50970. }
  50971. previousMultiTouchPanPosition.isPaning = false;
  50972. previousMultiTouchPanPosition.isPinching = true;
  50973. }
  50974. else {
  50975. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  50976. if (!previousMultiTouchPanPosition.isPaning) {
  50977. previousMultiTouchPanPosition.isPaning = true;
  50978. previousMultiTouchPanPosition.isPinching = false;
  50979. previousMultiTouchPanPosition.x = ed.x;
  50980. previousMultiTouchPanPosition.y = ed.y;
  50981. return;
  50982. }
  50983. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  50984. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  50985. }
  50986. }
  50987. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  50988. previousMultiTouchPanPosition.x = ed.x;
  50989. previousMultiTouchPanPosition.y = ed.y;
  50990. }
  50991. }
  50992. previousPinchSquaredDistance = pinchSquaredDistance;
  50993. }
  50994. }
  50995. };
  50996. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  50997. this._onContextMenu = function (evt) {
  50998. evt.preventDefault();
  50999. };
  51000. if (!this.camera._useCtrlForPanning) {
  51001. element.addEventListener("contextmenu", this._onContextMenu, false);
  51002. }
  51003. this._onLostFocus = function () {
  51004. //this._keys = [];
  51005. pointA = pointB = null;
  51006. previousPinchSquaredDistance = 0;
  51007. previousMultiTouchPanPosition.isPaning = false;
  51008. previousMultiTouchPanPosition.isPinching = false;
  51009. twoFingerActivityCount = 0;
  51010. cacheSoloPointer = null;
  51011. initialDistance = 0;
  51012. };
  51013. this._onMouseMove = function (evt) {
  51014. if (!engine.isPointerLock) {
  51015. return;
  51016. }
  51017. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  51018. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  51019. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51020. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51021. if (!noPreventDefault) {
  51022. evt.preventDefault();
  51023. }
  51024. };
  51025. this._onGestureStart = function (e) {
  51026. if (window.MSGesture === undefined) {
  51027. return;
  51028. }
  51029. if (!_this._MSGestureHandler) {
  51030. _this._MSGestureHandler = new MSGesture();
  51031. _this._MSGestureHandler.target = element;
  51032. }
  51033. _this._MSGestureHandler.addPointer(e.pointerId);
  51034. };
  51035. this._onGesture = function (e) {
  51036. _this.camera.radius *= e.scale;
  51037. if (e.preventDefault) {
  51038. if (!noPreventDefault) {
  51039. e.stopPropagation();
  51040. e.preventDefault();
  51041. }
  51042. }
  51043. };
  51044. element.addEventListener("mousemove", this._onMouseMove, false);
  51045. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  51046. element.addEventListener("MSGestureChange", this._onGesture, false);
  51047. BABYLON.Tools.RegisterTopRootEvents([
  51048. { name: "blur", handler: this._onLostFocus }
  51049. ]);
  51050. };
  51051. /**
  51052. * Detach the current controls from the specified dom element.
  51053. * @param element Defines the element to stop listening the inputs from
  51054. */
  51055. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  51056. if (this._onLostFocus) {
  51057. BABYLON.Tools.UnregisterTopRootEvents([
  51058. { name: "blur", handler: this._onLostFocus }
  51059. ]);
  51060. }
  51061. if (element && this._observer) {
  51062. this.camera.getScene().onPointerObservable.remove(this._observer);
  51063. this._observer = null;
  51064. if (this._onContextMenu) {
  51065. element.removeEventListener("contextmenu", this._onContextMenu);
  51066. }
  51067. if (this._onMouseMove) {
  51068. element.removeEventListener("mousemove", this._onMouseMove);
  51069. }
  51070. if (this._onGestureStart) {
  51071. element.removeEventListener("MSPointerDown", this._onGestureStart);
  51072. }
  51073. if (this._onGesture) {
  51074. element.removeEventListener("MSGestureChange", this._onGesture);
  51075. }
  51076. this._isPanClick = false;
  51077. this.pinchInwards = true;
  51078. this._onMouseMove = null;
  51079. this._onGestureStart = null;
  51080. this._onGesture = null;
  51081. this._MSGestureHandler = null;
  51082. this._onLostFocus = null;
  51083. this._onContextMenu = null;
  51084. }
  51085. };
  51086. /**
  51087. * Gets the class name of the current intput.
  51088. * @returns the class name
  51089. */
  51090. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  51091. return "ArcRotateCameraPointersInput";
  51092. };
  51093. /**
  51094. * Get the friendly name associated with the input class.
  51095. * @returns the input friendly name
  51096. */
  51097. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  51098. return "pointers";
  51099. };
  51100. __decorate([
  51101. BABYLON.serialize()
  51102. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  51103. __decorate([
  51104. BABYLON.serialize()
  51105. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  51106. __decorate([
  51107. BABYLON.serialize()
  51108. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  51109. __decorate([
  51110. BABYLON.serialize()
  51111. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  51112. __decorate([
  51113. BABYLON.serialize()
  51114. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  51115. __decorate([
  51116. BABYLON.serialize()
  51117. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  51118. __decorate([
  51119. BABYLON.serialize()
  51120. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  51121. __decorate([
  51122. BABYLON.serialize()
  51123. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  51124. return ArcRotateCameraPointersInput;
  51125. }());
  51126. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  51127. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  51128. })(BABYLON || (BABYLON = {}));
  51129. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  51130. var BABYLON;
  51131. (function (BABYLON) {
  51132. /**
  51133. * Default Inputs manager for the ArcRotateCamera.
  51134. * It groups all the default supported inputs for ease of use.
  51135. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51136. */
  51137. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  51138. __extends(ArcRotateCameraInputsManager, _super);
  51139. /**
  51140. * Instantiates a new ArcRotateCameraInputsManager.
  51141. * @param camera Defines the camera the inputs belong to
  51142. */
  51143. function ArcRotateCameraInputsManager(camera) {
  51144. return _super.call(this, camera) || this;
  51145. }
  51146. /**
  51147. * Add mouse wheel input support to the input manager.
  51148. * @returns the current input manager
  51149. */
  51150. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  51151. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  51152. return this;
  51153. };
  51154. /**
  51155. * Add pointers input support to the input manager.
  51156. * @returns the current input manager
  51157. */
  51158. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  51159. this.add(new BABYLON.ArcRotateCameraPointersInput());
  51160. return this;
  51161. };
  51162. /**
  51163. * Add keyboard input support to the input manager.
  51164. * @returns the current input manager
  51165. */
  51166. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  51167. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  51168. return this;
  51169. };
  51170. /**
  51171. * Add orientation input support to the input manager.
  51172. * @returns the current input manager
  51173. */
  51174. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  51175. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  51176. return this;
  51177. };
  51178. return ArcRotateCameraInputsManager;
  51179. }(BABYLON.CameraInputsManager));
  51180. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  51181. })(BABYLON || (BABYLON = {}));
  51182. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  51183. var BABYLON;
  51184. (function (BABYLON) {
  51185. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  51186. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  51187. });
  51188. /**
  51189. * This represents an orbital type of camera.
  51190. *
  51191. * 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.
  51192. * 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.
  51193. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  51194. */
  51195. var ArcRotateCamera = /** @class */ (function (_super) {
  51196. __extends(ArcRotateCamera, _super);
  51197. /**
  51198. * Instantiates a new ArcRotateCamera in a given scene
  51199. * @param name Defines the name of the camera
  51200. * @param alpha Defines the camera rotation along the logitudinal axis
  51201. * @param beta Defines the camera rotation along the latitudinal axis
  51202. * @param radius Defines the camera distance from its target
  51203. * @param target Defines the camera target
  51204. * @param scene Defines the scene the camera belongs to
  51205. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  51206. */
  51207. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  51208. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  51209. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  51210. /**
  51211. * Current inertia value on the longitudinal axis.
  51212. * The bigger this number the longer it will take for the camera to stop.
  51213. */
  51214. _this.inertialAlphaOffset = 0;
  51215. /**
  51216. * Current inertia value on the latitudinal axis.
  51217. * The bigger this number the longer it will take for the camera to stop.
  51218. */
  51219. _this.inertialBetaOffset = 0;
  51220. /**
  51221. * Current inertia value on the radius axis.
  51222. * The bigger this number the longer it will take for the camera to stop.
  51223. */
  51224. _this.inertialRadiusOffset = 0;
  51225. /**
  51226. * Minimum allowed angle on the longitudinal axis.
  51227. * This can help limiting how the Camera is able to move in the scene.
  51228. */
  51229. _this.lowerAlphaLimit = null;
  51230. /**
  51231. * Maximum allowed angle on the longitudinal axis.
  51232. * This can help limiting how the Camera is able to move in the scene.
  51233. */
  51234. _this.upperAlphaLimit = null;
  51235. /**
  51236. * Minimum allowed angle on the latitudinal axis.
  51237. * This can help limiting how the Camera is able to move in the scene.
  51238. */
  51239. _this.lowerBetaLimit = 0.01;
  51240. /**
  51241. * Maximum allowed angle on the latitudinal axis.
  51242. * This can help limiting how the Camera is able to move in the scene.
  51243. */
  51244. _this.upperBetaLimit = Math.PI;
  51245. /**
  51246. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  51247. * This can help limiting how the Camera is able to move in the scene.
  51248. */
  51249. _this.lowerRadiusLimit = null;
  51250. /**
  51251. * Maximum allowed distance of the camera to the target (The camera can not get further).
  51252. * This can help limiting how the Camera is able to move in the scene.
  51253. */
  51254. _this.upperRadiusLimit = null;
  51255. /**
  51256. * Defines the current inertia value used during panning of the camera along the X axis.
  51257. */
  51258. _this.inertialPanningX = 0;
  51259. /**
  51260. * Defines the current inertia value used during panning of the camera along the Y axis.
  51261. */
  51262. _this.inertialPanningY = 0;
  51263. /**
  51264. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  51265. * Basically if your fingers moves away from more than this distance you will be considered
  51266. * in pinch mode.
  51267. */
  51268. _this.pinchToPanMaxDistance = 20;
  51269. /**
  51270. * Defines the maximum distance the camera can pan.
  51271. * This could help keeping the cammera always in your scene.
  51272. */
  51273. _this.panningDistanceLimit = null;
  51274. /**
  51275. * Defines the target of the camera before paning.
  51276. */
  51277. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  51278. /**
  51279. * Defines the value of the inertia used during panning.
  51280. * 0 would mean stop inertia and one would mean no decelleration at all.
  51281. */
  51282. _this.panningInertia = 0.9;
  51283. //-- end properties for backward compatibility for inputs
  51284. /**
  51285. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  51286. */
  51287. _this.zoomOnFactor = 1;
  51288. /**
  51289. * Defines a screen offset for the camera position.
  51290. */
  51291. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  51292. /**
  51293. * Allows the camera to be completely reversed.
  51294. * If false the camera can not arrive upside down.
  51295. */
  51296. _this.allowUpsideDown = true;
  51297. /**
  51298. * Define if double tap/click is used to restore the previously saved state of the camera.
  51299. */
  51300. _this.useInputToRestoreState = true;
  51301. /** @hidden */
  51302. _this._viewMatrix = new BABYLON.Matrix();
  51303. /**
  51304. * Defines the allowed panning axis.
  51305. */
  51306. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  51307. /**
  51308. * Observable triggered when the mesh target has been changed on the camera.
  51309. */
  51310. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  51311. /**
  51312. * Defines whether the camera should check collision with the objects oh the scene.
  51313. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  51314. */
  51315. _this.checkCollisions = false;
  51316. /**
  51317. * Defines the collision radius of the camera.
  51318. * This simulates a sphere around the camera.
  51319. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  51320. */
  51321. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  51322. _this._previousPosition = BABYLON.Vector3.Zero();
  51323. _this._collisionVelocity = BABYLON.Vector3.Zero();
  51324. _this._newPosition = BABYLON.Vector3.Zero();
  51325. _this._computationVector = BABYLON.Vector3.Zero();
  51326. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  51327. if (collidedMesh === void 0) { collidedMesh = null; }
  51328. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  51329. newPosition.multiplyInPlace(_this._collider._radius);
  51330. }
  51331. if (!collidedMesh) {
  51332. _this._previousPosition.copyFrom(_this.position);
  51333. }
  51334. else {
  51335. _this.setPosition(newPosition);
  51336. if (_this.onCollide) {
  51337. _this.onCollide(collidedMesh);
  51338. }
  51339. }
  51340. // Recompute because of constraints
  51341. var cosa = Math.cos(_this.alpha);
  51342. var sina = Math.sin(_this.alpha);
  51343. var cosb = Math.cos(_this.beta);
  51344. var sinb = Math.sin(_this.beta);
  51345. if (sinb === 0) {
  51346. sinb = 0.0001;
  51347. }
  51348. var target = _this._getTargetPosition();
  51349. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  51350. target.addToRef(_this._computationVector, _this._newPosition);
  51351. _this.position.copyFrom(_this._newPosition);
  51352. var up = _this.upVector;
  51353. if (_this.allowUpsideDown && _this.beta < 0) {
  51354. up = up.clone();
  51355. up = up.negate();
  51356. }
  51357. _this._computeViewMatrix(_this.position, target, up);
  51358. _this._viewMatrix.addAtIndex(12, _this.targetScreenOffset.x);
  51359. _this._viewMatrix.addAtIndex(13, _this.targetScreenOffset.y);
  51360. _this._collisionTriggered = false;
  51361. };
  51362. _this._target = BABYLON.Vector3.Zero();
  51363. if (target) {
  51364. _this.setTarget(target);
  51365. }
  51366. _this.alpha = alpha;
  51367. _this.beta = beta;
  51368. _this.radius = radius;
  51369. _this.getViewMatrix();
  51370. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  51371. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  51372. return _this;
  51373. }
  51374. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  51375. /**
  51376. * Defines the target point of the camera.
  51377. * The camera looks towards it form the radius distance.
  51378. */
  51379. get: function () {
  51380. return this._target;
  51381. },
  51382. set: function (value) {
  51383. this.setTarget(value);
  51384. },
  51385. enumerable: true,
  51386. configurable: true
  51387. });
  51388. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  51389. //-- begin properties for backward compatibility for inputs
  51390. /**
  51391. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51392. */
  51393. get: function () {
  51394. var pointers = this.inputs.attached["pointers"];
  51395. if (pointers) {
  51396. return pointers.angularSensibilityX;
  51397. }
  51398. return 0;
  51399. },
  51400. set: function (value) {
  51401. var pointers = this.inputs.attached["pointers"];
  51402. if (pointers) {
  51403. pointers.angularSensibilityX = value;
  51404. }
  51405. },
  51406. enumerable: true,
  51407. configurable: true
  51408. });
  51409. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  51410. /**
  51411. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51412. */
  51413. get: function () {
  51414. var pointers = this.inputs.attached["pointers"];
  51415. if (pointers) {
  51416. return pointers.angularSensibilityY;
  51417. }
  51418. return 0;
  51419. },
  51420. set: function (value) {
  51421. var pointers = this.inputs.attached["pointers"];
  51422. if (pointers) {
  51423. pointers.angularSensibilityY = value;
  51424. }
  51425. },
  51426. enumerable: true,
  51427. configurable: true
  51428. });
  51429. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51430. /**
  51431. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51432. */
  51433. get: function () {
  51434. var pointers = this.inputs.attached["pointers"];
  51435. if (pointers) {
  51436. return pointers.pinchPrecision;
  51437. }
  51438. return 0;
  51439. },
  51440. set: function (value) {
  51441. var pointers = this.inputs.attached["pointers"];
  51442. if (pointers) {
  51443. pointers.pinchPrecision = value;
  51444. }
  51445. },
  51446. enumerable: true,
  51447. configurable: true
  51448. });
  51449. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51450. /**
  51451. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51452. * It will be used instead of pinchDeltaPrecision if different from 0.
  51453. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51454. */
  51455. get: function () {
  51456. var pointers = this.inputs.attached["pointers"];
  51457. if (pointers) {
  51458. return pointers.pinchDeltaPercentage;
  51459. }
  51460. return 0;
  51461. },
  51462. set: function (value) {
  51463. var pointers = this.inputs.attached["pointers"];
  51464. if (pointers) {
  51465. pointers.pinchDeltaPercentage = value;
  51466. }
  51467. },
  51468. enumerable: true,
  51469. configurable: true
  51470. });
  51471. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51472. /**
  51473. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  51474. */
  51475. get: function () {
  51476. var pointers = this.inputs.attached["pointers"];
  51477. if (pointers) {
  51478. return pointers.panningSensibility;
  51479. }
  51480. return 0;
  51481. },
  51482. set: function (value) {
  51483. var pointers = this.inputs.attached["pointers"];
  51484. if (pointers) {
  51485. pointers.panningSensibility = value;
  51486. }
  51487. },
  51488. enumerable: true,
  51489. configurable: true
  51490. });
  51491. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  51492. /**
  51493. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  51494. */
  51495. get: function () {
  51496. var keyboard = this.inputs.attached["keyboard"];
  51497. if (keyboard) {
  51498. return keyboard.keysUp;
  51499. }
  51500. return [];
  51501. },
  51502. set: function (value) {
  51503. var keyboard = this.inputs.attached["keyboard"];
  51504. if (keyboard) {
  51505. keyboard.keysUp = value;
  51506. }
  51507. },
  51508. enumerable: true,
  51509. configurable: true
  51510. });
  51511. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  51512. /**
  51513. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  51514. */
  51515. get: function () {
  51516. var keyboard = this.inputs.attached["keyboard"];
  51517. if (keyboard) {
  51518. return keyboard.keysDown;
  51519. }
  51520. return [];
  51521. },
  51522. set: function (value) {
  51523. var keyboard = this.inputs.attached["keyboard"];
  51524. if (keyboard) {
  51525. keyboard.keysDown = value;
  51526. }
  51527. },
  51528. enumerable: true,
  51529. configurable: true
  51530. });
  51531. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  51532. /**
  51533. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  51534. */
  51535. get: function () {
  51536. var keyboard = this.inputs.attached["keyboard"];
  51537. if (keyboard) {
  51538. return keyboard.keysLeft;
  51539. }
  51540. return [];
  51541. },
  51542. set: function (value) {
  51543. var keyboard = this.inputs.attached["keyboard"];
  51544. if (keyboard) {
  51545. keyboard.keysLeft = value;
  51546. }
  51547. },
  51548. enumerable: true,
  51549. configurable: true
  51550. });
  51551. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  51552. /**
  51553. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  51554. */
  51555. get: function () {
  51556. var keyboard = this.inputs.attached["keyboard"];
  51557. if (keyboard) {
  51558. return keyboard.keysRight;
  51559. }
  51560. return [];
  51561. },
  51562. set: function (value) {
  51563. var keyboard = this.inputs.attached["keyboard"];
  51564. if (keyboard) {
  51565. keyboard.keysRight = value;
  51566. }
  51567. },
  51568. enumerable: true,
  51569. configurable: true
  51570. });
  51571. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  51572. /**
  51573. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51574. */
  51575. get: function () {
  51576. var mousewheel = this.inputs.attached["mousewheel"];
  51577. if (mousewheel) {
  51578. return mousewheel.wheelPrecision;
  51579. }
  51580. return 0;
  51581. },
  51582. set: function (value) {
  51583. var mousewheel = this.inputs.attached["mousewheel"];
  51584. if (mousewheel) {
  51585. mousewheel.wheelPrecision = value;
  51586. }
  51587. },
  51588. enumerable: true,
  51589. configurable: true
  51590. });
  51591. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  51592. /**
  51593. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  51594. * It will be used instead of pinchDeltaPrecision if different from 0.
  51595. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51596. */
  51597. get: function () {
  51598. var mousewheel = this.inputs.attached["mousewheel"];
  51599. if (mousewheel) {
  51600. return mousewheel.wheelDeltaPercentage;
  51601. }
  51602. return 0;
  51603. },
  51604. set: function (value) {
  51605. var mousewheel = this.inputs.attached["mousewheel"];
  51606. if (mousewheel) {
  51607. mousewheel.wheelDeltaPercentage = value;
  51608. }
  51609. },
  51610. enumerable: true,
  51611. configurable: true
  51612. });
  51613. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  51614. /**
  51615. * Gets the bouncing behavior of the camera if it has been enabled.
  51616. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51617. */
  51618. get: function () {
  51619. return this._bouncingBehavior;
  51620. },
  51621. enumerable: true,
  51622. configurable: true
  51623. });
  51624. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  51625. /**
  51626. * Defines if the bouncing behavior of the camera is enabled on the camera.
  51627. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51628. */
  51629. get: function () {
  51630. return this._bouncingBehavior != null;
  51631. },
  51632. set: function (value) {
  51633. if (value === this.useBouncingBehavior) {
  51634. return;
  51635. }
  51636. if (value) {
  51637. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  51638. this.addBehavior(this._bouncingBehavior);
  51639. }
  51640. else if (this._bouncingBehavior) {
  51641. this.removeBehavior(this._bouncingBehavior);
  51642. this._bouncingBehavior = null;
  51643. }
  51644. },
  51645. enumerable: true,
  51646. configurable: true
  51647. });
  51648. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  51649. /**
  51650. * Gets the framing behavior of the camera if it has been enabled.
  51651. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51652. */
  51653. get: function () {
  51654. return this._framingBehavior;
  51655. },
  51656. enumerable: true,
  51657. configurable: true
  51658. });
  51659. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  51660. /**
  51661. * Defines if the framing behavior of the camera is enabled on the camera.
  51662. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51663. */
  51664. get: function () {
  51665. return this._framingBehavior != null;
  51666. },
  51667. set: function (value) {
  51668. if (value === this.useFramingBehavior) {
  51669. return;
  51670. }
  51671. if (value) {
  51672. this._framingBehavior = new BABYLON.FramingBehavior();
  51673. this.addBehavior(this._framingBehavior);
  51674. }
  51675. else if (this._framingBehavior) {
  51676. this.removeBehavior(this._framingBehavior);
  51677. this._framingBehavior = null;
  51678. }
  51679. },
  51680. enumerable: true,
  51681. configurable: true
  51682. });
  51683. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  51684. /**
  51685. * Gets the auto rotation behavior of the camera if it has been enabled.
  51686. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51687. */
  51688. get: function () {
  51689. return this._autoRotationBehavior;
  51690. },
  51691. enumerable: true,
  51692. configurable: true
  51693. });
  51694. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  51695. /**
  51696. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  51697. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51698. */
  51699. get: function () {
  51700. return this._autoRotationBehavior != null;
  51701. },
  51702. set: function (value) {
  51703. if (value === this.useAutoRotationBehavior) {
  51704. return;
  51705. }
  51706. if (value) {
  51707. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  51708. this.addBehavior(this._autoRotationBehavior);
  51709. }
  51710. else if (this._autoRotationBehavior) {
  51711. this.removeBehavior(this._autoRotationBehavior);
  51712. this._autoRotationBehavior = null;
  51713. }
  51714. },
  51715. enumerable: true,
  51716. configurable: true
  51717. });
  51718. // Cache
  51719. /** @hidden */
  51720. ArcRotateCamera.prototype._initCache = function () {
  51721. _super.prototype._initCache.call(this);
  51722. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  51723. this._cache.alpha = undefined;
  51724. this._cache.beta = undefined;
  51725. this._cache.radius = undefined;
  51726. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  51727. };
  51728. /** @hidden */
  51729. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  51730. if (!ignoreParentClass) {
  51731. _super.prototype._updateCache.call(this);
  51732. }
  51733. this._cache._target.copyFrom(this._getTargetPosition());
  51734. this._cache.alpha = this.alpha;
  51735. this._cache.beta = this.beta;
  51736. this._cache.radius = this.radius;
  51737. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  51738. };
  51739. ArcRotateCamera.prototype._getTargetPosition = function () {
  51740. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  51741. var pos = this._targetHost.absolutePosition;
  51742. if (this._targetBoundingCenter) {
  51743. pos.addToRef(this._targetBoundingCenter, this._target);
  51744. }
  51745. else {
  51746. this._target.copyFrom(pos);
  51747. }
  51748. }
  51749. var lockedTargetPosition = this._getLockedTargetPosition();
  51750. if (lockedTargetPosition) {
  51751. return lockedTargetPosition;
  51752. }
  51753. return this._target;
  51754. };
  51755. /**
  51756. * Stores the current state of the camera (alpha, beta, radius and target)
  51757. * @returns the camera itself
  51758. */
  51759. ArcRotateCamera.prototype.storeState = function () {
  51760. this._storedAlpha = this.alpha;
  51761. this._storedBeta = this.beta;
  51762. this._storedRadius = this.radius;
  51763. this._storedTarget = this._getTargetPosition().clone();
  51764. return _super.prototype.storeState.call(this);
  51765. };
  51766. /**
  51767. * @hidden
  51768. * Restored camera state. You must call storeState() first
  51769. */
  51770. ArcRotateCamera.prototype._restoreStateValues = function () {
  51771. if (!_super.prototype._restoreStateValues.call(this)) {
  51772. return false;
  51773. }
  51774. this.alpha = this._storedAlpha;
  51775. this.beta = this._storedBeta;
  51776. this.radius = this._storedRadius;
  51777. this.setTarget(this._storedTarget.clone());
  51778. this.inertialAlphaOffset = 0;
  51779. this.inertialBetaOffset = 0;
  51780. this.inertialRadiusOffset = 0;
  51781. this.inertialPanningX = 0;
  51782. this.inertialPanningY = 0;
  51783. return true;
  51784. };
  51785. // Synchronized
  51786. /** @hidden */
  51787. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  51788. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  51789. return false;
  51790. }
  51791. return this._cache._target.equals(this._getTargetPosition())
  51792. && this._cache.alpha === this.alpha
  51793. && this._cache.beta === this.beta
  51794. && this._cache.radius === this.radius
  51795. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  51796. };
  51797. /**
  51798. * Attached controls to the current camera.
  51799. * @param element Defines the element the controls should be listened from
  51800. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51801. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  51802. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  51803. */
  51804. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  51805. var _this = this;
  51806. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  51807. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  51808. this._useCtrlForPanning = useCtrlForPanning;
  51809. this._panningMouseButton = panningMouseButton;
  51810. this.inputs.attachElement(element, noPreventDefault);
  51811. this._reset = function () {
  51812. _this.inertialAlphaOffset = 0;
  51813. _this.inertialBetaOffset = 0;
  51814. _this.inertialRadiusOffset = 0;
  51815. _this.inertialPanningX = 0;
  51816. _this.inertialPanningY = 0;
  51817. };
  51818. };
  51819. /**
  51820. * Detach the current controls from the camera.
  51821. * The camera will stop reacting to inputs.
  51822. * @param element Defines the element to stop listening the inputs from
  51823. */
  51824. ArcRotateCamera.prototype.detachControl = function (element) {
  51825. this.inputs.detachElement(element);
  51826. if (this._reset) {
  51827. this._reset();
  51828. }
  51829. };
  51830. /** @hidden */
  51831. ArcRotateCamera.prototype._checkInputs = function () {
  51832. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  51833. if (this._collisionTriggered) {
  51834. return;
  51835. }
  51836. this.inputs.checkInputs();
  51837. // Inertia
  51838. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  51839. var inertialAlphaOffset = this.inertialAlphaOffset;
  51840. if (this.beta <= 0) {
  51841. inertialAlphaOffset *= -1;
  51842. }
  51843. if (this.getScene().useRightHandedSystem) {
  51844. inertialAlphaOffset *= -1;
  51845. }
  51846. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  51847. inertialAlphaOffset *= -1;
  51848. }
  51849. this.alpha += inertialAlphaOffset;
  51850. this.beta += this.inertialBetaOffset;
  51851. this.radius -= this.inertialRadiusOffset;
  51852. this.inertialAlphaOffset *= this.inertia;
  51853. this.inertialBetaOffset *= this.inertia;
  51854. this.inertialRadiusOffset *= this.inertia;
  51855. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  51856. this.inertialAlphaOffset = 0;
  51857. }
  51858. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  51859. this.inertialBetaOffset = 0;
  51860. }
  51861. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  51862. this.inertialRadiusOffset = 0;
  51863. }
  51864. }
  51865. // Panning inertia
  51866. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  51867. if (!this._localDirection) {
  51868. this._localDirection = BABYLON.Vector3.Zero();
  51869. this._transformedDirection = BABYLON.Vector3.Zero();
  51870. }
  51871. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  51872. this._localDirection.multiplyInPlace(this.panningAxis);
  51873. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  51874. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  51875. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  51876. if (!this.panningAxis.y) {
  51877. this._transformedDirection.y = 0;
  51878. }
  51879. if (!this._targetHost) {
  51880. if (this.panningDistanceLimit) {
  51881. this._transformedDirection.addInPlace(this._target);
  51882. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  51883. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  51884. this._target.copyFrom(this._transformedDirection);
  51885. }
  51886. }
  51887. else {
  51888. this._target.addInPlace(this._transformedDirection);
  51889. }
  51890. }
  51891. this.inertialPanningX *= this.panningInertia;
  51892. this.inertialPanningY *= this.panningInertia;
  51893. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  51894. this.inertialPanningX = 0;
  51895. }
  51896. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  51897. this.inertialPanningY = 0;
  51898. }
  51899. }
  51900. // Limits
  51901. this._checkLimits();
  51902. _super.prototype._checkInputs.call(this);
  51903. };
  51904. ArcRotateCamera.prototype._checkLimits = function () {
  51905. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  51906. if (this.allowUpsideDown && this.beta > Math.PI) {
  51907. this.beta = this.beta - (2 * Math.PI);
  51908. }
  51909. }
  51910. else {
  51911. if (this.beta < this.lowerBetaLimit) {
  51912. this.beta = this.lowerBetaLimit;
  51913. }
  51914. }
  51915. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  51916. if (this.allowUpsideDown && this.beta < -Math.PI) {
  51917. this.beta = this.beta + (2 * Math.PI);
  51918. }
  51919. }
  51920. else {
  51921. if (this.beta > this.upperBetaLimit) {
  51922. this.beta = this.upperBetaLimit;
  51923. }
  51924. }
  51925. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  51926. this.alpha = this.lowerAlphaLimit;
  51927. }
  51928. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  51929. this.alpha = this.upperAlphaLimit;
  51930. }
  51931. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  51932. this.radius = this.lowerRadiusLimit;
  51933. this.inertialRadiusOffset = 0;
  51934. }
  51935. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  51936. this.radius = this.upperRadiusLimit;
  51937. this.inertialRadiusOffset = 0;
  51938. }
  51939. };
  51940. /**
  51941. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  51942. */
  51943. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  51944. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  51945. this.radius = this._computationVector.length();
  51946. if (this.radius === 0) {
  51947. this.radius = 0.0001; // Just to avoid division by zero
  51948. }
  51949. // Alpha
  51950. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  51951. if (this._computationVector.z < 0) {
  51952. this.alpha = 2 * Math.PI - this.alpha;
  51953. }
  51954. // Beta
  51955. this.beta = Math.acos(this._computationVector.y / this.radius);
  51956. this._checkLimits();
  51957. };
  51958. /**
  51959. * Use a position to define the current camera related information like aplha, beta and radius
  51960. * @param position Defines the position to set the camera at
  51961. */
  51962. ArcRotateCamera.prototype.setPosition = function (position) {
  51963. if (this.position.equals(position)) {
  51964. return;
  51965. }
  51966. this.position.copyFrom(position);
  51967. this.rebuildAnglesAndRadius();
  51968. };
  51969. /**
  51970. * Defines the target the camera should look at.
  51971. * This will automatically adapt alpha beta and radius to fit within the new target.
  51972. * @param target Defines the new target as a Vector or a mesh
  51973. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  51974. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  51975. */
  51976. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  51977. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  51978. if (allowSamePosition === void 0) { allowSamePosition = false; }
  51979. if (target.getBoundingInfo) {
  51980. if (toBoundingCenter) {
  51981. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  51982. }
  51983. else {
  51984. this._targetBoundingCenter = null;
  51985. }
  51986. this._targetHost = target;
  51987. this._target = this._getTargetPosition();
  51988. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  51989. }
  51990. else {
  51991. var newTarget = target;
  51992. var currentTarget = this._getTargetPosition();
  51993. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  51994. return;
  51995. }
  51996. this._targetHost = null;
  51997. this._target = newTarget;
  51998. this._targetBoundingCenter = null;
  51999. this.onMeshTargetChangedObservable.notifyObservers(null);
  52000. }
  52001. this.rebuildAnglesAndRadius();
  52002. };
  52003. /** @hidden */
  52004. ArcRotateCamera.prototype._getViewMatrix = function () {
  52005. // Compute
  52006. var cosa = Math.cos(this.alpha);
  52007. var sina = Math.sin(this.alpha);
  52008. var cosb = Math.cos(this.beta);
  52009. var sinb = Math.sin(this.beta);
  52010. if (sinb === 0) {
  52011. sinb = 0.0001;
  52012. }
  52013. var target = this._getTargetPosition();
  52014. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  52015. target.addToRef(this._computationVector, this._newPosition);
  52016. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  52017. if (!this._collider) {
  52018. this._collider = new BABYLON.Collider();
  52019. }
  52020. this._collider._radius = this.collisionRadius;
  52021. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  52022. this._collisionTriggered = true;
  52023. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  52024. }
  52025. else {
  52026. this.position.copyFrom(this._newPosition);
  52027. var up = this.upVector;
  52028. if (this.allowUpsideDown && sinb < 0) {
  52029. up = up.clone();
  52030. up = up.negate();
  52031. }
  52032. this._computeViewMatrix(this.position, target, up);
  52033. this._viewMatrix.addAtIndex(12, this.targetScreenOffset.x);
  52034. this._viewMatrix.addAtIndex(13, this.targetScreenOffset.y);
  52035. }
  52036. this._currentTarget = target;
  52037. return this._viewMatrix;
  52038. };
  52039. /**
  52040. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  52041. * @param meshes Defines the mesh to zoom on
  52042. * @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)
  52043. */
  52044. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  52045. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52046. meshes = meshes || this.getScene().meshes;
  52047. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  52048. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  52049. this.radius = distance * this.zoomOnFactor;
  52050. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  52051. };
  52052. /**
  52053. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  52054. * The target will be changed but the radius
  52055. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  52056. * @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)
  52057. */
  52058. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  52059. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52060. var meshesOrMinMaxVector;
  52061. var distance;
  52062. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  52063. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  52064. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  52065. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  52066. }
  52067. else { //minMaxVector and distance
  52068. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  52069. meshesOrMinMaxVector = minMaxVectorAndDistance;
  52070. distance = minMaxVectorAndDistance.distance;
  52071. }
  52072. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  52073. if (!doNotUpdateMaxZ) {
  52074. this.maxZ = distance * 2;
  52075. }
  52076. };
  52077. /**
  52078. * @override
  52079. * Override Camera.createRigCamera
  52080. */
  52081. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  52082. var alphaShift = 0;
  52083. switch (this.cameraRigMode) {
  52084. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52085. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52086. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52087. case BABYLON.Camera.RIG_MODE_VR:
  52088. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  52089. break;
  52090. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52091. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  52092. break;
  52093. }
  52094. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  52095. rigCam._cameraRigParams = {};
  52096. return rigCam;
  52097. };
  52098. /**
  52099. * @hidden
  52100. * @override
  52101. * Override Camera._updateRigCameras
  52102. */
  52103. ArcRotateCamera.prototype._updateRigCameras = function () {
  52104. var camLeft = this._rigCameras[0];
  52105. var camRight = this._rigCameras[1];
  52106. camLeft.beta = camRight.beta = this.beta;
  52107. camLeft.radius = camRight.radius = this.radius;
  52108. switch (this.cameraRigMode) {
  52109. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52110. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52111. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52112. case BABYLON.Camera.RIG_MODE_VR:
  52113. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52114. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52115. break;
  52116. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52117. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52118. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52119. break;
  52120. }
  52121. _super.prototype._updateRigCameras.call(this);
  52122. };
  52123. /**
  52124. * Destroy the camera and release the current resources hold by it.
  52125. */
  52126. ArcRotateCamera.prototype.dispose = function () {
  52127. this.inputs.clear();
  52128. _super.prototype.dispose.call(this);
  52129. };
  52130. /**
  52131. * Gets the current object class name.
  52132. * @return the class name
  52133. */
  52134. ArcRotateCamera.prototype.getClassName = function () {
  52135. return "ArcRotateCamera";
  52136. };
  52137. __decorate([
  52138. BABYLON.serialize()
  52139. ], ArcRotateCamera.prototype, "alpha", void 0);
  52140. __decorate([
  52141. BABYLON.serialize()
  52142. ], ArcRotateCamera.prototype, "beta", void 0);
  52143. __decorate([
  52144. BABYLON.serialize()
  52145. ], ArcRotateCamera.prototype, "radius", void 0);
  52146. __decorate([
  52147. BABYLON.serializeAsVector3("target")
  52148. ], ArcRotateCamera.prototype, "_target", void 0);
  52149. __decorate([
  52150. BABYLON.serialize()
  52151. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  52152. __decorate([
  52153. BABYLON.serialize()
  52154. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  52155. __decorate([
  52156. BABYLON.serialize()
  52157. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  52158. __decorate([
  52159. BABYLON.serialize()
  52160. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  52161. __decorate([
  52162. BABYLON.serialize()
  52163. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  52164. __decorate([
  52165. BABYLON.serialize()
  52166. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  52167. __decorate([
  52168. BABYLON.serialize()
  52169. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  52170. __decorate([
  52171. BABYLON.serialize()
  52172. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  52173. __decorate([
  52174. BABYLON.serialize()
  52175. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  52176. __decorate([
  52177. BABYLON.serialize()
  52178. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  52179. __decorate([
  52180. BABYLON.serialize()
  52181. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  52182. __decorate([
  52183. BABYLON.serialize()
  52184. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  52185. __decorate([
  52186. BABYLON.serialize()
  52187. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  52188. __decorate([
  52189. BABYLON.serializeAsVector3()
  52190. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  52191. __decorate([
  52192. BABYLON.serialize()
  52193. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  52194. __decorate([
  52195. BABYLON.serialize()
  52196. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  52197. __decorate([
  52198. BABYLON.serialize()
  52199. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  52200. __decorate([
  52201. BABYLON.serialize()
  52202. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  52203. __decorate([
  52204. BABYLON.serialize()
  52205. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  52206. return ArcRotateCamera;
  52207. }(BABYLON.TargetCamera));
  52208. BABYLON.ArcRotateCamera = ArcRotateCamera;
  52209. })(BABYLON || (BABYLON = {}));
  52210. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  52211. var BABYLON;
  52212. (function (BABYLON) {
  52213. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  52214. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  52215. });
  52216. /**
  52217. * The HemisphericLight simulates the ambient environment light,
  52218. * so the passed direction is the light reflection direction, not the incoming direction.
  52219. */
  52220. var HemisphericLight = /** @class */ (function (_super) {
  52221. __extends(HemisphericLight, _super);
  52222. /**
  52223. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  52224. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  52225. * The HemisphericLight can't cast shadows.
  52226. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52227. * @param name The friendly name of the light
  52228. * @param direction The direction of the light reflection
  52229. * @param scene The scene the light belongs to
  52230. */
  52231. function HemisphericLight(name, direction, scene) {
  52232. var _this = _super.call(this, name, scene) || this;
  52233. /**
  52234. * The groundColor is the light in the opposite direction to the one specified during creation.
  52235. * 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.
  52236. */
  52237. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  52238. _this.direction = direction || BABYLON.Vector3.Up();
  52239. return _this;
  52240. }
  52241. HemisphericLight.prototype._buildUniformLayout = function () {
  52242. this._uniformBuffer.addUniform("vLightData", 4);
  52243. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52244. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52245. this._uniformBuffer.addUniform("vLightGround", 3);
  52246. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52247. this._uniformBuffer.addUniform("depthValues", 2);
  52248. this._uniformBuffer.create();
  52249. };
  52250. /**
  52251. * Returns the string "HemisphericLight".
  52252. * @return The class name
  52253. */
  52254. HemisphericLight.prototype.getClassName = function () {
  52255. return "HemisphericLight";
  52256. };
  52257. /**
  52258. * Sets the HemisphericLight direction towards the passed target (Vector3).
  52259. * Returns the updated direction.
  52260. * @param target The target the direction should point to
  52261. * @return The computed direction
  52262. */
  52263. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  52264. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  52265. return this.direction;
  52266. };
  52267. /**
  52268. * Returns the shadow generator associated to the light.
  52269. * @returns Always null for hemispheric lights because it does not support shadows.
  52270. */
  52271. HemisphericLight.prototype.getShadowGenerator = function () {
  52272. return null;
  52273. };
  52274. /**
  52275. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  52276. * @param effect The effect to update
  52277. * @param lightIndex The index of the light in the effect to update
  52278. * @returns The hemispheric light
  52279. */
  52280. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  52281. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52282. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  52283. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  52284. return this;
  52285. };
  52286. /**
  52287. * Computes the world matrix of the node
  52288. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52289. * @param useWasUpdatedFlag defines a reserved property
  52290. * @returns the world matrix
  52291. */
  52292. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  52293. if (!this._worldMatrix) {
  52294. this._worldMatrix = BABYLON.Matrix.Identity();
  52295. }
  52296. return this._worldMatrix;
  52297. };
  52298. /**
  52299. * Returns the integer 3.
  52300. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52301. */
  52302. HemisphericLight.prototype.getTypeID = function () {
  52303. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  52304. };
  52305. /**
  52306. * Prepares the list of defines specific to the light type.
  52307. * @param defines the list of defines
  52308. * @param lightIndex defines the index of the light for the effect
  52309. */
  52310. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52311. defines["HEMILIGHT" + lightIndex] = true;
  52312. };
  52313. __decorate([
  52314. BABYLON.serializeAsColor3()
  52315. ], HemisphericLight.prototype, "groundColor", void 0);
  52316. __decorate([
  52317. BABYLON.serializeAsVector3()
  52318. ], HemisphericLight.prototype, "direction", void 0);
  52319. return HemisphericLight;
  52320. }(BABYLON.Light));
  52321. BABYLON.HemisphericLight = HemisphericLight;
  52322. })(BABYLON || (BABYLON = {}));
  52323. //# sourceMappingURL=babylon.hemisphericLight.js.map
  52324. var BABYLON;
  52325. (function (BABYLON) {
  52326. /**
  52327. * Base implementation IShadowLight
  52328. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  52329. */
  52330. var ShadowLight = /** @class */ (function (_super) {
  52331. __extends(ShadowLight, _super);
  52332. function ShadowLight() {
  52333. var _this = _super !== null && _super.apply(this, arguments) || this;
  52334. _this._needProjectionMatrixCompute = true;
  52335. return _this;
  52336. }
  52337. ShadowLight.prototype._setPosition = function (value) {
  52338. this._position = value;
  52339. };
  52340. Object.defineProperty(ShadowLight.prototype, "position", {
  52341. /**
  52342. * Sets the position the shadow will be casted from. Also use as the light position for both
  52343. * point and spot lights.
  52344. */
  52345. get: function () {
  52346. return this._position;
  52347. },
  52348. /**
  52349. * Sets the position the shadow will be casted from. Also use as the light position for both
  52350. * point and spot lights.
  52351. */
  52352. set: function (value) {
  52353. this._setPosition(value);
  52354. },
  52355. enumerable: true,
  52356. configurable: true
  52357. });
  52358. ShadowLight.prototype._setDirection = function (value) {
  52359. this._direction = value;
  52360. };
  52361. Object.defineProperty(ShadowLight.prototype, "direction", {
  52362. /**
  52363. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  52364. * Also use as the light direction on spot and directional lights.
  52365. */
  52366. get: function () {
  52367. return this._direction;
  52368. },
  52369. /**
  52370. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  52371. * Also use as the light direction on spot and directional lights.
  52372. */
  52373. set: function (value) {
  52374. this._setDirection(value);
  52375. },
  52376. enumerable: true,
  52377. configurable: true
  52378. });
  52379. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  52380. /**
  52381. * Gets the shadow projection clipping minimum z value.
  52382. */
  52383. get: function () {
  52384. return this._shadowMinZ;
  52385. },
  52386. /**
  52387. * Sets the shadow projection clipping minimum z value.
  52388. */
  52389. set: function (value) {
  52390. this._shadowMinZ = value;
  52391. this.forceProjectionMatrixCompute();
  52392. },
  52393. enumerable: true,
  52394. configurable: true
  52395. });
  52396. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  52397. /**
  52398. * Sets the shadow projection clipping maximum z value.
  52399. */
  52400. get: function () {
  52401. return this._shadowMaxZ;
  52402. },
  52403. /**
  52404. * Gets the shadow projection clipping maximum z value.
  52405. */
  52406. set: function (value) {
  52407. this._shadowMaxZ = value;
  52408. this.forceProjectionMatrixCompute();
  52409. },
  52410. enumerable: true,
  52411. configurable: true
  52412. });
  52413. /**
  52414. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  52415. * @returns true if the information has been computed, false if it does not need to (no parenting)
  52416. */
  52417. ShadowLight.prototype.computeTransformedInformation = function () {
  52418. if (this.parent && this.parent.getWorldMatrix) {
  52419. if (!this.transformedPosition) {
  52420. this.transformedPosition = BABYLON.Vector3.Zero();
  52421. }
  52422. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  52423. // In case the direction is present.
  52424. if (this.direction) {
  52425. if (!this.transformedDirection) {
  52426. this.transformedDirection = BABYLON.Vector3.Zero();
  52427. }
  52428. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  52429. }
  52430. return true;
  52431. }
  52432. return false;
  52433. };
  52434. /**
  52435. * Return the depth scale used for the shadow map.
  52436. * @returns the depth scale.
  52437. */
  52438. ShadowLight.prototype.getDepthScale = function () {
  52439. return 50.0;
  52440. };
  52441. /**
  52442. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52443. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52444. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52445. */
  52446. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52447. return this.transformedDirection ? this.transformedDirection : this.direction;
  52448. };
  52449. /**
  52450. * Returns the ShadowLight absolute position in the World.
  52451. * @returns the position vector in world space
  52452. */
  52453. ShadowLight.prototype.getAbsolutePosition = function () {
  52454. return this.transformedPosition ? this.transformedPosition : this.position;
  52455. };
  52456. /**
  52457. * Sets the ShadowLight direction toward the passed target.
  52458. * @param target The point tot target in local space
  52459. * @returns the updated ShadowLight direction
  52460. */
  52461. ShadowLight.prototype.setDirectionToTarget = function (target) {
  52462. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  52463. return this.direction;
  52464. };
  52465. /**
  52466. * Returns the light rotation in euler definition.
  52467. * @returns the x y z rotation in local space.
  52468. */
  52469. ShadowLight.prototype.getRotation = function () {
  52470. this.direction.normalize();
  52471. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  52472. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  52473. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  52474. };
  52475. /**
  52476. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  52477. * @returns true if a cube texture needs to be use
  52478. */
  52479. ShadowLight.prototype.needCube = function () {
  52480. return false;
  52481. };
  52482. /**
  52483. * Detects if the projection matrix requires to be recomputed this frame.
  52484. * @returns true if it requires to be recomputed otherwise, false.
  52485. */
  52486. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  52487. return this._needProjectionMatrixCompute;
  52488. };
  52489. /**
  52490. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  52491. */
  52492. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  52493. this._needProjectionMatrixCompute = true;
  52494. };
  52495. /** @hidden */
  52496. ShadowLight.prototype._initCache = function () {
  52497. _super.prototype._initCache.call(this);
  52498. this._cache.position = BABYLON.Vector3.Zero();
  52499. };
  52500. /** @hidden */
  52501. ShadowLight.prototype._isSynchronized = function () {
  52502. if (!this._cache.position.equals(this.position)) {
  52503. return false;
  52504. }
  52505. return true;
  52506. };
  52507. /**
  52508. * Computes the world matrix of the node
  52509. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52510. * @returns the world matrix
  52511. */
  52512. ShadowLight.prototype.computeWorldMatrix = function (force) {
  52513. if (!force && this.isSynchronized()) {
  52514. this._currentRenderId = this.getScene().getRenderId();
  52515. return this._worldMatrix;
  52516. }
  52517. this._updateCache();
  52518. this._cache.position.copyFrom(this.position);
  52519. if (!this._worldMatrix) {
  52520. this._worldMatrix = BABYLON.Matrix.Identity();
  52521. }
  52522. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  52523. if (this.parent && this.parent.getWorldMatrix) {
  52524. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  52525. this._markSyncedWithParent();
  52526. }
  52527. // Cache the determinant
  52528. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  52529. return this._worldMatrix;
  52530. };
  52531. /**
  52532. * Gets the minZ used for shadow according to both the scene and the light.
  52533. * @param activeCamera The camera we are returning the min for
  52534. * @returns the depth min z
  52535. */
  52536. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  52537. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  52538. };
  52539. /**
  52540. * Gets the maxZ used for shadow according to both the scene and the light.
  52541. * @param activeCamera The camera we are returning the max for
  52542. * @returns the depth max z
  52543. */
  52544. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  52545. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  52546. };
  52547. /**
  52548. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  52549. * @param matrix The materix to updated with the projection information
  52550. * @param viewMatrix The transform matrix of the light
  52551. * @param renderList The list of mesh to render in the map
  52552. * @returns The current light
  52553. */
  52554. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52555. if (this.customProjectionMatrixBuilder) {
  52556. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  52557. }
  52558. else {
  52559. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52560. }
  52561. return this;
  52562. };
  52563. __decorate([
  52564. BABYLON.serializeAsVector3()
  52565. ], ShadowLight.prototype, "position", null);
  52566. __decorate([
  52567. BABYLON.serializeAsVector3()
  52568. ], ShadowLight.prototype, "direction", null);
  52569. __decorate([
  52570. BABYLON.serialize()
  52571. ], ShadowLight.prototype, "shadowMinZ", null);
  52572. __decorate([
  52573. BABYLON.serialize()
  52574. ], ShadowLight.prototype, "shadowMaxZ", null);
  52575. return ShadowLight;
  52576. }(BABYLON.Light));
  52577. BABYLON.ShadowLight = ShadowLight;
  52578. })(BABYLON || (BABYLON = {}));
  52579. //# sourceMappingURL=babylon.shadowLight.js.map
  52580. var BABYLON;
  52581. (function (BABYLON) {
  52582. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  52583. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  52584. });
  52585. /**
  52586. * A point light is a light defined by an unique point in world space.
  52587. * The light is emitted in every direction from this point.
  52588. * A good example of a point light is a standard light bulb.
  52589. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52590. */
  52591. var PointLight = /** @class */ (function (_super) {
  52592. __extends(PointLight, _super);
  52593. /**
  52594. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52595. * A PointLight emits the light in every direction.
  52596. * It can cast shadows.
  52597. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52598. * ```javascript
  52599. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  52600. * ```
  52601. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52602. * @param name The light friendly name
  52603. * @param position The position of the point light in the scene
  52604. * @param scene The scene the lights belongs to
  52605. */
  52606. function PointLight(name, position, scene) {
  52607. var _this = _super.call(this, name, scene) || this;
  52608. _this._shadowAngle = Math.PI / 2;
  52609. _this.position = position;
  52610. return _this;
  52611. }
  52612. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  52613. /**
  52614. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52615. * This specifies what angle the shadow will use to be created.
  52616. *
  52617. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52618. */
  52619. get: function () {
  52620. return this._shadowAngle;
  52621. },
  52622. /**
  52623. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52624. * This specifies what angle the shadow will use to be created.
  52625. *
  52626. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52627. */
  52628. set: function (value) {
  52629. this._shadowAngle = value;
  52630. this.forceProjectionMatrixCompute();
  52631. },
  52632. enumerable: true,
  52633. configurable: true
  52634. });
  52635. Object.defineProperty(PointLight.prototype, "direction", {
  52636. /**
  52637. * Gets the direction if it has been set.
  52638. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52639. */
  52640. get: function () {
  52641. return this._direction;
  52642. },
  52643. /**
  52644. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52645. */
  52646. set: function (value) {
  52647. var previousNeedCube = this.needCube();
  52648. this._direction = value;
  52649. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  52650. this._shadowGenerator.recreateShadowMap();
  52651. }
  52652. },
  52653. enumerable: true,
  52654. configurable: true
  52655. });
  52656. /**
  52657. * Returns the string "PointLight"
  52658. * @returns the class name
  52659. */
  52660. PointLight.prototype.getClassName = function () {
  52661. return "PointLight";
  52662. };
  52663. /**
  52664. * Returns the integer 0.
  52665. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52666. */
  52667. PointLight.prototype.getTypeID = function () {
  52668. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  52669. };
  52670. /**
  52671. * Specifies wether or not the shadowmap should be a cube texture.
  52672. * @returns true if the shadowmap needs to be a cube texture.
  52673. */
  52674. PointLight.prototype.needCube = function () {
  52675. return !this.direction;
  52676. };
  52677. /**
  52678. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52679. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52680. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52681. */
  52682. PointLight.prototype.getShadowDirection = function (faceIndex) {
  52683. if (this.direction) {
  52684. return _super.prototype.getShadowDirection.call(this, faceIndex);
  52685. }
  52686. else {
  52687. switch (faceIndex) {
  52688. case 0:
  52689. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  52690. case 1:
  52691. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  52692. case 2:
  52693. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  52694. case 3:
  52695. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  52696. case 4:
  52697. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  52698. case 5:
  52699. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  52700. }
  52701. }
  52702. return BABYLON.Vector3.Zero();
  52703. };
  52704. /**
  52705. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  52706. * - fov = PI / 2
  52707. * - aspect ratio : 1.0
  52708. * - z-near and far equal to the active camera minZ and maxZ.
  52709. * Returns the PointLight.
  52710. */
  52711. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52712. var activeCamera = this.getScene().activeCamera;
  52713. if (!activeCamera) {
  52714. return;
  52715. }
  52716. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  52717. };
  52718. PointLight.prototype._buildUniformLayout = function () {
  52719. this._uniformBuffer.addUniform("vLightData", 4);
  52720. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52721. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52722. this._uniformBuffer.addUniform("vLightFalloff", 4);
  52723. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52724. this._uniformBuffer.addUniform("depthValues", 2);
  52725. this._uniformBuffer.create();
  52726. };
  52727. /**
  52728. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  52729. * @param effect The effect to update
  52730. * @param lightIndex The index of the light in the effect to update
  52731. * @returns The point light
  52732. */
  52733. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  52734. if (this.computeTransformedInformation()) {
  52735. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  52736. }
  52737. else {
  52738. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  52739. }
  52740. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  52741. return this;
  52742. };
  52743. /**
  52744. * Prepares the list of defines specific to the light type.
  52745. * @param defines the list of defines
  52746. * @param lightIndex defines the index of the light for the effect
  52747. */
  52748. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52749. defines["POINTLIGHT" + lightIndex] = true;
  52750. };
  52751. __decorate([
  52752. BABYLON.serialize()
  52753. ], PointLight.prototype, "shadowAngle", null);
  52754. return PointLight;
  52755. }(BABYLON.ShadowLight));
  52756. BABYLON.PointLight = PointLight;
  52757. })(BABYLON || (BABYLON = {}));
  52758. //# sourceMappingURL=babylon.pointLight.js.map
  52759. var BABYLON;
  52760. (function (BABYLON) {
  52761. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  52762. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  52763. });
  52764. /**
  52765. * A directional light is defined by a direction (what a surprise!).
  52766. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  52767. * 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.
  52768. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52769. */
  52770. var DirectionalLight = /** @class */ (function (_super) {
  52771. __extends(DirectionalLight, _super);
  52772. /**
  52773. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  52774. * The directional light is emitted from everywhere in the given direction.
  52775. * It can cast shadows.
  52776. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52777. * @param name The friendly name of the light
  52778. * @param direction The direction of the light
  52779. * @param scene The scene the light belongs to
  52780. */
  52781. function DirectionalLight(name, direction, scene) {
  52782. var _this = _super.call(this, name, scene) || this;
  52783. _this._shadowFrustumSize = 0;
  52784. _this._shadowOrthoScale = 0.1;
  52785. /**
  52786. * Automatically compute the projection matrix to best fit (including all the casters)
  52787. * on each frame.
  52788. */
  52789. _this.autoUpdateExtends = true;
  52790. // Cache
  52791. _this._orthoLeft = Number.MAX_VALUE;
  52792. _this._orthoRight = Number.MIN_VALUE;
  52793. _this._orthoTop = Number.MIN_VALUE;
  52794. _this._orthoBottom = Number.MAX_VALUE;
  52795. _this.position = direction.scale(-1.0);
  52796. _this.direction = direction;
  52797. return _this;
  52798. }
  52799. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  52800. /**
  52801. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  52802. */
  52803. get: function () {
  52804. return this._shadowFrustumSize;
  52805. },
  52806. /**
  52807. * Specifies a fix frustum size for the shadow generation.
  52808. */
  52809. set: function (value) {
  52810. this._shadowFrustumSize = value;
  52811. this.forceProjectionMatrixCompute();
  52812. },
  52813. enumerable: true,
  52814. configurable: true
  52815. });
  52816. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  52817. /**
  52818. * Gets the shadow projection scale against the optimal computed one.
  52819. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  52820. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  52821. */
  52822. get: function () {
  52823. return this._shadowOrthoScale;
  52824. },
  52825. /**
  52826. * Sets the shadow projection scale against the optimal computed one.
  52827. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  52828. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  52829. */
  52830. set: function (value) {
  52831. this._shadowOrthoScale = value;
  52832. this.forceProjectionMatrixCompute();
  52833. },
  52834. enumerable: true,
  52835. configurable: true
  52836. });
  52837. /**
  52838. * Returns the string "DirectionalLight".
  52839. * @return The class name
  52840. */
  52841. DirectionalLight.prototype.getClassName = function () {
  52842. return "DirectionalLight";
  52843. };
  52844. /**
  52845. * Returns the integer 1.
  52846. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52847. */
  52848. DirectionalLight.prototype.getTypeID = function () {
  52849. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  52850. };
  52851. /**
  52852. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  52853. * Returns the DirectionalLight Shadow projection matrix.
  52854. */
  52855. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52856. if (this.shadowFrustumSize > 0) {
  52857. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  52858. }
  52859. else {
  52860. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52861. }
  52862. };
  52863. /**
  52864. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  52865. * Returns the DirectionalLight Shadow projection matrix.
  52866. */
  52867. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  52868. var activeCamera = this.getScene().activeCamera;
  52869. if (!activeCamera) {
  52870. return;
  52871. }
  52872. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  52873. };
  52874. /**
  52875. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  52876. * Returns the DirectionalLight Shadow projection matrix.
  52877. */
  52878. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52879. var activeCamera = this.getScene().activeCamera;
  52880. if (!activeCamera) {
  52881. return;
  52882. }
  52883. // Check extends
  52884. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  52885. var tempVector3 = BABYLON.Vector3.Zero();
  52886. this._orthoLeft = Number.MAX_VALUE;
  52887. this._orthoRight = Number.MIN_VALUE;
  52888. this._orthoTop = Number.MIN_VALUE;
  52889. this._orthoBottom = Number.MAX_VALUE;
  52890. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  52891. var mesh = renderList[meshIndex];
  52892. if (!mesh) {
  52893. continue;
  52894. }
  52895. var boundingInfo = mesh.getBoundingInfo();
  52896. var boundingBox = boundingInfo.boundingBox;
  52897. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  52898. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  52899. if (tempVector3.x < this._orthoLeft) {
  52900. this._orthoLeft = tempVector3.x;
  52901. }
  52902. if (tempVector3.y < this._orthoBottom) {
  52903. this._orthoBottom = tempVector3.y;
  52904. }
  52905. if (tempVector3.x > this._orthoRight) {
  52906. this._orthoRight = tempVector3.x;
  52907. }
  52908. if (tempVector3.y > this._orthoTop) {
  52909. this._orthoTop = tempVector3.y;
  52910. }
  52911. }
  52912. }
  52913. }
  52914. var xOffset = this._orthoRight - this._orthoLeft;
  52915. var yOffset = this._orthoTop - this._orthoBottom;
  52916. 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);
  52917. };
  52918. DirectionalLight.prototype._buildUniformLayout = function () {
  52919. this._uniformBuffer.addUniform("vLightData", 4);
  52920. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52921. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52922. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52923. this._uniformBuffer.addUniform("depthValues", 2);
  52924. this._uniformBuffer.create();
  52925. };
  52926. /**
  52927. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  52928. * @param effect The effect to update
  52929. * @param lightIndex The index of the light in the effect to update
  52930. * @returns The directional light
  52931. */
  52932. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  52933. if (this.computeTransformedInformation()) {
  52934. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  52935. return this;
  52936. }
  52937. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  52938. return this;
  52939. };
  52940. /**
  52941. * Gets the minZ used for shadow according to both the scene and the light.
  52942. *
  52943. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  52944. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  52945. * @param activeCamera The camera we are returning the min for
  52946. * @returns the depth min z
  52947. */
  52948. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  52949. return 1;
  52950. };
  52951. /**
  52952. * Gets the maxZ used for shadow according to both the scene and the light.
  52953. *
  52954. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  52955. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  52956. * @param activeCamera The camera we are returning the max for
  52957. * @returns the depth max z
  52958. */
  52959. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  52960. return 1;
  52961. };
  52962. /**
  52963. * Prepares the list of defines specific to the light type.
  52964. * @param defines the list of defines
  52965. * @param lightIndex defines the index of the light for the effect
  52966. */
  52967. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52968. defines["DIRLIGHT" + lightIndex] = true;
  52969. };
  52970. __decorate([
  52971. BABYLON.serialize()
  52972. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  52973. __decorate([
  52974. BABYLON.serialize()
  52975. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  52976. __decorate([
  52977. BABYLON.serialize()
  52978. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  52979. return DirectionalLight;
  52980. }(BABYLON.ShadowLight));
  52981. BABYLON.DirectionalLight = DirectionalLight;
  52982. })(BABYLON || (BABYLON = {}));
  52983. //# sourceMappingURL=babylon.directionalLight.js.map
  52984. var BABYLON;
  52985. (function (BABYLON) {
  52986. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  52987. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  52988. });
  52989. /**
  52990. * A spot light is defined by a position, a direction, an angle, and an exponent.
  52991. * These values define a cone of light starting from the position, emitting toward the direction.
  52992. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  52993. * and the exponent defines the speed of the decay of the light with distance (reach).
  52994. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52995. */
  52996. var SpotLight = /** @class */ (function (_super) {
  52997. __extends(SpotLight, _super);
  52998. /**
  52999. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  53000. * It can cast shadows.
  53001. * Documentation : http://doc.babylonjs.com/tutorials/lights
  53002. * @param name The light friendly name
  53003. * @param position The position of the spot light in the scene
  53004. * @param direction The direction of the light in the scene
  53005. * @param angle The cone angle of the light in Radians
  53006. * @param exponent The light decay speed with the distance from the emission spot
  53007. * @param scene The scene the lights belongs to
  53008. */
  53009. function SpotLight(name, position, direction, angle, exponent, scene) {
  53010. var _this = _super.call(this, name, scene) || this;
  53011. _this._innerAngle = 0;
  53012. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  53013. _this._projectionTextureLightNear = 1e-6;
  53014. _this._projectionTextureLightFar = 1000.0;
  53015. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  53016. _this._projectionTextureViewLightDirty = true;
  53017. _this._projectionTextureProjectionLightDirty = true;
  53018. _this._projectionTextureDirty = true;
  53019. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  53020. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  53021. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  53022. _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);
  53023. _this.position = position;
  53024. _this.direction = direction;
  53025. _this.angle = angle;
  53026. _this.exponent = exponent;
  53027. return _this;
  53028. }
  53029. Object.defineProperty(SpotLight.prototype, "angle", {
  53030. /**
  53031. * Gets the cone angle of the spot light in Radians.
  53032. */
  53033. get: function () {
  53034. return this._angle;
  53035. },
  53036. /**
  53037. * Sets the cone angle of the spot light in Radians.
  53038. */
  53039. set: function (value) {
  53040. this._angle = value;
  53041. this._cosHalfAngle = Math.cos(value * 0.5);
  53042. this._projectionTextureProjectionLightDirty = true;
  53043. this.forceProjectionMatrixCompute();
  53044. this._computeAngleValues();
  53045. },
  53046. enumerable: true,
  53047. configurable: true
  53048. });
  53049. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  53050. /**
  53051. * Only used in gltf falloff mode, this defines the angle where
  53052. * the directional falloff will start before cutting at angle which could be seen
  53053. * as outer angle.
  53054. */
  53055. get: function () {
  53056. return this._innerAngle;
  53057. },
  53058. /**
  53059. * Only used in gltf falloff mode, this defines the angle where
  53060. * the directional falloff will start before cutting at angle which could be seen
  53061. * as outer angle.
  53062. */
  53063. set: function (value) {
  53064. this._innerAngle = value;
  53065. this._computeAngleValues();
  53066. },
  53067. enumerable: true,
  53068. configurable: true
  53069. });
  53070. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  53071. /**
  53072. * Allows scaling the angle of the light for shadow generation only.
  53073. */
  53074. get: function () {
  53075. return this._shadowAngleScale;
  53076. },
  53077. /**
  53078. * Allows scaling the angle of the light for shadow generation only.
  53079. */
  53080. set: function (value) {
  53081. this._shadowAngleScale = value;
  53082. this.forceProjectionMatrixCompute();
  53083. },
  53084. enumerable: true,
  53085. configurable: true
  53086. });
  53087. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  53088. /**
  53089. * Allows reading the projecton texture
  53090. */
  53091. get: function () {
  53092. return this._projectionTextureMatrix;
  53093. },
  53094. enumerable: true,
  53095. configurable: true
  53096. });
  53097. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  53098. /**
  53099. * Gets the near clip of the Spotlight for texture projection.
  53100. */
  53101. get: function () {
  53102. return this._projectionTextureLightNear;
  53103. },
  53104. /**
  53105. * Sets the near clip of the Spotlight for texture projection.
  53106. */
  53107. set: function (value) {
  53108. this._projectionTextureLightNear = value;
  53109. this._projectionTextureProjectionLightDirty = true;
  53110. },
  53111. enumerable: true,
  53112. configurable: true
  53113. });
  53114. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  53115. /**
  53116. * Gets the far clip of the Spotlight for texture projection.
  53117. */
  53118. get: function () {
  53119. return this._projectionTextureLightFar;
  53120. },
  53121. /**
  53122. * Sets the far clip of the Spotlight for texture projection.
  53123. */
  53124. set: function (value) {
  53125. this._projectionTextureLightFar = value;
  53126. this._projectionTextureProjectionLightDirty = true;
  53127. },
  53128. enumerable: true,
  53129. configurable: true
  53130. });
  53131. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  53132. /**
  53133. * Gets the Up vector of the Spotlight for texture projection.
  53134. */
  53135. get: function () {
  53136. return this._projectionTextureUpDirection;
  53137. },
  53138. /**
  53139. * Sets the Up vector of the Spotlight for texture projection.
  53140. */
  53141. set: function (value) {
  53142. this._projectionTextureUpDirection = value;
  53143. this._projectionTextureProjectionLightDirty = true;
  53144. },
  53145. enumerable: true,
  53146. configurable: true
  53147. });
  53148. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  53149. /**
  53150. * Gets the projection texture of the light.
  53151. */
  53152. get: function () {
  53153. return this._projectionTexture;
  53154. },
  53155. /**
  53156. * Sets the projection texture of the light.
  53157. */
  53158. set: function (value) {
  53159. this._projectionTexture = value;
  53160. this._projectionTextureDirty = true;
  53161. },
  53162. enumerable: true,
  53163. configurable: true
  53164. });
  53165. /**
  53166. * Returns the string "SpotLight".
  53167. * @returns the class name
  53168. */
  53169. SpotLight.prototype.getClassName = function () {
  53170. return "SpotLight";
  53171. };
  53172. /**
  53173. * Returns the integer 2.
  53174. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53175. */
  53176. SpotLight.prototype.getTypeID = function () {
  53177. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  53178. };
  53179. /**
  53180. * Overrides the direction setter to recompute the projection texture view light Matrix.
  53181. */
  53182. SpotLight.prototype._setDirection = function (value) {
  53183. _super.prototype._setDirection.call(this, value);
  53184. this._projectionTextureViewLightDirty = true;
  53185. };
  53186. /**
  53187. * Overrides the position setter to recompute the projection texture view light Matrix.
  53188. */
  53189. SpotLight.prototype._setPosition = function (value) {
  53190. _super.prototype._setPosition.call(this, value);
  53191. this._projectionTextureViewLightDirty = true;
  53192. };
  53193. /**
  53194. * 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.
  53195. * Returns the SpotLight.
  53196. */
  53197. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53198. var activeCamera = this.getScene().activeCamera;
  53199. if (!activeCamera) {
  53200. return;
  53201. }
  53202. this._shadowAngleScale = this._shadowAngleScale || 1;
  53203. var angle = this._shadowAngleScale * this._angle;
  53204. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53205. };
  53206. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  53207. this._projectionTextureViewLightDirty = false;
  53208. this._projectionTextureDirty = true;
  53209. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  53210. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  53211. };
  53212. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  53213. this._projectionTextureProjectionLightDirty = false;
  53214. this._projectionTextureDirty = true;
  53215. var light_far = this.projectionTextureLightFar;
  53216. var light_near = this.projectionTextureLightNear;
  53217. var P = light_far / (light_far - light_near);
  53218. var Q = -P * light_near;
  53219. var S = 1.0 / Math.tan(this._angle / 2.0);
  53220. var A = 1.0;
  53221. 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);
  53222. };
  53223. /**
  53224. * Main function for light texture projection matrix computing.
  53225. */
  53226. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  53227. this._projectionTextureDirty = false;
  53228. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  53229. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  53230. };
  53231. SpotLight.prototype._buildUniformLayout = function () {
  53232. this._uniformBuffer.addUniform("vLightData", 4);
  53233. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53234. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53235. this._uniformBuffer.addUniform("vLightDirection", 3);
  53236. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53237. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53238. this._uniformBuffer.addUniform("depthValues", 2);
  53239. this._uniformBuffer.create();
  53240. };
  53241. SpotLight.prototype._computeAngleValues = function () {
  53242. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  53243. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  53244. };
  53245. /**
  53246. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  53247. * @param effect The effect to update
  53248. * @param lightIndex The index of the light in the effect to update
  53249. * @returns The spot light
  53250. */
  53251. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  53252. var normalizeDirection;
  53253. if (this.computeTransformedInformation()) {
  53254. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  53255. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  53256. }
  53257. else {
  53258. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  53259. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  53260. }
  53261. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  53262. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  53263. if (this.projectionTexture && this.projectionTexture.isReady()) {
  53264. if (this._projectionTextureViewLightDirty) {
  53265. this._computeProjectionTextureViewLightMatrix();
  53266. }
  53267. if (this._projectionTextureProjectionLightDirty) {
  53268. this._computeProjectionTextureProjectionLightMatrix();
  53269. }
  53270. if (this._projectionTextureDirty) {
  53271. this._computeProjectionTextureMatrix();
  53272. }
  53273. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  53274. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  53275. }
  53276. return this;
  53277. };
  53278. /**
  53279. * Disposes the light and the associated resources.
  53280. */
  53281. SpotLight.prototype.dispose = function () {
  53282. _super.prototype.dispose.call(this);
  53283. if (this._projectionTexture) {
  53284. this._projectionTexture.dispose();
  53285. }
  53286. };
  53287. /**
  53288. * Prepares the list of defines specific to the light type.
  53289. * @param defines the list of defines
  53290. * @param lightIndex defines the index of the light for the effect
  53291. */
  53292. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53293. defines["SPOTLIGHT" + lightIndex] = true;
  53294. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  53295. };
  53296. __decorate([
  53297. BABYLON.serialize()
  53298. ], SpotLight.prototype, "angle", null);
  53299. __decorate([
  53300. BABYLON.serialize()
  53301. ], SpotLight.prototype, "innerAngle", null);
  53302. __decorate([
  53303. BABYLON.serialize()
  53304. ], SpotLight.prototype, "shadowAngleScale", null);
  53305. __decorate([
  53306. BABYLON.serialize()
  53307. ], SpotLight.prototype, "exponent", void 0);
  53308. __decorate([
  53309. BABYLON.serialize()
  53310. ], SpotLight.prototype, "projectionTextureLightNear", null);
  53311. __decorate([
  53312. BABYLON.serialize()
  53313. ], SpotLight.prototype, "projectionTextureLightFar", null);
  53314. __decorate([
  53315. BABYLON.serialize()
  53316. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  53317. __decorate([
  53318. BABYLON.serializeAsTexture("projectedLightTexture")
  53319. ], SpotLight.prototype, "_projectionTexture", void 0);
  53320. return SpotLight;
  53321. }(BABYLON.ShadowLight));
  53322. BABYLON.SpotLight = SpotLight;
  53323. })(BABYLON || (BABYLON = {}));
  53324. //# sourceMappingURL=babylon.spotLight.js.map
  53325. var BABYLON;
  53326. (function (BABYLON) {
  53327. /**
  53328. * Class used to override all child animations of a given target
  53329. */
  53330. var AnimationPropertiesOverride = /** @class */ (function () {
  53331. function AnimationPropertiesOverride() {
  53332. /**
  53333. * Gets or sets a value indicating if animation blending must be used
  53334. */
  53335. this.enableBlending = false;
  53336. /**
  53337. * Gets or sets the blending speed to use when enableBlending is true
  53338. */
  53339. this.blendingSpeed = 0.01;
  53340. /**
  53341. * Gets or sets the default loop mode to use
  53342. */
  53343. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  53344. }
  53345. return AnimationPropertiesOverride;
  53346. }());
  53347. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  53348. })(BABYLON || (BABYLON = {}));
  53349. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  53350. var BABYLON;
  53351. (function (BABYLON) {
  53352. /**
  53353. * Represents the range of an animation
  53354. */
  53355. var AnimationRange = /** @class */ (function () {
  53356. /**
  53357. * Initializes the range of an animation
  53358. * @param name The name of the animation range
  53359. * @param from The starting frame of the animation
  53360. * @param to The ending frame of the animation
  53361. */
  53362. function AnimationRange(
  53363. /**The name of the animation range**/
  53364. name,
  53365. /**The starting frame of the animation */
  53366. from,
  53367. /**The ending frame of the animation*/
  53368. to) {
  53369. this.name = name;
  53370. this.from = from;
  53371. this.to = to;
  53372. }
  53373. /**
  53374. * Makes a copy of the animation range
  53375. * @returns A copy of the animation range
  53376. */
  53377. AnimationRange.prototype.clone = function () {
  53378. return new AnimationRange(this.name, this.from, this.to);
  53379. };
  53380. return AnimationRange;
  53381. }());
  53382. BABYLON.AnimationRange = AnimationRange;
  53383. /**
  53384. * Composed of a frame, and an action function
  53385. */
  53386. var AnimationEvent = /** @class */ (function () {
  53387. /**
  53388. * Initializes the animation event
  53389. * @param frame The frame for which the event is triggered
  53390. * @param action The event to perform when triggered
  53391. * @param onlyOnce Specifies if the event should be triggered only once
  53392. */
  53393. function AnimationEvent(
  53394. /** The frame for which the event is triggered **/
  53395. frame,
  53396. /** The event to perform when triggered **/
  53397. action,
  53398. /** Specifies if the event should be triggered only once**/
  53399. onlyOnce) {
  53400. this.frame = frame;
  53401. this.action = action;
  53402. this.onlyOnce = onlyOnce;
  53403. /**
  53404. * Specifies if the animation event is done
  53405. */
  53406. this.isDone = false;
  53407. }
  53408. /** @hidden */
  53409. AnimationEvent.prototype._clone = function () {
  53410. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  53411. };
  53412. return AnimationEvent;
  53413. }());
  53414. BABYLON.AnimationEvent = AnimationEvent;
  53415. /**
  53416. * A cursor which tracks a point on a path
  53417. */
  53418. var PathCursor = /** @class */ (function () {
  53419. /**
  53420. * Initializes the path cursor
  53421. * @param path The path to track
  53422. */
  53423. function PathCursor(path) {
  53424. this.path = path;
  53425. /**
  53426. * Stores path cursor callbacks for when an onchange event is triggered
  53427. */
  53428. this._onchange = new Array();
  53429. /**
  53430. * The value of the path cursor
  53431. */
  53432. this.value = 0;
  53433. /**
  53434. * The animation array of the path cursor
  53435. */
  53436. this.animations = new Array();
  53437. }
  53438. /**
  53439. * Gets the cursor point on the path
  53440. * @returns A point on the path cursor at the cursor location
  53441. */
  53442. PathCursor.prototype.getPoint = function () {
  53443. var point = this.path.getPointAtLengthPosition(this.value);
  53444. return new BABYLON.Vector3(point.x, 0, point.y);
  53445. };
  53446. /**
  53447. * Moves the cursor ahead by the step amount
  53448. * @param step The amount to move the cursor forward
  53449. * @returns This path cursor
  53450. */
  53451. PathCursor.prototype.moveAhead = function (step) {
  53452. if (step === void 0) { step = 0.002; }
  53453. this.move(step);
  53454. return this;
  53455. };
  53456. /**
  53457. * Moves the cursor behind by the step amount
  53458. * @param step The amount to move the cursor back
  53459. * @returns This path cursor
  53460. */
  53461. PathCursor.prototype.moveBack = function (step) {
  53462. if (step === void 0) { step = 0.002; }
  53463. this.move(-step);
  53464. return this;
  53465. };
  53466. /**
  53467. * Moves the cursor by the step amount
  53468. * If the step amount is greater than one, an exception is thrown
  53469. * @param step The amount to move the cursor
  53470. * @returns This path cursor
  53471. */
  53472. PathCursor.prototype.move = function (step) {
  53473. if (Math.abs(step) > 1) {
  53474. throw "step size should be less than 1.";
  53475. }
  53476. this.value += step;
  53477. this.ensureLimits();
  53478. this.raiseOnChange();
  53479. return this;
  53480. };
  53481. /**
  53482. * Ensures that the value is limited between zero and one
  53483. * @returns This path cursor
  53484. */
  53485. PathCursor.prototype.ensureLimits = function () {
  53486. while (this.value > 1) {
  53487. this.value -= 1;
  53488. }
  53489. while (this.value < 0) {
  53490. this.value += 1;
  53491. }
  53492. return this;
  53493. };
  53494. /**
  53495. * Runs onchange callbacks on change (used by the animation engine)
  53496. * @returns This path cursor
  53497. */
  53498. PathCursor.prototype.raiseOnChange = function () {
  53499. var _this = this;
  53500. this._onchange.forEach(function (f) { return f(_this); });
  53501. return this;
  53502. };
  53503. /**
  53504. * Executes a function on change
  53505. * @param f A path cursor onchange callback
  53506. * @returns This path cursor
  53507. */
  53508. PathCursor.prototype.onchange = function (f) {
  53509. this._onchange.push(f);
  53510. return this;
  53511. };
  53512. return PathCursor;
  53513. }());
  53514. BABYLON.PathCursor = PathCursor;
  53515. /**
  53516. * Enum for the animation key frame interpolation type
  53517. */
  53518. var AnimationKeyInterpolation;
  53519. (function (AnimationKeyInterpolation) {
  53520. /**
  53521. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  53522. */
  53523. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  53524. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  53525. /**
  53526. * Class used to store any kind of animation
  53527. */
  53528. var Animation = /** @class */ (function () {
  53529. /**
  53530. * Initializes the animation
  53531. * @param name Name of the animation
  53532. * @param targetProperty Property to animate
  53533. * @param framePerSecond The frames per second of the animation
  53534. * @param dataType The data type of the animation
  53535. * @param loopMode The loop mode of the animation
  53536. * @param enableBlendings Specifies if blending should be enabled
  53537. */
  53538. function Animation(
  53539. /**Name of the animation */
  53540. name,
  53541. /**Property to animate */
  53542. targetProperty,
  53543. /**The frames per second of the animation */
  53544. framePerSecond,
  53545. /**The data type of the animation */
  53546. dataType,
  53547. /**The loop mode of the animation */
  53548. loopMode,
  53549. /**Specifies if blending should be enabled */
  53550. enableBlending) {
  53551. this.name = name;
  53552. this.targetProperty = targetProperty;
  53553. this.framePerSecond = framePerSecond;
  53554. this.dataType = dataType;
  53555. this.loopMode = loopMode;
  53556. this.enableBlending = enableBlending;
  53557. /**
  53558. * @hidden Internal use only
  53559. */
  53560. this._runtimeAnimations = new Array();
  53561. /**
  53562. * The set of event that will be linked to this animation
  53563. */
  53564. this._events = new Array();
  53565. /**
  53566. * Stores the blending speed of the animation
  53567. */
  53568. this.blendingSpeed = 0.01;
  53569. /**
  53570. * Stores the animation ranges for the animation
  53571. */
  53572. this._ranges = {};
  53573. this.targetPropertyPath = targetProperty.split(".");
  53574. this.dataType = dataType;
  53575. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  53576. }
  53577. /**
  53578. * @hidden Internal use
  53579. */
  53580. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  53581. var dataType = undefined;
  53582. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  53583. dataType = Animation.ANIMATIONTYPE_FLOAT;
  53584. }
  53585. else if (from instanceof BABYLON.Quaternion) {
  53586. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  53587. }
  53588. else if (from instanceof BABYLON.Vector3) {
  53589. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  53590. }
  53591. else if (from instanceof BABYLON.Vector2) {
  53592. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  53593. }
  53594. else if (from instanceof BABYLON.Color3) {
  53595. dataType = Animation.ANIMATIONTYPE_COLOR3;
  53596. }
  53597. else if (from instanceof BABYLON.Size) {
  53598. dataType = Animation.ANIMATIONTYPE_SIZE;
  53599. }
  53600. if (dataType == undefined) {
  53601. return null;
  53602. }
  53603. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  53604. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  53605. animation.setKeys(keys);
  53606. if (easingFunction !== undefined) {
  53607. animation.setEasingFunction(easingFunction);
  53608. }
  53609. return animation;
  53610. };
  53611. /**
  53612. * Sets up an animation
  53613. * @param property The property to animate
  53614. * @param animationType The animation type to apply
  53615. * @param framePerSecond The frames per second of the animation
  53616. * @param easingFunction The easing function used in the animation
  53617. * @returns The created animation
  53618. */
  53619. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  53620. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  53621. animation.setEasingFunction(easingFunction);
  53622. return animation;
  53623. };
  53624. /**
  53625. * Create and start an animation on a node
  53626. * @param name defines the name of the global animation that will be run on all nodes
  53627. * @param node defines the root node where the animation will take place
  53628. * @param targetProperty defines property to animate
  53629. * @param framePerSecond defines the number of frame per second yo use
  53630. * @param totalFrame defines the number of frames in total
  53631. * @param from defines the initial value
  53632. * @param to defines the final value
  53633. * @param loopMode defines which loop mode you want to use (off by default)
  53634. * @param easingFunction defines the easing function to use (linear by default)
  53635. * @param onAnimationEnd defines the callback to call when animation end
  53636. * @returns the animatable created for this animation
  53637. */
  53638. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53639. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53640. if (!animation) {
  53641. return null;
  53642. }
  53643. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53644. };
  53645. /**
  53646. * Create and start an animation on a node and its descendants
  53647. * @param name defines the name of the global animation that will be run on all nodes
  53648. * @param node defines the root node where the animation will take place
  53649. * @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
  53650. * @param targetProperty defines property to animate
  53651. * @param framePerSecond defines the number of frame per second to use
  53652. * @param totalFrame defines the number of frames in total
  53653. * @param from defines the initial value
  53654. * @param to defines the final value
  53655. * @param loopMode defines which loop mode you want to use (off by default)
  53656. * @param easingFunction defines the easing function to use (linear by default)
  53657. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  53658. * @returns the list of animatables created for all nodes
  53659. * @example https://www.babylonjs-playground.com/#MH0VLI
  53660. */
  53661. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53662. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53663. if (!animation) {
  53664. return null;
  53665. }
  53666. var scene = node.getScene();
  53667. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53668. };
  53669. /**
  53670. * Creates a new animation, merges it with the existing animations and starts it
  53671. * @param name Name of the animation
  53672. * @param node Node which contains the scene that begins the animations
  53673. * @param targetProperty Specifies which property to animate
  53674. * @param framePerSecond The frames per second of the animation
  53675. * @param totalFrame The total number of frames
  53676. * @param from The frame at the beginning of the animation
  53677. * @param to The frame at the end of the animation
  53678. * @param loopMode Specifies the loop mode of the animation
  53679. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  53680. * @param onAnimationEnd Callback to run once the animation is complete
  53681. * @returns Nullable animation
  53682. */
  53683. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53684. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53685. if (!animation) {
  53686. return null;
  53687. }
  53688. node.animations.push(animation);
  53689. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53690. };
  53691. /**
  53692. * Transition property of an host to the target Value
  53693. * @param property The property to transition
  53694. * @param targetValue The target Value of the property
  53695. * @param host The object where the property to animate belongs
  53696. * @param scene Scene used to run the animation
  53697. * @param frameRate Framerate (in frame/s) to use
  53698. * @param transition The transition type we want to use
  53699. * @param duration The duration of the animation, in milliseconds
  53700. * @param onAnimationEnd Callback trigger at the end of the animation
  53701. * @returns Nullable animation
  53702. */
  53703. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  53704. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  53705. if (duration <= 0) {
  53706. host[property] = targetValue;
  53707. if (onAnimationEnd) {
  53708. onAnimationEnd();
  53709. }
  53710. return null;
  53711. }
  53712. var endFrame = frameRate * (duration / 1000);
  53713. transition.setKeys([{
  53714. frame: 0,
  53715. value: host[property].clone ? host[property].clone() : host[property]
  53716. },
  53717. {
  53718. frame: endFrame,
  53719. value: targetValue
  53720. }]);
  53721. if (!host.animations) {
  53722. host.animations = [];
  53723. }
  53724. host.animations.push(transition);
  53725. var animation = scene.beginAnimation(host, 0, endFrame, false);
  53726. animation.onAnimationEnd = onAnimationEnd;
  53727. return animation;
  53728. };
  53729. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  53730. /**
  53731. * Return the array of runtime animations currently using this animation
  53732. */
  53733. get: function () {
  53734. return this._runtimeAnimations;
  53735. },
  53736. enumerable: true,
  53737. configurable: true
  53738. });
  53739. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  53740. /**
  53741. * Specifies if any of the runtime animations are currently running
  53742. */
  53743. get: function () {
  53744. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  53745. var runtimeAnimation = _a[_i];
  53746. if (!runtimeAnimation.isStopped) {
  53747. return true;
  53748. }
  53749. }
  53750. return false;
  53751. },
  53752. enumerable: true,
  53753. configurable: true
  53754. });
  53755. // Methods
  53756. /**
  53757. * Converts the animation to a string
  53758. * @param fullDetails support for multiple levels of logging within scene loading
  53759. * @returns String form of the animation
  53760. */
  53761. Animation.prototype.toString = function (fullDetails) {
  53762. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  53763. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  53764. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  53765. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  53766. if (fullDetails) {
  53767. ret += ", Ranges: {";
  53768. var first = true;
  53769. for (var name in this._ranges) {
  53770. if (first) {
  53771. ret += ", ";
  53772. first = false;
  53773. }
  53774. ret += name;
  53775. }
  53776. ret += "}";
  53777. }
  53778. return ret;
  53779. };
  53780. /**
  53781. * Add an event to this animation
  53782. * @param event Event to add
  53783. */
  53784. Animation.prototype.addEvent = function (event) {
  53785. this._events.push(event);
  53786. };
  53787. /**
  53788. * Remove all events found at the given frame
  53789. * @param frame The frame to remove events from
  53790. */
  53791. Animation.prototype.removeEvents = function (frame) {
  53792. for (var index = 0; index < this._events.length; index++) {
  53793. if (this._events[index].frame === frame) {
  53794. this._events.splice(index, 1);
  53795. index--;
  53796. }
  53797. }
  53798. };
  53799. /**
  53800. * Retrieves all the events from the animation
  53801. * @returns Events from the animation
  53802. */
  53803. Animation.prototype.getEvents = function () {
  53804. return this._events;
  53805. };
  53806. /**
  53807. * Creates an animation range
  53808. * @param name Name of the animation range
  53809. * @param from Starting frame of the animation range
  53810. * @param to Ending frame of the animation
  53811. */
  53812. Animation.prototype.createRange = function (name, from, to) {
  53813. // check name not already in use; could happen for bones after serialized
  53814. if (!this._ranges[name]) {
  53815. this._ranges[name] = new AnimationRange(name, from, to);
  53816. }
  53817. };
  53818. /**
  53819. * Deletes an animation range by name
  53820. * @param name Name of the animation range to delete
  53821. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  53822. */
  53823. Animation.prototype.deleteRange = function (name, deleteFrames) {
  53824. if (deleteFrames === void 0) { deleteFrames = true; }
  53825. var range = this._ranges[name];
  53826. if (!range) {
  53827. return;
  53828. }
  53829. if (deleteFrames) {
  53830. var from = range.from;
  53831. var to = range.to;
  53832. // this loop MUST go high to low for multiple splices to work
  53833. for (var key = this._keys.length - 1; key >= 0; key--) {
  53834. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  53835. this._keys.splice(key, 1);
  53836. }
  53837. }
  53838. }
  53839. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  53840. };
  53841. /**
  53842. * Gets the animation range by name, or null if not defined
  53843. * @param name Name of the animation range
  53844. * @returns Nullable animation range
  53845. */
  53846. Animation.prototype.getRange = function (name) {
  53847. return this._ranges[name];
  53848. };
  53849. /**
  53850. * Gets the key frames from the animation
  53851. * @returns The key frames of the animation
  53852. */
  53853. Animation.prototype.getKeys = function () {
  53854. return this._keys;
  53855. };
  53856. /**
  53857. * Gets the highest frame rate of the animation
  53858. * @returns Highest frame rate of the animation
  53859. */
  53860. Animation.prototype.getHighestFrame = function () {
  53861. var ret = 0;
  53862. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  53863. if (ret < this._keys[key].frame) {
  53864. ret = this._keys[key].frame;
  53865. }
  53866. }
  53867. return ret;
  53868. };
  53869. /**
  53870. * Gets the easing function of the animation
  53871. * @returns Easing function of the animation
  53872. */
  53873. Animation.prototype.getEasingFunction = function () {
  53874. return this._easingFunction;
  53875. };
  53876. /**
  53877. * Sets the easing function of the animation
  53878. * @param easingFunction A custom mathematical formula for animation
  53879. */
  53880. Animation.prototype.setEasingFunction = function (easingFunction) {
  53881. this._easingFunction = easingFunction;
  53882. };
  53883. /**
  53884. * Interpolates a scalar linearly
  53885. * @param startValue Start value of the animation curve
  53886. * @param endValue End value of the animation curve
  53887. * @param gradient Scalar amount to interpolate
  53888. * @returns Interpolated scalar value
  53889. */
  53890. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  53891. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  53892. };
  53893. /**
  53894. * Interpolates a scalar cubically
  53895. * @param startValue Start value of the animation curve
  53896. * @param outTangent End tangent of the animation
  53897. * @param endValue End value of the animation curve
  53898. * @param inTangent Start tangent of the animation curve
  53899. * @param gradient Scalar amount to interpolate
  53900. * @returns Interpolated scalar value
  53901. */
  53902. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53903. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53904. };
  53905. /**
  53906. * Interpolates a quaternion using a spherical linear interpolation
  53907. * @param startValue Start value of the animation curve
  53908. * @param endValue End value of the animation curve
  53909. * @param gradient Scalar amount to interpolate
  53910. * @returns Interpolated quaternion value
  53911. */
  53912. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  53913. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  53914. };
  53915. /**
  53916. * Interpolates a quaternion cubically
  53917. * @param startValue Start value of the animation curve
  53918. * @param outTangent End tangent of the animation curve
  53919. * @param endValue End value of the animation curve
  53920. * @param inTangent Start tangent of the animation curve
  53921. * @param gradient Scalar amount to interpolate
  53922. * @returns Interpolated quaternion value
  53923. */
  53924. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53925. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  53926. };
  53927. /**
  53928. * Interpolates a Vector3 linearl
  53929. * @param startValue Start value of the animation curve
  53930. * @param endValue End value of the animation curve
  53931. * @param gradient Scalar amount to interpolate
  53932. * @returns Interpolated scalar value
  53933. */
  53934. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  53935. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  53936. };
  53937. /**
  53938. * Interpolates a Vector3 cubically
  53939. * @param startValue Start value of the animation curve
  53940. * @param outTangent End tangent of the animation
  53941. * @param endValue End value of the animation curve
  53942. * @param inTangent Start tangent of the animation curve
  53943. * @param gradient Scalar amount to interpolate
  53944. * @returns InterpolatedVector3 value
  53945. */
  53946. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53947. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53948. };
  53949. /**
  53950. * Interpolates a Vector2 linearly
  53951. * @param startValue Start value of the animation curve
  53952. * @param endValue End value of the animation curve
  53953. * @param gradient Scalar amount to interpolate
  53954. * @returns Interpolated Vector2 value
  53955. */
  53956. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  53957. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  53958. };
  53959. /**
  53960. * Interpolates a Vector2 cubically
  53961. * @param startValue Start value of the animation curve
  53962. * @param outTangent End tangent of the animation
  53963. * @param endValue End value of the animation curve
  53964. * @param inTangent Start tangent of the animation curve
  53965. * @param gradient Scalar amount to interpolate
  53966. * @returns Interpolated Vector2 value
  53967. */
  53968. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53969. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53970. };
  53971. /**
  53972. * Interpolates a size linearly
  53973. * @param startValue Start value of the animation curve
  53974. * @param endValue End value of the animation curve
  53975. * @param gradient Scalar amount to interpolate
  53976. * @returns Interpolated Size value
  53977. */
  53978. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  53979. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  53980. };
  53981. /**
  53982. * Interpolates a Color3 linearly
  53983. * @param startValue Start value of the animation curve
  53984. * @param endValue End value of the animation curve
  53985. * @param gradient Scalar amount to interpolate
  53986. * @returns Interpolated Color3 value
  53987. */
  53988. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  53989. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  53990. };
  53991. /**
  53992. * @hidden Internal use only
  53993. */
  53994. Animation.prototype._getKeyValue = function (value) {
  53995. if (typeof value === "function") {
  53996. return value();
  53997. }
  53998. return value;
  53999. };
  54000. /**
  54001. * @hidden Internal use only
  54002. */
  54003. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  54004. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  54005. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  54006. }
  54007. var keys = this.getKeys();
  54008. // Try to get a hash to find the right key
  54009. 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));
  54010. if (keys[startKeyIndex].frame >= currentFrame) {
  54011. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  54012. startKeyIndex--;
  54013. }
  54014. }
  54015. for (var key = startKeyIndex; key < keys.length; key++) {
  54016. var endKey = keys[key + 1];
  54017. if (endKey.frame >= currentFrame) {
  54018. var startKey = keys[key];
  54019. var startValue = this._getKeyValue(startKey.value);
  54020. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  54021. return startValue;
  54022. }
  54023. var endValue = this._getKeyValue(endKey.value);
  54024. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  54025. var frameDelta = endKey.frame - startKey.frame;
  54026. // gradient : percent of currentFrame between the frame inf and the frame sup
  54027. var gradient = (currentFrame - startKey.frame) / frameDelta;
  54028. // check for easingFunction and correction of gradient
  54029. var easingFunction = this.getEasingFunction();
  54030. if (easingFunction != null) {
  54031. gradient = easingFunction.ease(gradient);
  54032. }
  54033. switch (this.dataType) {
  54034. // Float
  54035. case Animation.ANIMATIONTYPE_FLOAT:
  54036. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  54037. switch (loopMode) {
  54038. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54039. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54040. return floatValue;
  54041. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54042. return offsetValue * repeatCount + floatValue;
  54043. }
  54044. break;
  54045. // Quaternion
  54046. case Animation.ANIMATIONTYPE_QUATERNION:
  54047. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  54048. switch (loopMode) {
  54049. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54050. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54051. return quatValue;
  54052. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54053. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  54054. }
  54055. return quatValue;
  54056. // Vector3
  54057. case Animation.ANIMATIONTYPE_VECTOR3:
  54058. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  54059. switch (loopMode) {
  54060. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54061. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54062. return vec3Value;
  54063. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54064. return vec3Value.add(offsetValue.scale(repeatCount));
  54065. }
  54066. // Vector2
  54067. case Animation.ANIMATIONTYPE_VECTOR2:
  54068. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  54069. switch (loopMode) {
  54070. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54071. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54072. return vec2Value;
  54073. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54074. return vec2Value.add(offsetValue.scale(repeatCount));
  54075. }
  54076. // Size
  54077. case Animation.ANIMATIONTYPE_SIZE:
  54078. switch (loopMode) {
  54079. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54080. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54081. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  54082. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54083. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54084. }
  54085. // Color3
  54086. case Animation.ANIMATIONTYPE_COLOR3:
  54087. switch (loopMode) {
  54088. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54089. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54090. return this.color3InterpolateFunction(startValue, endValue, gradient);
  54091. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54092. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54093. }
  54094. // Matrix
  54095. case Animation.ANIMATIONTYPE_MATRIX:
  54096. switch (loopMode) {
  54097. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54098. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54099. if (Animation.AllowMatricesInterpolation) {
  54100. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  54101. }
  54102. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54103. return startValue;
  54104. }
  54105. default:
  54106. break;
  54107. }
  54108. break;
  54109. }
  54110. }
  54111. return this._getKeyValue(keys[keys.length - 1].value);
  54112. };
  54113. /**
  54114. * Defines the function to use to interpolate matrices
  54115. * @param startValue defines the start matrix
  54116. * @param endValue defines the end matrix
  54117. * @param gradient defines the gradient between both matrices
  54118. * @param result defines an optional target matrix where to store the interpolation
  54119. * @returns the interpolated matrix
  54120. */
  54121. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  54122. if (Animation.AllowMatrixDecomposeForInterpolation) {
  54123. if (result) {
  54124. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  54125. return result;
  54126. }
  54127. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  54128. }
  54129. if (result) {
  54130. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  54131. return result;
  54132. }
  54133. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  54134. };
  54135. /**
  54136. * Makes a copy of the animation
  54137. * @returns Cloned animation
  54138. */
  54139. Animation.prototype.clone = function () {
  54140. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  54141. clone.enableBlending = this.enableBlending;
  54142. clone.blendingSpeed = this.blendingSpeed;
  54143. if (this._keys) {
  54144. clone.setKeys(this._keys);
  54145. }
  54146. if (this._ranges) {
  54147. clone._ranges = {};
  54148. for (var name in this._ranges) {
  54149. var range = this._ranges[name];
  54150. if (!range) {
  54151. continue;
  54152. }
  54153. clone._ranges[name] = range.clone();
  54154. }
  54155. }
  54156. return clone;
  54157. };
  54158. /**
  54159. * Sets the key frames of the animation
  54160. * @param values The animation key frames to set
  54161. */
  54162. Animation.prototype.setKeys = function (values) {
  54163. this._keys = values.slice(0);
  54164. };
  54165. /**
  54166. * Serializes the animation to an object
  54167. * @returns Serialized object
  54168. */
  54169. Animation.prototype.serialize = function () {
  54170. var serializationObject = {};
  54171. serializationObject.name = this.name;
  54172. serializationObject.property = this.targetProperty;
  54173. serializationObject.framePerSecond = this.framePerSecond;
  54174. serializationObject.dataType = this.dataType;
  54175. serializationObject.loopBehavior = this.loopMode;
  54176. serializationObject.enableBlending = this.enableBlending;
  54177. serializationObject.blendingSpeed = this.blendingSpeed;
  54178. var dataType = this.dataType;
  54179. serializationObject.keys = [];
  54180. var keys = this.getKeys();
  54181. for (var index = 0; index < keys.length; index++) {
  54182. var animationKey = keys[index];
  54183. var key = {};
  54184. key.frame = animationKey.frame;
  54185. switch (dataType) {
  54186. case Animation.ANIMATIONTYPE_FLOAT:
  54187. key.values = [animationKey.value];
  54188. break;
  54189. case Animation.ANIMATIONTYPE_QUATERNION:
  54190. case Animation.ANIMATIONTYPE_MATRIX:
  54191. case Animation.ANIMATIONTYPE_VECTOR3:
  54192. case Animation.ANIMATIONTYPE_COLOR3:
  54193. key.values = animationKey.value.asArray();
  54194. break;
  54195. }
  54196. serializationObject.keys.push(key);
  54197. }
  54198. serializationObject.ranges = [];
  54199. for (var name in this._ranges) {
  54200. var source = this._ranges[name];
  54201. if (!source) {
  54202. continue;
  54203. }
  54204. var range = {};
  54205. range.name = name;
  54206. range.from = source.from;
  54207. range.to = source.to;
  54208. serializationObject.ranges.push(range);
  54209. }
  54210. return serializationObject;
  54211. };
  54212. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  54213. /**
  54214. * Get the float animation type
  54215. */
  54216. get: function () {
  54217. return Animation._ANIMATIONTYPE_FLOAT;
  54218. },
  54219. enumerable: true,
  54220. configurable: true
  54221. });
  54222. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  54223. /**
  54224. * Get the Vector3 animation type
  54225. */
  54226. get: function () {
  54227. return Animation._ANIMATIONTYPE_VECTOR3;
  54228. },
  54229. enumerable: true,
  54230. configurable: true
  54231. });
  54232. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  54233. /**
  54234. * Get the Vector2 animation type
  54235. */
  54236. get: function () {
  54237. return Animation._ANIMATIONTYPE_VECTOR2;
  54238. },
  54239. enumerable: true,
  54240. configurable: true
  54241. });
  54242. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  54243. /**
  54244. * Get the Size animation type
  54245. */
  54246. get: function () {
  54247. return Animation._ANIMATIONTYPE_SIZE;
  54248. },
  54249. enumerable: true,
  54250. configurable: true
  54251. });
  54252. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  54253. /**
  54254. * Get the Quaternion animation type
  54255. */
  54256. get: function () {
  54257. return Animation._ANIMATIONTYPE_QUATERNION;
  54258. },
  54259. enumerable: true,
  54260. configurable: true
  54261. });
  54262. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  54263. /**
  54264. * Get the Matrix animation type
  54265. */
  54266. get: function () {
  54267. return Animation._ANIMATIONTYPE_MATRIX;
  54268. },
  54269. enumerable: true,
  54270. configurable: true
  54271. });
  54272. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  54273. /**
  54274. * Get the Color3 animation type
  54275. */
  54276. get: function () {
  54277. return Animation._ANIMATIONTYPE_COLOR3;
  54278. },
  54279. enumerable: true,
  54280. configurable: true
  54281. });
  54282. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  54283. /**
  54284. * Get the Relative Loop Mode
  54285. */
  54286. get: function () {
  54287. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  54288. },
  54289. enumerable: true,
  54290. configurable: true
  54291. });
  54292. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  54293. /**
  54294. * Get the Cycle Loop Mode
  54295. */
  54296. get: function () {
  54297. return Animation._ANIMATIONLOOPMODE_CYCLE;
  54298. },
  54299. enumerable: true,
  54300. configurable: true
  54301. });
  54302. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  54303. /**
  54304. * Get the Constant Loop Mode
  54305. */
  54306. get: function () {
  54307. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  54308. },
  54309. enumerable: true,
  54310. configurable: true
  54311. });
  54312. /** @hidden */
  54313. Animation._UniversalLerp = function (left, right, amount) {
  54314. var constructor = left.constructor;
  54315. if (constructor.Lerp) { // Lerp supported
  54316. return constructor.Lerp(left, right, amount);
  54317. }
  54318. else if (constructor.Slerp) { // Slerp supported
  54319. return constructor.Slerp(left, right, amount);
  54320. }
  54321. else if (left.toFixed) { // Number
  54322. return left * (1.0 - amount) + amount * right;
  54323. }
  54324. else { // Blending not supported
  54325. return right;
  54326. }
  54327. };
  54328. /**
  54329. * Parses an animation object and creates an animation
  54330. * @param parsedAnimation Parsed animation object
  54331. * @returns Animation object
  54332. */
  54333. Animation.Parse = function (parsedAnimation) {
  54334. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  54335. var dataType = parsedAnimation.dataType;
  54336. var keys = [];
  54337. var data;
  54338. var index;
  54339. if (parsedAnimation.enableBlending) {
  54340. animation.enableBlending = parsedAnimation.enableBlending;
  54341. }
  54342. if (parsedAnimation.blendingSpeed) {
  54343. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  54344. }
  54345. for (index = 0; index < parsedAnimation.keys.length; index++) {
  54346. var key = parsedAnimation.keys[index];
  54347. var inTangent;
  54348. var outTangent;
  54349. switch (dataType) {
  54350. case Animation.ANIMATIONTYPE_FLOAT:
  54351. data = key.values[0];
  54352. if (key.values.length >= 1) {
  54353. inTangent = key.values[1];
  54354. }
  54355. if (key.values.length >= 2) {
  54356. outTangent = key.values[2];
  54357. }
  54358. break;
  54359. case Animation.ANIMATIONTYPE_QUATERNION:
  54360. data = BABYLON.Quaternion.FromArray(key.values);
  54361. if (key.values.length >= 8) {
  54362. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  54363. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  54364. inTangent = _inTangent;
  54365. }
  54366. }
  54367. if (key.values.length >= 12) {
  54368. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  54369. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  54370. outTangent = _outTangent;
  54371. }
  54372. }
  54373. break;
  54374. case Animation.ANIMATIONTYPE_MATRIX:
  54375. data = BABYLON.Matrix.FromArray(key.values);
  54376. break;
  54377. case Animation.ANIMATIONTYPE_COLOR3:
  54378. data = BABYLON.Color3.FromArray(key.values);
  54379. break;
  54380. case Animation.ANIMATIONTYPE_VECTOR3:
  54381. default:
  54382. data = BABYLON.Vector3.FromArray(key.values);
  54383. break;
  54384. }
  54385. var keyData = {};
  54386. keyData.frame = key.frame;
  54387. keyData.value = data;
  54388. if (inTangent != undefined) {
  54389. keyData.inTangent = inTangent;
  54390. }
  54391. if (outTangent != undefined) {
  54392. keyData.outTangent = outTangent;
  54393. }
  54394. keys.push(keyData);
  54395. }
  54396. animation.setKeys(keys);
  54397. if (parsedAnimation.ranges) {
  54398. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  54399. data = parsedAnimation.ranges[index];
  54400. animation.createRange(data.name, data.from, data.to);
  54401. }
  54402. }
  54403. return animation;
  54404. };
  54405. /**
  54406. * Appends the serialized animations from the source animations
  54407. * @param source Source containing the animations
  54408. * @param destination Target to store the animations
  54409. */
  54410. Animation.AppendSerializedAnimations = function (source, destination) {
  54411. if (source.animations) {
  54412. destination.animations = [];
  54413. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54414. var animation = source.animations[animationIndex];
  54415. destination.animations.push(animation.serialize());
  54416. }
  54417. }
  54418. };
  54419. /**
  54420. * Use matrix interpolation instead of using direct key value when animating matrices
  54421. */
  54422. Animation.AllowMatricesInterpolation = false;
  54423. /**
  54424. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  54425. */
  54426. Animation.AllowMatrixDecomposeForInterpolation = true;
  54427. // Statics
  54428. /**
  54429. * Float animation type
  54430. */
  54431. Animation._ANIMATIONTYPE_FLOAT = 0;
  54432. /**
  54433. * Vector3 animation type
  54434. */
  54435. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54436. /**
  54437. * Quaternion animation type
  54438. */
  54439. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54440. /**
  54441. * Matrix animation type
  54442. */
  54443. Animation._ANIMATIONTYPE_MATRIX = 3;
  54444. /**
  54445. * Color3 animation type
  54446. */
  54447. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54448. /**
  54449. * Vector2 animation type
  54450. */
  54451. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54452. /**
  54453. * Size animation type
  54454. */
  54455. Animation._ANIMATIONTYPE_SIZE = 6;
  54456. /**
  54457. * Relative Loop Mode
  54458. */
  54459. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54460. /**
  54461. * Cycle Loop Mode
  54462. */
  54463. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  54464. /**
  54465. * Constant Loop Mode
  54466. */
  54467. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  54468. return Animation;
  54469. }());
  54470. BABYLON.Animation = Animation;
  54471. })(BABYLON || (BABYLON = {}));
  54472. //# sourceMappingURL=babylon.animation.js.map
  54473. var BABYLON;
  54474. (function (BABYLON) {
  54475. /**
  54476. * This class defines the direct association between an animation and a target
  54477. */
  54478. var TargetedAnimation = /** @class */ (function () {
  54479. function TargetedAnimation() {
  54480. }
  54481. return TargetedAnimation;
  54482. }());
  54483. BABYLON.TargetedAnimation = TargetedAnimation;
  54484. /**
  54485. * Use this class to create coordinated animations on multiple targets
  54486. */
  54487. var AnimationGroup = /** @class */ (function () {
  54488. /**
  54489. * Instantiates a new Animation Group.
  54490. * This helps managing several animations at once.
  54491. * @see http://doc.babylonjs.com/how_to/group
  54492. * @param name Defines the name of the group
  54493. * @param scene Defines the scene the group belongs to
  54494. */
  54495. function AnimationGroup(
  54496. /** The name of the animation group */
  54497. name, scene) {
  54498. if (scene === void 0) { scene = null; }
  54499. this.name = name;
  54500. this._targetedAnimations = new Array();
  54501. this._animatables = new Array();
  54502. this._from = Number.MAX_VALUE;
  54503. this._to = -Number.MAX_VALUE;
  54504. this._speedRatio = 1;
  54505. /**
  54506. * This observable will notify when one animation have ended.
  54507. */
  54508. this.onAnimationEndObservable = new BABYLON.Observable();
  54509. /**
  54510. * This observable will notify when all animations have ended.
  54511. */
  54512. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  54513. /**
  54514. * This observable will notify when all animations have paused.
  54515. */
  54516. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  54517. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  54518. this._scene.animationGroups.push(this);
  54519. }
  54520. Object.defineProperty(AnimationGroup.prototype, "from", {
  54521. /**
  54522. * Gets the first frame
  54523. */
  54524. get: function () {
  54525. return this._from;
  54526. },
  54527. enumerable: true,
  54528. configurable: true
  54529. });
  54530. Object.defineProperty(AnimationGroup.prototype, "to", {
  54531. /**
  54532. * Gets the last frame
  54533. */
  54534. get: function () {
  54535. return this._to;
  54536. },
  54537. enumerable: true,
  54538. configurable: true
  54539. });
  54540. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  54541. /**
  54542. * Define if the animations are started
  54543. */
  54544. get: function () {
  54545. return this._isStarted;
  54546. },
  54547. enumerable: true,
  54548. configurable: true
  54549. });
  54550. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  54551. /**
  54552. * Gets or sets the speed ratio to use for all animations
  54553. */
  54554. get: function () {
  54555. return this._speedRatio;
  54556. },
  54557. /**
  54558. * Gets or sets the speed ratio to use for all animations
  54559. */
  54560. set: function (value) {
  54561. if (this._speedRatio === value) {
  54562. return;
  54563. }
  54564. this._speedRatio = value;
  54565. for (var index = 0; index < this._animatables.length; index++) {
  54566. var animatable = this._animatables[index];
  54567. animatable.speedRatio = this._speedRatio;
  54568. }
  54569. },
  54570. enumerable: true,
  54571. configurable: true
  54572. });
  54573. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  54574. /**
  54575. * Gets the targeted animations for this animation group
  54576. */
  54577. get: function () {
  54578. return this._targetedAnimations;
  54579. },
  54580. enumerable: true,
  54581. configurable: true
  54582. });
  54583. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  54584. /**
  54585. * returning the list of animatables controlled by this animation group.
  54586. */
  54587. get: function () {
  54588. return this._animatables;
  54589. },
  54590. enumerable: true,
  54591. configurable: true
  54592. });
  54593. /**
  54594. * Add an animation (with its target) in the group
  54595. * @param animation defines the animation we want to add
  54596. * @param target defines the target of the animation
  54597. * @returns the TargetedAnimation object
  54598. */
  54599. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  54600. var targetedAnimation = {
  54601. animation: animation,
  54602. target: target
  54603. };
  54604. var keys = animation.getKeys();
  54605. if (this._from > keys[0].frame) {
  54606. this._from = keys[0].frame;
  54607. }
  54608. if (this._to < keys[keys.length - 1].frame) {
  54609. this._to = keys[keys.length - 1].frame;
  54610. }
  54611. this._targetedAnimations.push(targetedAnimation);
  54612. return targetedAnimation;
  54613. };
  54614. /**
  54615. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  54616. * It can add constant keys at begin or end
  54617. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  54618. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  54619. * @returns the animation group
  54620. */
  54621. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  54622. if (beginFrame === void 0) { beginFrame = null; }
  54623. if (endFrame === void 0) { endFrame = null; }
  54624. if (beginFrame == null) {
  54625. beginFrame = this._from;
  54626. }
  54627. if (endFrame == null) {
  54628. endFrame = this._to;
  54629. }
  54630. for (var index = 0; index < this._targetedAnimations.length; index++) {
  54631. var targetedAnimation = this._targetedAnimations[index];
  54632. var keys = targetedAnimation.animation.getKeys();
  54633. var startKey = keys[0];
  54634. var endKey = keys[keys.length - 1];
  54635. if (startKey.frame > beginFrame) {
  54636. var newKey = {
  54637. frame: beginFrame,
  54638. value: startKey.value,
  54639. inTangent: startKey.inTangent,
  54640. outTangent: startKey.outTangent,
  54641. interpolation: startKey.interpolation
  54642. };
  54643. keys.splice(0, 0, newKey);
  54644. }
  54645. if (endKey.frame < endFrame) {
  54646. var newKey = {
  54647. frame: endFrame,
  54648. value: endKey.value,
  54649. inTangent: endKey.outTangent,
  54650. outTangent: endKey.outTangent,
  54651. interpolation: endKey.interpolation
  54652. };
  54653. keys.push(newKey);
  54654. }
  54655. }
  54656. this._from = beginFrame;
  54657. this._to = endFrame;
  54658. return this;
  54659. };
  54660. /**
  54661. * Start all animations on given targets
  54662. * @param loop defines if animations must loop
  54663. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  54664. * @param from defines the from key (optional)
  54665. * @param to defines the to key (optional)
  54666. * @returns the current animation group
  54667. */
  54668. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  54669. var _this = this;
  54670. if (loop === void 0) { loop = false; }
  54671. if (speedRatio === void 0) { speedRatio = 1; }
  54672. if (this._isStarted || this._targetedAnimations.length === 0) {
  54673. return this;
  54674. }
  54675. var _loop_1 = function (targetedAnimation) {
  54676. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  54677. animatable.onAnimationEnd = function () {
  54678. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  54679. _this._checkAnimationGroupEnded(animatable);
  54680. };
  54681. this_1._animatables.push(animatable);
  54682. };
  54683. var this_1 = this;
  54684. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  54685. var targetedAnimation = _a[_i];
  54686. _loop_1(targetedAnimation);
  54687. }
  54688. this._speedRatio = speedRatio;
  54689. if (from !== undefined && to !== undefined && from > to && this._speedRatio > 0) {
  54690. this._speedRatio = -speedRatio;
  54691. }
  54692. this._isStarted = true;
  54693. return this;
  54694. };
  54695. /**
  54696. * Pause all animations
  54697. * @returns the animation group
  54698. */
  54699. AnimationGroup.prototype.pause = function () {
  54700. if (!this._isStarted) {
  54701. return this;
  54702. }
  54703. for (var index = 0; index < this._animatables.length; index++) {
  54704. var animatable = this._animatables[index];
  54705. animatable.pause();
  54706. }
  54707. this.onAnimationGroupPauseObservable.notifyObservers(this);
  54708. return this;
  54709. };
  54710. /**
  54711. * Play all animations to initial state
  54712. * This function will start() the animations if they were not started or will restart() them if they were paused
  54713. * @param loop defines if animations must loop
  54714. * @returns the animation group
  54715. */
  54716. AnimationGroup.prototype.play = function (loop) {
  54717. // only if all animatables are ready and exist
  54718. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  54719. if (loop !== undefined) {
  54720. for (var index = 0; index < this._animatables.length; index++) {
  54721. var animatable = this._animatables[index];
  54722. animatable.loopAnimation = loop;
  54723. }
  54724. }
  54725. this.restart();
  54726. }
  54727. else {
  54728. this.stop();
  54729. this.start(loop, this._speedRatio);
  54730. }
  54731. return this;
  54732. };
  54733. /**
  54734. * Reset all animations to initial state
  54735. * @returns the animation group
  54736. */
  54737. AnimationGroup.prototype.reset = function () {
  54738. if (!this._isStarted) {
  54739. return this;
  54740. }
  54741. for (var index = 0; index < this._animatables.length; index++) {
  54742. var animatable = this._animatables[index];
  54743. animatable.reset();
  54744. }
  54745. return this;
  54746. };
  54747. /**
  54748. * Restart animations from key 0
  54749. * @returns the animation group
  54750. */
  54751. AnimationGroup.prototype.restart = function () {
  54752. if (!this._isStarted) {
  54753. return this;
  54754. }
  54755. for (var index = 0; index < this._animatables.length; index++) {
  54756. var animatable = this._animatables[index];
  54757. animatable.restart();
  54758. }
  54759. return this;
  54760. };
  54761. /**
  54762. * Stop all animations
  54763. * @returns the animation group
  54764. */
  54765. AnimationGroup.prototype.stop = function () {
  54766. if (!this._isStarted) {
  54767. return this;
  54768. }
  54769. var list = this._animatables.slice();
  54770. for (var index = 0; index < list.length; index++) {
  54771. list[index].stop();
  54772. }
  54773. this._isStarted = false;
  54774. return this;
  54775. };
  54776. /**
  54777. * Set animation weight for all animatables
  54778. * @param weight defines the weight to use
  54779. * @return the animationGroup
  54780. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  54781. */
  54782. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  54783. for (var index = 0; index < this._animatables.length; index++) {
  54784. var animatable = this._animatables[index];
  54785. animatable.weight = weight;
  54786. }
  54787. return this;
  54788. };
  54789. /**
  54790. * Synchronize and normalize all animatables with a source animatable
  54791. * @param root defines the root animatable to synchronize with
  54792. * @return the animationGroup
  54793. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  54794. */
  54795. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  54796. for (var index = 0; index < this._animatables.length; index++) {
  54797. var animatable = this._animatables[index];
  54798. animatable.syncWith(root);
  54799. }
  54800. return this;
  54801. };
  54802. /**
  54803. * Goes to a specific frame in this animation group
  54804. * @param frame the frame number to go to
  54805. * @return the animationGroup
  54806. */
  54807. AnimationGroup.prototype.goToFrame = function (frame) {
  54808. if (!this._isStarted) {
  54809. return this;
  54810. }
  54811. for (var index = 0; index < this._animatables.length; index++) {
  54812. var animatable = this._animatables[index];
  54813. animatable.goToFrame(frame);
  54814. }
  54815. return this;
  54816. };
  54817. /**
  54818. * Dispose all associated resources
  54819. */
  54820. AnimationGroup.prototype.dispose = function () {
  54821. this._targetedAnimations = [];
  54822. this._animatables = [];
  54823. var index = this._scene.animationGroups.indexOf(this);
  54824. if (index > -1) {
  54825. this._scene.animationGroups.splice(index, 1);
  54826. }
  54827. };
  54828. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  54829. // animatable should be taken out of the array
  54830. var idx = this._animatables.indexOf(animatable);
  54831. if (idx > -1) {
  54832. this._animatables.splice(idx, 1);
  54833. }
  54834. // all animatables were removed? animation group ended!
  54835. if (this._animatables.length === 0) {
  54836. this._isStarted = false;
  54837. this.onAnimationGroupEndObservable.notifyObservers(this);
  54838. }
  54839. };
  54840. // Statics
  54841. /**
  54842. * Returns a new AnimationGroup object parsed from the source provided.
  54843. * @param parsedAnimationGroup defines the source
  54844. * @param scene defines the scene that will receive the animationGroup
  54845. * @returns a new AnimationGroup
  54846. */
  54847. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  54848. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  54849. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  54850. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  54851. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  54852. var id = targetedAnimation.targetId;
  54853. var targetNode = scene.getNodeByID(id);
  54854. if (targetNode != null) {
  54855. animationGroup.addTargetedAnimation(animation, targetNode);
  54856. }
  54857. }
  54858. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  54859. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  54860. }
  54861. return animationGroup;
  54862. };
  54863. /**
  54864. * Returns the string "AnimationGroup"
  54865. * @returns "AnimationGroup"
  54866. */
  54867. AnimationGroup.prototype.getClassName = function () {
  54868. return "AnimationGroup";
  54869. };
  54870. /**
  54871. * Creates a detailled string about the object
  54872. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  54873. * @returns a string representing the object
  54874. */
  54875. AnimationGroup.prototype.toString = function (fullDetails) {
  54876. var ret = "Name: " + this.name;
  54877. ret += ", type: " + this.getClassName();
  54878. if (fullDetails) {
  54879. ret += ", from: " + this._from;
  54880. ret += ", to: " + this._to;
  54881. ret += ", isStarted: " + this._isStarted;
  54882. ret += ", speedRatio: " + this._speedRatio;
  54883. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  54884. ret += ", animatables length: " + this._animatables;
  54885. }
  54886. return ret;
  54887. };
  54888. return AnimationGroup;
  54889. }());
  54890. BABYLON.AnimationGroup = AnimationGroup;
  54891. })(BABYLON || (BABYLON = {}));
  54892. //# sourceMappingURL=babylon.animationGroup.js.map
  54893. var BABYLON;
  54894. (function (BABYLON) {
  54895. // Static values to help the garbage collector
  54896. // Quaternion
  54897. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  54898. // Vector3
  54899. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  54900. // Vector2
  54901. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  54902. // Size
  54903. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  54904. // Color3
  54905. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  54906. /**
  54907. * Defines a runtime animation
  54908. */
  54909. var RuntimeAnimation = /** @class */ (function () {
  54910. /**
  54911. * Create a new RuntimeAnimation object
  54912. * @param target defines the target of the animation
  54913. * @param animation defines the source animation object
  54914. * @param scene defines the hosting scene
  54915. * @param host defines the initiating Animatable
  54916. */
  54917. function RuntimeAnimation(target, animation, scene, host) {
  54918. var _this = this;
  54919. this._events = new Array();
  54920. /**
  54921. * The current frame of the runtime animation
  54922. */
  54923. this._currentFrame = 0;
  54924. /**
  54925. * The original value of the runtime animation
  54926. */
  54927. this._originalValue = new Array();
  54928. /**
  54929. * The offsets cache of the runtime animation
  54930. */
  54931. this._offsetsCache = {};
  54932. /**
  54933. * The high limits cache of the runtime animation
  54934. */
  54935. this._highLimitsCache = {};
  54936. /**
  54937. * Specifies if the runtime animation has been stopped
  54938. */
  54939. this._stopped = false;
  54940. /**
  54941. * The blending factor of the runtime animation
  54942. */
  54943. this._blendingFactor = 0;
  54944. /**
  54945. * The target path of the runtime animation
  54946. */
  54947. this._targetPath = "";
  54948. /**
  54949. * The weight of the runtime animation
  54950. */
  54951. this._weight = 1.0;
  54952. /**
  54953. * The ratio offset of the runtime animation
  54954. */
  54955. this._ratioOffset = 0;
  54956. /**
  54957. * The previous delay of the runtime animation
  54958. */
  54959. this._previousDelay = 0;
  54960. /**
  54961. * The previous ratio of the runtime animation
  54962. */
  54963. this._previousRatio = 0;
  54964. this._animation = animation;
  54965. this._target = target;
  54966. this._scene = scene;
  54967. this._host = host;
  54968. animation._runtimeAnimations.push(this);
  54969. // Cloning events locally
  54970. var events = animation.getEvents();
  54971. if (events && events.length > 0) {
  54972. events.forEach(function (e) {
  54973. _this._events.push(e._clone());
  54974. });
  54975. }
  54976. }
  54977. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  54978. /**
  54979. * Gets the current frame of the runtime animation
  54980. */
  54981. get: function () {
  54982. return this._currentFrame;
  54983. },
  54984. enumerable: true,
  54985. configurable: true
  54986. });
  54987. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  54988. /**
  54989. * Gets the weight of the runtime animation
  54990. */
  54991. get: function () {
  54992. return this._weight;
  54993. },
  54994. enumerable: true,
  54995. configurable: true
  54996. });
  54997. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  54998. /**
  54999. * Gets the current value of the runtime animation
  55000. */
  55001. get: function () {
  55002. return this._currentValue;
  55003. },
  55004. enumerable: true,
  55005. configurable: true
  55006. });
  55007. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  55008. /**
  55009. * Gets the target path of the runtime animation
  55010. */
  55011. get: function () {
  55012. return this._targetPath;
  55013. },
  55014. enumerable: true,
  55015. configurable: true
  55016. });
  55017. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  55018. /**
  55019. * Gets the actual target of the runtime animation
  55020. */
  55021. get: function () {
  55022. return this._activeTarget;
  55023. },
  55024. enumerable: true,
  55025. configurable: true
  55026. });
  55027. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  55028. /**
  55029. * Gets the animation from the runtime animation
  55030. */
  55031. get: function () {
  55032. return this._animation;
  55033. },
  55034. enumerable: true,
  55035. configurable: true
  55036. });
  55037. /**
  55038. * Resets the runtime animation to the beginning
  55039. * @param restoreOriginal defines whether to restore the target property to the original value
  55040. */
  55041. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  55042. if (restoreOriginal === void 0) { restoreOriginal = false; }
  55043. if (restoreOriginal) {
  55044. if (this._target instanceof Array) {
  55045. var index = 0;
  55046. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55047. var target = _a[_i];
  55048. if (this._originalValue[index] !== undefined) {
  55049. this._setValue(target, this._originalValue[index], -1);
  55050. }
  55051. index++;
  55052. }
  55053. }
  55054. else {
  55055. if (this._originalValue[0] !== undefined) {
  55056. this._setValue(this._target, this._originalValue[0], -1);
  55057. }
  55058. }
  55059. }
  55060. this._offsetsCache = {};
  55061. this._highLimitsCache = {};
  55062. this._currentFrame = 0;
  55063. this._blendingFactor = 0;
  55064. this._originalValue = new Array();
  55065. // Events
  55066. for (var index = 0; index < this._events.length; index++) {
  55067. this._events[index].isDone = false;
  55068. }
  55069. };
  55070. /**
  55071. * Specifies if the runtime animation is stopped
  55072. * @returns Boolean specifying if the runtime animation is stopped
  55073. */
  55074. RuntimeAnimation.prototype.isStopped = function () {
  55075. return this._stopped;
  55076. };
  55077. /**
  55078. * Disposes of the runtime animation
  55079. */
  55080. RuntimeAnimation.prototype.dispose = function () {
  55081. var index = this._animation.runtimeAnimations.indexOf(this);
  55082. if (index > -1) {
  55083. this._animation.runtimeAnimations.splice(index, 1);
  55084. }
  55085. };
  55086. /**
  55087. * Interpolates the animation from the current frame
  55088. * @param currentFrame The frame to interpolate the animation to
  55089. * @param repeatCount The number of times that the animation should loop
  55090. * @param loopMode The type of looping mode to use
  55091. * @param offsetValue Animation offset value
  55092. * @param highLimitValue The high limit value
  55093. * @returns The interpolated value
  55094. */
  55095. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  55096. this._currentFrame = currentFrame;
  55097. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  55098. this._workValue = BABYLON.Matrix.Zero();
  55099. }
  55100. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  55101. };
  55102. /**
  55103. * Apply the interpolated value to the target
  55104. * @param currentValue defines the value computed by the animation
  55105. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  55106. */
  55107. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  55108. if (weight === void 0) { weight = 1.0; }
  55109. if (this._target instanceof Array) {
  55110. var index = 0;
  55111. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55112. var target = _a[_i];
  55113. this._setValue(target, currentValue, weight, index);
  55114. index++;
  55115. }
  55116. }
  55117. else {
  55118. this._setValue(this._target, currentValue, weight);
  55119. }
  55120. };
  55121. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  55122. if (targetIndex === void 0) { targetIndex = 0; }
  55123. // Set value
  55124. var path;
  55125. var destination;
  55126. var targetPropertyPath = this._animation.targetPropertyPath;
  55127. if (targetPropertyPath.length > 1) {
  55128. var property = target[targetPropertyPath[0]];
  55129. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  55130. property = property[targetPropertyPath[index]];
  55131. }
  55132. path = targetPropertyPath[targetPropertyPath.length - 1];
  55133. destination = property;
  55134. }
  55135. else {
  55136. path = targetPropertyPath[0];
  55137. destination = target;
  55138. }
  55139. this._targetPath = path;
  55140. this._activeTarget = destination;
  55141. this._weight = weight;
  55142. if (this._originalValue[targetIndex] === undefined) {
  55143. var originalValue = void 0;
  55144. if (destination.getRestPose && path === "_matrix") { // For bones
  55145. originalValue = destination.getRestPose();
  55146. }
  55147. else {
  55148. originalValue = destination[path];
  55149. }
  55150. if (originalValue && originalValue.clone) {
  55151. this._originalValue[targetIndex] = originalValue.clone();
  55152. }
  55153. else {
  55154. this._originalValue[targetIndex] = originalValue;
  55155. }
  55156. }
  55157. // Blending
  55158. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  55159. if (enableBlending && this._blendingFactor <= 1.0) {
  55160. if (!this._originalBlendValue) {
  55161. var originalValue = destination[path];
  55162. if (originalValue.clone) {
  55163. this._originalBlendValue = originalValue.clone();
  55164. }
  55165. else {
  55166. this._originalBlendValue = originalValue;
  55167. }
  55168. }
  55169. if (this._originalBlendValue.m) { // Matrix
  55170. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  55171. if (this._currentValue) {
  55172. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55173. }
  55174. else {
  55175. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55176. }
  55177. }
  55178. else {
  55179. if (this._currentValue) {
  55180. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55181. }
  55182. else {
  55183. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55184. }
  55185. }
  55186. }
  55187. else {
  55188. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55189. }
  55190. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  55191. this._blendingFactor += blendingSpeed;
  55192. }
  55193. else {
  55194. this._currentValue = currentValue;
  55195. }
  55196. if (weight !== -1.0) {
  55197. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  55198. }
  55199. else {
  55200. destination[path] = this._currentValue;
  55201. }
  55202. if (target.markAsDirty) {
  55203. target.markAsDirty(this._animation.targetProperty);
  55204. }
  55205. };
  55206. /**
  55207. * Gets the loop pmode of the runtime animation
  55208. * @returns Loop Mode
  55209. */
  55210. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  55211. if (this._target && this._target.animationPropertiesOverride) {
  55212. return this._target.animationPropertiesOverride.loopMode;
  55213. }
  55214. return this._animation.loopMode;
  55215. };
  55216. /**
  55217. * Move the current animation to a given frame
  55218. * @param frame defines the frame to move to
  55219. */
  55220. RuntimeAnimation.prototype.goToFrame = function (frame) {
  55221. var keys = this._animation.getKeys();
  55222. if (frame < keys[0].frame) {
  55223. frame = keys[0].frame;
  55224. }
  55225. else if (frame > keys[keys.length - 1].frame) {
  55226. frame = keys[keys.length - 1].frame;
  55227. }
  55228. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  55229. this.setValue(currentValue, -1);
  55230. };
  55231. /**
  55232. * @hidden Internal use only
  55233. */
  55234. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  55235. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  55236. this._ratioOffset = this._previousRatio - newRatio;
  55237. };
  55238. /**
  55239. * Execute the current animation
  55240. * @param delay defines the delay to add to the current frame
  55241. * @param from defines the lower bound of the animation range
  55242. * @param to defines the upper bound of the animation range
  55243. * @param loop defines if the current animation must loop
  55244. * @param speedRatio defines the current speed ratio
  55245. * @param weight defines the weight of the animation (default is -1 so no weight)
  55246. * @returns a boolean indicating if the animation is running
  55247. */
  55248. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight) {
  55249. if (weight === void 0) { weight = -1.0; }
  55250. var targetPropertyPath = this._animation.targetPropertyPath;
  55251. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  55252. this._stopped = true;
  55253. return false;
  55254. }
  55255. var returnValue = true;
  55256. var keys = this._animation.getKeys();
  55257. // Adding a start key at frame 0 if missing
  55258. if (keys[0].frame !== 0) {
  55259. var newKey = { frame: 0, value: keys[0].value };
  55260. keys.splice(0, 0, newKey);
  55261. }
  55262. // Adding a duplicate key when there is only one key at frame zero
  55263. else if (keys.length === 1) {
  55264. var newKey = { frame: 0.001, value: keys[0].value };
  55265. keys.push(newKey);
  55266. }
  55267. // Check limits
  55268. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  55269. from = keys[0].frame;
  55270. }
  55271. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  55272. to = keys[keys.length - 1].frame;
  55273. }
  55274. //to and from cannot be the same key
  55275. if (from === to) {
  55276. if (from > keys[0].frame) {
  55277. from--;
  55278. }
  55279. else if (to < keys[keys.length - 1].frame) {
  55280. to++;
  55281. }
  55282. }
  55283. // Compute ratio
  55284. var range = to - from;
  55285. var offsetValue;
  55286. // ratio represents the frame delta between from and to
  55287. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  55288. var highLimitValue = 0;
  55289. this._previousDelay = delay;
  55290. this._previousRatio = ratio;
  55291. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  55292. returnValue = false;
  55293. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  55294. }
  55295. else {
  55296. // Get max value if required
  55297. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  55298. var keyOffset = to.toString() + from.toString();
  55299. if (!this._offsetsCache[keyOffset]) {
  55300. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55301. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55302. switch (this._animation.dataType) {
  55303. // Float
  55304. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55305. this._offsetsCache[keyOffset] = toValue - fromValue;
  55306. break;
  55307. // Quaternion
  55308. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55309. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55310. break;
  55311. // Vector3
  55312. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55313. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55314. // Vector2
  55315. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55316. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55317. // Size
  55318. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55319. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55320. // Color3
  55321. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55322. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55323. default:
  55324. break;
  55325. }
  55326. this._highLimitsCache[keyOffset] = toValue;
  55327. }
  55328. highLimitValue = this._highLimitsCache[keyOffset];
  55329. offsetValue = this._offsetsCache[keyOffset];
  55330. }
  55331. }
  55332. if (offsetValue === undefined) {
  55333. switch (this._animation.dataType) {
  55334. // Float
  55335. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55336. offsetValue = 0;
  55337. break;
  55338. // Quaternion
  55339. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55340. offsetValue = _staticOffsetValueQuaternion;
  55341. break;
  55342. // Vector3
  55343. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55344. offsetValue = _staticOffsetValueVector3;
  55345. break;
  55346. // Vector2
  55347. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55348. offsetValue = _staticOffsetValueVector2;
  55349. break;
  55350. // Size
  55351. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55352. offsetValue = _staticOffsetValueSize;
  55353. break;
  55354. // Color3
  55355. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55356. offsetValue = _staticOffsetValueColor3;
  55357. }
  55358. }
  55359. // Compute value
  55360. var repeatCount = (ratio / range) >> 0;
  55361. var currentFrame = returnValue ? from + ratio % range : to;
  55362. // Need to normalize?
  55363. if (this._host && this._host.syncRoot) {
  55364. var syncRoot = this._host.syncRoot;
  55365. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  55366. currentFrame = from + (to - from) * hostNormalizedFrame;
  55367. }
  55368. // Reset events if looping
  55369. var events = this._events;
  55370. if (range > 0 && this.currentFrame > currentFrame ||
  55371. range < 0 && this.currentFrame < currentFrame) {
  55372. // Need to reset animation events
  55373. for (var index = 0; index < events.length; index++) {
  55374. if (!events[index].onlyOnce) {
  55375. // reset event, the animation is looping
  55376. events[index].isDone = false;
  55377. }
  55378. }
  55379. }
  55380. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  55381. // Set value
  55382. this.setValue(currentValue, weight);
  55383. // Check events
  55384. for (var index = 0; index < events.length; index++) {
  55385. // Make sure current frame has passed event frame and that event frame is within the current range
  55386. // Also, handle both forward and reverse animations
  55387. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  55388. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  55389. var event = events[index];
  55390. if (!event.isDone) {
  55391. // If event should be done only once, remove it.
  55392. if (event.onlyOnce) {
  55393. events.splice(index, 1);
  55394. index--;
  55395. }
  55396. event.isDone = true;
  55397. event.action(currentFrame);
  55398. } // Don't do anything if the event has already be done.
  55399. }
  55400. }
  55401. if (!returnValue) {
  55402. this._stopped = true;
  55403. }
  55404. return returnValue;
  55405. };
  55406. return RuntimeAnimation;
  55407. }());
  55408. BABYLON.RuntimeAnimation = RuntimeAnimation;
  55409. })(BABYLON || (BABYLON = {}));
  55410. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  55411. var BABYLON;
  55412. (function (BABYLON) {
  55413. /**
  55414. * Class used to store an actual running animation
  55415. */
  55416. var Animatable = /** @class */ (function () {
  55417. /**
  55418. * Creates a new Animatable
  55419. * @param scene defines the hosting scene
  55420. * @param target defines the target object
  55421. * @param fromFrame defines the starting frame number (default is 0)
  55422. * @param toFrame defines the ending frame number (default is 100)
  55423. * @param loopAnimation defines if the animation must loop (default is false)
  55424. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  55425. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  55426. * @param animations defines a group of animation to add to the new Animatable
  55427. */
  55428. function Animatable(scene,
  55429. /** defines the target object */
  55430. target,
  55431. /** defines the starting frame number (default is 0) */
  55432. fromFrame,
  55433. /** defines the ending frame number (default is 100) */
  55434. toFrame,
  55435. /** defines if the animation must loop (default is false) */
  55436. loopAnimation, speedRatio,
  55437. /** defines a callback to call when animation ends if it is not looping */
  55438. onAnimationEnd, animations) {
  55439. if (fromFrame === void 0) { fromFrame = 0; }
  55440. if (toFrame === void 0) { toFrame = 100; }
  55441. if (loopAnimation === void 0) { loopAnimation = false; }
  55442. if (speedRatio === void 0) { speedRatio = 1.0; }
  55443. this.target = target;
  55444. this.fromFrame = fromFrame;
  55445. this.toFrame = toFrame;
  55446. this.loopAnimation = loopAnimation;
  55447. this.onAnimationEnd = onAnimationEnd;
  55448. this._localDelayOffset = null;
  55449. this._pausedDelay = null;
  55450. this._runtimeAnimations = new Array();
  55451. this._paused = false;
  55452. this._speedRatio = 1;
  55453. this._weight = -1.0;
  55454. /**
  55455. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  55456. * This will only apply for non looping animation (default is true)
  55457. */
  55458. this.disposeOnEnd = true;
  55459. /**
  55460. * Gets a boolean indicating if the animation has started
  55461. */
  55462. this.animationStarted = false;
  55463. /**
  55464. * Observer raised when the animation ends
  55465. */
  55466. this.onAnimationEndObservable = new BABYLON.Observable();
  55467. this._scene = scene;
  55468. if (animations) {
  55469. this.appendAnimations(target, animations);
  55470. }
  55471. this._speedRatio = speedRatio;
  55472. scene._activeAnimatables.push(this);
  55473. }
  55474. Object.defineProperty(Animatable.prototype, "syncRoot", {
  55475. /**
  55476. * Gets the root Animatable used to synchronize and normalize animations
  55477. */
  55478. get: function () {
  55479. return this._syncRoot;
  55480. },
  55481. enumerable: true,
  55482. configurable: true
  55483. });
  55484. Object.defineProperty(Animatable.prototype, "masterFrame", {
  55485. /**
  55486. * Gets the current frame of the first RuntimeAnimation
  55487. * Used to synchronize Animatables
  55488. */
  55489. get: function () {
  55490. if (this._runtimeAnimations.length === 0) {
  55491. return 0;
  55492. }
  55493. return this._runtimeAnimations[0].currentFrame;
  55494. },
  55495. enumerable: true,
  55496. configurable: true
  55497. });
  55498. Object.defineProperty(Animatable.prototype, "weight", {
  55499. /**
  55500. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  55501. */
  55502. get: function () {
  55503. return this._weight;
  55504. },
  55505. set: function (value) {
  55506. if (value === -1) { // -1 is ok and means no weight
  55507. this._weight = -1;
  55508. return;
  55509. }
  55510. // Else weight must be in [0, 1] range
  55511. this._weight = Math.min(Math.max(value, 0), 1.0);
  55512. },
  55513. enumerable: true,
  55514. configurable: true
  55515. });
  55516. Object.defineProperty(Animatable.prototype, "speedRatio", {
  55517. /**
  55518. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  55519. */
  55520. get: function () {
  55521. return this._speedRatio;
  55522. },
  55523. set: function (value) {
  55524. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  55525. var animation = this._runtimeAnimations[index];
  55526. animation._prepareForSpeedRatioChange(value);
  55527. }
  55528. this._speedRatio = value;
  55529. },
  55530. enumerable: true,
  55531. configurable: true
  55532. });
  55533. // Methods
  55534. /**
  55535. * Synchronize and normalize current Animatable with a source Animatable
  55536. * This is useful when using animation weights and when animations are not of the same length
  55537. * @param root defines the root Animatable to synchronize with
  55538. * @returns the current Animatable
  55539. */
  55540. Animatable.prototype.syncWith = function (root) {
  55541. this._syncRoot = root;
  55542. if (root) {
  55543. // Make sure this animatable will animate after the root
  55544. var index = this._scene._activeAnimatables.indexOf(this);
  55545. if (index > -1) {
  55546. this._scene._activeAnimatables.splice(index, 1);
  55547. this._scene._activeAnimatables.push(this);
  55548. }
  55549. }
  55550. return this;
  55551. };
  55552. /**
  55553. * Gets the list of runtime animations
  55554. * @returns an array of RuntimeAnimation
  55555. */
  55556. Animatable.prototype.getAnimations = function () {
  55557. return this._runtimeAnimations;
  55558. };
  55559. /**
  55560. * Adds more animations to the current animatable
  55561. * @param target defines the target of the animations
  55562. * @param animations defines the new animations to add
  55563. */
  55564. Animatable.prototype.appendAnimations = function (target, animations) {
  55565. for (var index = 0; index < animations.length; index++) {
  55566. var animation = animations[index];
  55567. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  55568. }
  55569. };
  55570. /**
  55571. * Gets the source animation for a specific property
  55572. * @param property defines the propertyu to look for
  55573. * @returns null or the source animation for the given property
  55574. */
  55575. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  55576. var runtimeAnimations = this._runtimeAnimations;
  55577. for (var index = 0; index < runtimeAnimations.length; index++) {
  55578. if (runtimeAnimations[index].animation.targetProperty === property) {
  55579. return runtimeAnimations[index].animation;
  55580. }
  55581. }
  55582. return null;
  55583. };
  55584. /**
  55585. * Gets the runtime animation for a specific property
  55586. * @param property defines the propertyu to look for
  55587. * @returns null or the runtime animation for the given property
  55588. */
  55589. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  55590. var runtimeAnimations = this._runtimeAnimations;
  55591. for (var index = 0; index < runtimeAnimations.length; index++) {
  55592. if (runtimeAnimations[index].animation.targetProperty === property) {
  55593. return runtimeAnimations[index];
  55594. }
  55595. }
  55596. return null;
  55597. };
  55598. /**
  55599. * Resets the animatable to its original state
  55600. */
  55601. Animatable.prototype.reset = function () {
  55602. var runtimeAnimations = this._runtimeAnimations;
  55603. for (var index = 0; index < runtimeAnimations.length; index++) {
  55604. runtimeAnimations[index].reset(true);
  55605. }
  55606. this._localDelayOffset = null;
  55607. this._pausedDelay = null;
  55608. };
  55609. /**
  55610. * Allows the animatable to blend with current running animations
  55611. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55612. * @param blendingSpeed defines the blending speed to use
  55613. */
  55614. Animatable.prototype.enableBlending = function (blendingSpeed) {
  55615. var runtimeAnimations = this._runtimeAnimations;
  55616. for (var index = 0; index < runtimeAnimations.length; index++) {
  55617. runtimeAnimations[index].animation.enableBlending = true;
  55618. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  55619. }
  55620. };
  55621. /**
  55622. * Disable animation blending
  55623. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55624. */
  55625. Animatable.prototype.disableBlending = function () {
  55626. var runtimeAnimations = this._runtimeAnimations;
  55627. for (var index = 0; index < runtimeAnimations.length; index++) {
  55628. runtimeAnimations[index].animation.enableBlending = false;
  55629. }
  55630. };
  55631. /**
  55632. * Jump directly to a given frame
  55633. * @param frame defines the frame to jump to
  55634. */
  55635. Animatable.prototype.goToFrame = function (frame) {
  55636. var runtimeAnimations = this._runtimeAnimations;
  55637. if (runtimeAnimations[0]) {
  55638. var fps = runtimeAnimations[0].animation.framePerSecond;
  55639. var currentFrame = runtimeAnimations[0].currentFrame;
  55640. var adjustTime = frame - currentFrame;
  55641. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  55642. if (this._localDelayOffset === null) {
  55643. this._localDelayOffset = 0;
  55644. }
  55645. this._localDelayOffset -= delay;
  55646. }
  55647. for (var index = 0; index < runtimeAnimations.length; index++) {
  55648. runtimeAnimations[index].goToFrame(frame);
  55649. }
  55650. };
  55651. /**
  55652. * Pause the animation
  55653. */
  55654. Animatable.prototype.pause = function () {
  55655. if (this._paused) {
  55656. return;
  55657. }
  55658. this._paused = true;
  55659. };
  55660. /**
  55661. * Restart the animation
  55662. */
  55663. Animatable.prototype.restart = function () {
  55664. this._paused = false;
  55665. };
  55666. Animatable.prototype._raiseOnAnimationEnd = function () {
  55667. if (this.onAnimationEnd) {
  55668. this.onAnimationEnd();
  55669. }
  55670. this.onAnimationEndObservable.notifyObservers(this);
  55671. };
  55672. /**
  55673. * Stop and delete the current animation
  55674. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  55675. * @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)
  55676. */
  55677. Animatable.prototype.stop = function (animationName, targetMask) {
  55678. if (animationName || targetMask) {
  55679. var idx = this._scene._activeAnimatables.indexOf(this);
  55680. if (idx > -1) {
  55681. var runtimeAnimations = this._runtimeAnimations;
  55682. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  55683. var runtimeAnimation = runtimeAnimations[index];
  55684. if (animationName && runtimeAnimation.animation.name != animationName) {
  55685. continue;
  55686. }
  55687. if (targetMask && !targetMask(runtimeAnimation.target)) {
  55688. continue;
  55689. }
  55690. runtimeAnimation.dispose();
  55691. runtimeAnimations.splice(index, 1);
  55692. }
  55693. if (runtimeAnimations.length == 0) {
  55694. this._scene._activeAnimatables.splice(idx, 1);
  55695. this._raiseOnAnimationEnd();
  55696. }
  55697. }
  55698. }
  55699. else {
  55700. var index = this._scene._activeAnimatables.indexOf(this);
  55701. if (index > -1) {
  55702. this._scene._activeAnimatables.splice(index, 1);
  55703. var runtimeAnimations = this._runtimeAnimations;
  55704. for (var index = 0; index < runtimeAnimations.length; index++) {
  55705. runtimeAnimations[index].dispose();
  55706. }
  55707. this._raiseOnAnimationEnd();
  55708. }
  55709. }
  55710. };
  55711. /**
  55712. * Wait asynchronously for the animation to end
  55713. * @returns a promise which will be fullfilled when the animation ends
  55714. */
  55715. Animatable.prototype.waitAsync = function () {
  55716. var _this = this;
  55717. return new Promise(function (resolve, reject) {
  55718. _this.onAnimationEndObservable.add(function () {
  55719. resolve(_this);
  55720. }, undefined, undefined, _this, true);
  55721. });
  55722. };
  55723. /** @hidden */
  55724. Animatable.prototype._animate = function (delay) {
  55725. if (this._paused) {
  55726. this.animationStarted = false;
  55727. if (this._pausedDelay === null) {
  55728. this._pausedDelay = delay;
  55729. }
  55730. return true;
  55731. }
  55732. if (this._localDelayOffset === null) {
  55733. this._localDelayOffset = delay;
  55734. this._pausedDelay = null;
  55735. }
  55736. else if (this._pausedDelay !== null) {
  55737. this._localDelayOffset += delay - this._pausedDelay;
  55738. this._pausedDelay = null;
  55739. }
  55740. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  55741. return true;
  55742. }
  55743. // Animating
  55744. var running = false;
  55745. var runtimeAnimations = this._runtimeAnimations;
  55746. var index;
  55747. for (index = 0; index < runtimeAnimations.length; index++) {
  55748. var animation = runtimeAnimations[index];
  55749. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
  55750. running = running || isRunning;
  55751. }
  55752. this.animationStarted = running;
  55753. if (!running) {
  55754. if (this.disposeOnEnd) {
  55755. // Remove from active animatables
  55756. index = this._scene._activeAnimatables.indexOf(this);
  55757. this._scene._activeAnimatables.splice(index, 1);
  55758. // Dispose all runtime animations
  55759. for (index = 0; index < runtimeAnimations.length; index++) {
  55760. runtimeAnimations[index].dispose();
  55761. }
  55762. }
  55763. this._raiseOnAnimationEnd();
  55764. if (this.disposeOnEnd) {
  55765. this.onAnimationEnd = null;
  55766. this.onAnimationEndObservable.clear();
  55767. }
  55768. }
  55769. return running;
  55770. };
  55771. return Animatable;
  55772. }());
  55773. BABYLON.Animatable = Animatable;
  55774. })(BABYLON || (BABYLON = {}));
  55775. //# sourceMappingURL=babylon.animatable.js.map
  55776. var BABYLON;
  55777. (function (BABYLON) {
  55778. /**
  55779. * Base class used for every default easing function.
  55780. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55781. */
  55782. var EasingFunction = /** @class */ (function () {
  55783. function EasingFunction() {
  55784. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  55785. }
  55786. /**
  55787. * Sets the easing mode of the current function.
  55788. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  55789. */
  55790. EasingFunction.prototype.setEasingMode = function (easingMode) {
  55791. var n = Math.min(Math.max(easingMode, 0), 2);
  55792. this._easingMode = n;
  55793. };
  55794. /**
  55795. * Gets the current easing mode.
  55796. * @returns the easing mode
  55797. */
  55798. EasingFunction.prototype.getEasingMode = function () {
  55799. return this._easingMode;
  55800. };
  55801. /**
  55802. * @hidden
  55803. */
  55804. EasingFunction.prototype.easeInCore = function (gradient) {
  55805. throw new Error('You must implement this method');
  55806. };
  55807. /**
  55808. * Given an input gradient between 0 and 1, this returns the corrseponding value
  55809. * of the easing function.
  55810. * @param gradient Defines the value between 0 and 1 we want the easing value for
  55811. * @returns the corresponding value on the curve defined by the easing function
  55812. */
  55813. EasingFunction.prototype.ease = function (gradient) {
  55814. switch (this._easingMode) {
  55815. case EasingFunction.EASINGMODE_EASEIN:
  55816. return this.easeInCore(gradient);
  55817. case EasingFunction.EASINGMODE_EASEOUT:
  55818. return (1 - this.easeInCore(1 - gradient));
  55819. }
  55820. if (gradient >= 0.5) {
  55821. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  55822. }
  55823. return (this.easeInCore(gradient * 2) * 0.5);
  55824. };
  55825. /**
  55826. * Interpolation follows the mathematical formula associated with the easing function.
  55827. */
  55828. EasingFunction.EASINGMODE_EASEIN = 0;
  55829. /**
  55830. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  55831. */
  55832. EasingFunction.EASINGMODE_EASEOUT = 1;
  55833. /**
  55834. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  55835. */
  55836. EasingFunction.EASINGMODE_EASEINOUT = 2;
  55837. return EasingFunction;
  55838. }());
  55839. BABYLON.EasingFunction = EasingFunction;
  55840. /**
  55841. * Easing function with a circle shape (see link below).
  55842. * @see https://easings.net/#easeInCirc
  55843. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55844. */
  55845. var CircleEase = /** @class */ (function (_super) {
  55846. __extends(CircleEase, _super);
  55847. function CircleEase() {
  55848. return _super !== null && _super.apply(this, arguments) || this;
  55849. }
  55850. /** @hidden */
  55851. CircleEase.prototype.easeInCore = function (gradient) {
  55852. gradient = Math.max(0, Math.min(1, gradient));
  55853. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  55854. };
  55855. return CircleEase;
  55856. }(EasingFunction));
  55857. BABYLON.CircleEase = CircleEase;
  55858. /**
  55859. * Easing function with a ease back shape (see link below).
  55860. * @see https://easings.net/#easeInBack
  55861. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55862. */
  55863. var BackEase = /** @class */ (function (_super) {
  55864. __extends(BackEase, _super);
  55865. /**
  55866. * Instantiates a back ease easing
  55867. * @see https://easings.net/#easeInBack
  55868. * @param amplitude Defines the amplitude of the function
  55869. */
  55870. function BackEase(
  55871. /** Defines the amplitude of the function */
  55872. amplitude) {
  55873. if (amplitude === void 0) { amplitude = 1; }
  55874. var _this = _super.call(this) || this;
  55875. _this.amplitude = amplitude;
  55876. return _this;
  55877. }
  55878. /** @hidden */
  55879. BackEase.prototype.easeInCore = function (gradient) {
  55880. var num = Math.max(0, this.amplitude);
  55881. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  55882. };
  55883. return BackEase;
  55884. }(EasingFunction));
  55885. BABYLON.BackEase = BackEase;
  55886. /**
  55887. * Easing function with a bouncing shape (see link below).
  55888. * @see https://easings.net/#easeInBounce
  55889. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55890. */
  55891. var BounceEase = /** @class */ (function (_super) {
  55892. __extends(BounceEase, _super);
  55893. /**
  55894. * Instantiates a bounce easing
  55895. * @see https://easings.net/#easeInBounce
  55896. * @param bounces Defines the number of bounces
  55897. * @param bounciness Defines the amplitude of the bounce
  55898. */
  55899. function BounceEase(
  55900. /** Defines the number of bounces */
  55901. bounces,
  55902. /** Defines the amplitude of the bounce */
  55903. bounciness) {
  55904. if (bounces === void 0) { bounces = 3; }
  55905. if (bounciness === void 0) { bounciness = 2; }
  55906. var _this = _super.call(this) || this;
  55907. _this.bounces = bounces;
  55908. _this.bounciness = bounciness;
  55909. return _this;
  55910. }
  55911. /** @hidden */
  55912. BounceEase.prototype.easeInCore = function (gradient) {
  55913. var y = Math.max(0.0, this.bounces);
  55914. var bounciness = this.bounciness;
  55915. if (bounciness <= 1.0) {
  55916. bounciness = 1.001;
  55917. }
  55918. var num9 = Math.pow(bounciness, y);
  55919. var num5 = 1.0 - bounciness;
  55920. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  55921. var num15 = gradient * num4;
  55922. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  55923. var num3 = Math.floor(num65);
  55924. var num13 = num3 + 1.0;
  55925. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  55926. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  55927. var num7 = (num8 + num12) * 0.5;
  55928. var num6 = gradient - num7;
  55929. var num2 = num7 - num8;
  55930. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  55931. };
  55932. return BounceEase;
  55933. }(EasingFunction));
  55934. BABYLON.BounceEase = BounceEase;
  55935. /**
  55936. * Easing function with a power of 3 shape (see link below).
  55937. * @see https://easings.net/#easeInCubic
  55938. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55939. */
  55940. var CubicEase = /** @class */ (function (_super) {
  55941. __extends(CubicEase, _super);
  55942. function CubicEase() {
  55943. return _super !== null && _super.apply(this, arguments) || this;
  55944. }
  55945. /** @hidden */
  55946. CubicEase.prototype.easeInCore = function (gradient) {
  55947. return (gradient * gradient * gradient);
  55948. };
  55949. return CubicEase;
  55950. }(EasingFunction));
  55951. BABYLON.CubicEase = CubicEase;
  55952. /**
  55953. * Easing function with an elastic shape (see link below).
  55954. * @see https://easings.net/#easeInElastic
  55955. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55956. */
  55957. var ElasticEase = /** @class */ (function (_super) {
  55958. __extends(ElasticEase, _super);
  55959. /**
  55960. * Instantiates an elastic easing function
  55961. * @see https://easings.net/#easeInElastic
  55962. * @param oscillations Defines the number of oscillations
  55963. * @param springiness Defines the amplitude of the oscillations
  55964. */
  55965. function ElasticEase(
  55966. /** Defines the number of oscillations*/
  55967. oscillations,
  55968. /** Defines the amplitude of the oscillations*/
  55969. springiness) {
  55970. if (oscillations === void 0) { oscillations = 3; }
  55971. if (springiness === void 0) { springiness = 3; }
  55972. var _this = _super.call(this) || this;
  55973. _this.oscillations = oscillations;
  55974. _this.springiness = springiness;
  55975. return _this;
  55976. }
  55977. /** @hidden */
  55978. ElasticEase.prototype.easeInCore = function (gradient) {
  55979. var num2;
  55980. var num3 = Math.max(0.0, this.oscillations);
  55981. var num = Math.max(0.0, this.springiness);
  55982. if (num == 0) {
  55983. num2 = gradient;
  55984. }
  55985. else {
  55986. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  55987. }
  55988. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  55989. };
  55990. return ElasticEase;
  55991. }(EasingFunction));
  55992. BABYLON.ElasticEase = ElasticEase;
  55993. /**
  55994. * Easing function with an exponential shape (see link below).
  55995. * @see https://easings.net/#easeInExpo
  55996. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55997. */
  55998. var ExponentialEase = /** @class */ (function (_super) {
  55999. __extends(ExponentialEase, _super);
  56000. /**
  56001. * Instantiates an exponential easing function
  56002. * @see https://easings.net/#easeInExpo
  56003. * @param exponent Defines the exponent of the function
  56004. */
  56005. function ExponentialEase(
  56006. /** Defines the exponent of the function */
  56007. exponent) {
  56008. if (exponent === void 0) { exponent = 2; }
  56009. var _this = _super.call(this) || this;
  56010. _this.exponent = exponent;
  56011. return _this;
  56012. }
  56013. /** @hidden */
  56014. ExponentialEase.prototype.easeInCore = function (gradient) {
  56015. if (this.exponent <= 0) {
  56016. return gradient;
  56017. }
  56018. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  56019. };
  56020. return ExponentialEase;
  56021. }(EasingFunction));
  56022. BABYLON.ExponentialEase = ExponentialEase;
  56023. /**
  56024. * Easing function with a power shape (see link below).
  56025. * @see https://easings.net/#easeInQuad
  56026. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56027. */
  56028. var PowerEase = /** @class */ (function (_super) {
  56029. __extends(PowerEase, _super);
  56030. /**
  56031. * Instantiates an power base easing function
  56032. * @see https://easings.net/#easeInQuad
  56033. * @param power Defines the power of the function
  56034. */
  56035. function PowerEase(
  56036. /** Defines the power of the function */
  56037. power) {
  56038. if (power === void 0) { power = 2; }
  56039. var _this = _super.call(this) || this;
  56040. _this.power = power;
  56041. return _this;
  56042. }
  56043. /** @hidden */
  56044. PowerEase.prototype.easeInCore = function (gradient) {
  56045. var y = Math.max(0.0, this.power);
  56046. return Math.pow(gradient, y);
  56047. };
  56048. return PowerEase;
  56049. }(EasingFunction));
  56050. BABYLON.PowerEase = PowerEase;
  56051. /**
  56052. * Easing function with a power of 2 shape (see link below).
  56053. * @see https://easings.net/#easeInQuad
  56054. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56055. */
  56056. var QuadraticEase = /** @class */ (function (_super) {
  56057. __extends(QuadraticEase, _super);
  56058. function QuadraticEase() {
  56059. return _super !== null && _super.apply(this, arguments) || this;
  56060. }
  56061. /** @hidden */
  56062. QuadraticEase.prototype.easeInCore = function (gradient) {
  56063. return (gradient * gradient);
  56064. };
  56065. return QuadraticEase;
  56066. }(EasingFunction));
  56067. BABYLON.QuadraticEase = QuadraticEase;
  56068. /**
  56069. * Easing function with a power of 4 shape (see link below).
  56070. * @see https://easings.net/#easeInQuart
  56071. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56072. */
  56073. var QuarticEase = /** @class */ (function (_super) {
  56074. __extends(QuarticEase, _super);
  56075. function QuarticEase() {
  56076. return _super !== null && _super.apply(this, arguments) || this;
  56077. }
  56078. /** @hidden */
  56079. QuarticEase.prototype.easeInCore = function (gradient) {
  56080. return (gradient * gradient * gradient * gradient);
  56081. };
  56082. return QuarticEase;
  56083. }(EasingFunction));
  56084. BABYLON.QuarticEase = QuarticEase;
  56085. /**
  56086. * Easing function with a power of 5 shape (see link below).
  56087. * @see https://easings.net/#easeInQuint
  56088. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56089. */
  56090. var QuinticEase = /** @class */ (function (_super) {
  56091. __extends(QuinticEase, _super);
  56092. function QuinticEase() {
  56093. return _super !== null && _super.apply(this, arguments) || this;
  56094. }
  56095. /** @hidden */
  56096. QuinticEase.prototype.easeInCore = function (gradient) {
  56097. return (gradient * gradient * gradient * gradient * gradient);
  56098. };
  56099. return QuinticEase;
  56100. }(EasingFunction));
  56101. BABYLON.QuinticEase = QuinticEase;
  56102. /**
  56103. * Easing function with a sin shape (see link below).
  56104. * @see https://easings.net/#easeInSine
  56105. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56106. */
  56107. var SineEase = /** @class */ (function (_super) {
  56108. __extends(SineEase, _super);
  56109. function SineEase() {
  56110. return _super !== null && _super.apply(this, arguments) || this;
  56111. }
  56112. /** @hidden */
  56113. SineEase.prototype.easeInCore = function (gradient) {
  56114. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  56115. };
  56116. return SineEase;
  56117. }(EasingFunction));
  56118. BABYLON.SineEase = SineEase;
  56119. /**
  56120. * Easing function with a bezier shape (see link below).
  56121. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56122. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56123. */
  56124. var BezierCurveEase = /** @class */ (function (_super) {
  56125. __extends(BezierCurveEase, _super);
  56126. /**
  56127. * Instantiates a bezier function
  56128. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56129. * @param x1 Defines the x component of the start tangent in the bezier curve
  56130. * @param y1 Defines the y component of the start tangent in the bezier curve
  56131. * @param x2 Defines the x component of the end tangent in the bezier curve
  56132. * @param y2 Defines the y component of the end tangent in the bezier curve
  56133. */
  56134. function BezierCurveEase(
  56135. /** Defines the x component of the start tangent in the bezier curve */
  56136. x1,
  56137. /** Defines the y component of the start tangent in the bezier curve */
  56138. y1,
  56139. /** Defines the x component of the end tangent in the bezier curve */
  56140. x2,
  56141. /** Defines the y component of the end tangent in the bezier curve */
  56142. y2) {
  56143. if (x1 === void 0) { x1 = 0; }
  56144. if (y1 === void 0) { y1 = 0; }
  56145. if (x2 === void 0) { x2 = 1; }
  56146. if (y2 === void 0) { y2 = 1; }
  56147. var _this = _super.call(this) || this;
  56148. _this.x1 = x1;
  56149. _this.y1 = y1;
  56150. _this.x2 = x2;
  56151. _this.y2 = y2;
  56152. return _this;
  56153. }
  56154. /** @hidden */
  56155. BezierCurveEase.prototype.easeInCore = function (gradient) {
  56156. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  56157. };
  56158. return BezierCurveEase;
  56159. }(EasingFunction));
  56160. BABYLON.BezierCurveEase = BezierCurveEase;
  56161. })(BABYLON || (BABYLON = {}));
  56162. //# sourceMappingURL=babylon.easing.js.map
  56163. var BABYLON;
  56164. (function (BABYLON) {
  56165. /**
  56166. * A Condition applied to an Action
  56167. */
  56168. var Condition = /** @class */ (function () {
  56169. /**
  56170. * Creates a new Condition
  56171. * @param actionManager the manager of the action the condition is applied to
  56172. */
  56173. function Condition(actionManager) {
  56174. this._actionManager = actionManager;
  56175. }
  56176. /**
  56177. * Check if the current condition is valid
  56178. * @returns a boolean
  56179. */
  56180. Condition.prototype.isValid = function () {
  56181. return true;
  56182. };
  56183. /**
  56184. * Internal only
  56185. * @hidden
  56186. */
  56187. Condition.prototype._getProperty = function (propertyPath) {
  56188. return this._actionManager._getProperty(propertyPath);
  56189. };
  56190. /**
  56191. * Internal only
  56192. * @hidden
  56193. */
  56194. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  56195. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56196. };
  56197. /**
  56198. * Serialize placeholder for child classes
  56199. * @returns the serialized object
  56200. */
  56201. Condition.prototype.serialize = function () {
  56202. };
  56203. /**
  56204. * Internal only
  56205. * @hidden
  56206. */
  56207. Condition.prototype._serialize = function (serializedCondition) {
  56208. return {
  56209. type: 2,
  56210. children: [],
  56211. name: serializedCondition.name,
  56212. properties: serializedCondition.properties
  56213. };
  56214. };
  56215. return Condition;
  56216. }());
  56217. BABYLON.Condition = Condition;
  56218. /**
  56219. * Defines specific conditional operators as extensions of Condition
  56220. */
  56221. var ValueCondition = /** @class */ (function (_super) {
  56222. __extends(ValueCondition, _super);
  56223. /**
  56224. * Creates a new ValueCondition
  56225. * @param actionManager manager for the action the condition applies to
  56226. * @param target for the action
  56227. * @param propertyPath path to specify the property of the target the conditional operator uses
  56228. * @param value the value compared by the conditional operator against the current value of the property
  56229. * @param operator the conditional operator, default ValueCondition.IsEqual
  56230. */
  56231. function ValueCondition(actionManager, target,
  56232. /** path to specify the property of the target the conditional operator uses */
  56233. propertyPath,
  56234. /** the value compared by the conditional operator against the current value of the property */
  56235. value,
  56236. /** the conditional operator, default ValueCondition.IsEqual */
  56237. operator) {
  56238. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  56239. var _this = _super.call(this, actionManager) || this;
  56240. _this.propertyPath = propertyPath;
  56241. _this.value = value;
  56242. _this.operator = operator;
  56243. _this._target = target;
  56244. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  56245. _this._property = _this._getProperty(_this.propertyPath);
  56246. return _this;
  56247. }
  56248. Object.defineProperty(ValueCondition, "IsEqual", {
  56249. /**
  56250. * returns the number for IsEqual
  56251. */
  56252. get: function () {
  56253. return ValueCondition._IsEqual;
  56254. },
  56255. enumerable: true,
  56256. configurable: true
  56257. });
  56258. Object.defineProperty(ValueCondition, "IsDifferent", {
  56259. /**
  56260. * Returns the number for IsDifferent
  56261. */
  56262. get: function () {
  56263. return ValueCondition._IsDifferent;
  56264. },
  56265. enumerable: true,
  56266. configurable: true
  56267. });
  56268. Object.defineProperty(ValueCondition, "IsGreater", {
  56269. /**
  56270. * Returns the number for IsGreater
  56271. */
  56272. get: function () {
  56273. return ValueCondition._IsGreater;
  56274. },
  56275. enumerable: true,
  56276. configurable: true
  56277. });
  56278. Object.defineProperty(ValueCondition, "IsLesser", {
  56279. /**
  56280. * Returns the number for IsLesser
  56281. */
  56282. get: function () {
  56283. return ValueCondition._IsLesser;
  56284. },
  56285. enumerable: true,
  56286. configurable: true
  56287. });
  56288. /**
  56289. * Compares the given value with the property value for the specified conditional operator
  56290. * @returns the result of the comparison
  56291. */
  56292. ValueCondition.prototype.isValid = function () {
  56293. switch (this.operator) {
  56294. case ValueCondition.IsGreater:
  56295. return this._effectiveTarget[this._property] > this.value;
  56296. case ValueCondition.IsLesser:
  56297. return this._effectiveTarget[this._property] < this.value;
  56298. case ValueCondition.IsEqual:
  56299. case ValueCondition.IsDifferent:
  56300. var check;
  56301. if (this.value.equals) {
  56302. check = this.value.equals(this._effectiveTarget[this._property]);
  56303. }
  56304. else {
  56305. check = this.value === this._effectiveTarget[this._property];
  56306. }
  56307. return this.operator === ValueCondition.IsEqual ? check : !check;
  56308. }
  56309. return false;
  56310. };
  56311. /**
  56312. * Serialize the ValueCondition into a JSON compatible object
  56313. * @returns serialization object
  56314. */
  56315. ValueCondition.prototype.serialize = function () {
  56316. return this._serialize({
  56317. name: "ValueCondition",
  56318. properties: [
  56319. BABYLON.Action._GetTargetProperty(this._target),
  56320. { name: "propertyPath", value: this.propertyPath },
  56321. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  56322. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  56323. ]
  56324. });
  56325. };
  56326. /**
  56327. * Gets the name of the conditional operator for the ValueCondition
  56328. * @param operator the conditional operator
  56329. * @returns the name
  56330. */
  56331. ValueCondition.GetOperatorName = function (operator) {
  56332. switch (operator) {
  56333. case ValueCondition._IsEqual: return "IsEqual";
  56334. case ValueCondition._IsDifferent: return "IsDifferent";
  56335. case ValueCondition._IsGreater: return "IsGreater";
  56336. case ValueCondition._IsLesser: return "IsLesser";
  56337. default: return "";
  56338. }
  56339. };
  56340. /**
  56341. * Internal only
  56342. * @hidden
  56343. */
  56344. ValueCondition._IsEqual = 0;
  56345. /**
  56346. * Internal only
  56347. * @hidden
  56348. */
  56349. ValueCondition._IsDifferent = 1;
  56350. /**
  56351. * Internal only
  56352. * @hidden
  56353. */
  56354. ValueCondition._IsGreater = 2;
  56355. /**
  56356. * Internal only
  56357. * @hidden
  56358. */
  56359. ValueCondition._IsLesser = 3;
  56360. return ValueCondition;
  56361. }(Condition));
  56362. BABYLON.ValueCondition = ValueCondition;
  56363. /**
  56364. * Defines a predicate condition as an extension of Condition
  56365. */
  56366. var PredicateCondition = /** @class */ (function (_super) {
  56367. __extends(PredicateCondition, _super);
  56368. /**
  56369. * Creates a new PredicateCondition
  56370. * @param actionManager manager for the action the condition applies to
  56371. * @param predicate defines the predicate function used to validate the condition
  56372. */
  56373. function PredicateCondition(actionManager,
  56374. /** defines the predicate function used to validate the condition */
  56375. predicate) {
  56376. var _this = _super.call(this, actionManager) || this;
  56377. _this.predicate = predicate;
  56378. return _this;
  56379. }
  56380. /**
  56381. * @returns the validity of the predicate condition
  56382. */
  56383. PredicateCondition.prototype.isValid = function () {
  56384. return this.predicate();
  56385. };
  56386. return PredicateCondition;
  56387. }(Condition));
  56388. BABYLON.PredicateCondition = PredicateCondition;
  56389. /**
  56390. * Defines a state condition as an extension of Condition
  56391. */
  56392. var StateCondition = /** @class */ (function (_super) {
  56393. __extends(StateCondition, _super);
  56394. /**
  56395. * Creates a new StateCondition
  56396. * @param actionManager manager for the action the condition applies to
  56397. * @param target of the condition
  56398. * @param value to compare with target state
  56399. */
  56400. function StateCondition(actionManager, target,
  56401. /** Value to compare with target state */
  56402. value) {
  56403. var _this = _super.call(this, actionManager) || this;
  56404. _this.value = value;
  56405. _this._target = target;
  56406. return _this;
  56407. }
  56408. /**
  56409. * Gets a boolean indicating if the current condition is met
  56410. * @returns the validity of the state
  56411. */
  56412. StateCondition.prototype.isValid = function () {
  56413. return this._target.state === this.value;
  56414. };
  56415. /**
  56416. * Serialize the StateCondition into a JSON compatible object
  56417. * @returns serialization object
  56418. */
  56419. StateCondition.prototype.serialize = function () {
  56420. return this._serialize({
  56421. name: "StateCondition",
  56422. properties: [
  56423. BABYLON.Action._GetTargetProperty(this._target),
  56424. { name: "value", value: this.value }
  56425. ]
  56426. });
  56427. };
  56428. return StateCondition;
  56429. }(Condition));
  56430. BABYLON.StateCondition = StateCondition;
  56431. })(BABYLON || (BABYLON = {}));
  56432. //# sourceMappingURL=babylon.condition.js.map
  56433. var BABYLON;
  56434. (function (BABYLON) {
  56435. /**
  56436. * The action to be carried out following a trigger
  56437. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  56438. */
  56439. var Action = /** @class */ (function () {
  56440. /**
  56441. * Creates a new Action
  56442. * @param triggerOptions the trigger, with or without parameters, for the action
  56443. * @param condition an optional determinant of action
  56444. */
  56445. function Action(
  56446. /** the trigger, with or without parameters, for the action */
  56447. triggerOptions, condition) {
  56448. this.triggerOptions = triggerOptions;
  56449. /**
  56450. * An event triggered prior to action being executed.
  56451. */
  56452. this.onBeforeExecuteObservable = new BABYLON.Observable();
  56453. if (triggerOptions.parameter) {
  56454. this.trigger = triggerOptions.trigger;
  56455. this._triggerParameter = triggerOptions.parameter;
  56456. }
  56457. else if (triggerOptions.trigger) {
  56458. this.trigger = triggerOptions.trigger;
  56459. }
  56460. else {
  56461. this.trigger = triggerOptions;
  56462. }
  56463. this._nextActiveAction = this;
  56464. this._condition = condition;
  56465. }
  56466. /**
  56467. * Internal only
  56468. * @hidden
  56469. */
  56470. Action.prototype._prepare = function () {
  56471. };
  56472. /**
  56473. * Gets the trigger parameters
  56474. * @returns the trigger parameters
  56475. */
  56476. Action.prototype.getTriggerParameter = function () {
  56477. return this._triggerParameter;
  56478. };
  56479. /**
  56480. * Internal only - executes current action event
  56481. * @hidden
  56482. */
  56483. Action.prototype._executeCurrent = function (evt) {
  56484. if (this._nextActiveAction._condition) {
  56485. var condition = this._nextActiveAction._condition;
  56486. var currentRenderId = this._actionManager.getScene().getRenderId();
  56487. // We cache the current evaluation for the current frame
  56488. if (condition._evaluationId === currentRenderId) {
  56489. if (!condition._currentResult) {
  56490. return;
  56491. }
  56492. }
  56493. else {
  56494. condition._evaluationId = currentRenderId;
  56495. if (!condition.isValid()) {
  56496. condition._currentResult = false;
  56497. return;
  56498. }
  56499. condition._currentResult = true;
  56500. }
  56501. }
  56502. this.onBeforeExecuteObservable.notifyObservers(this);
  56503. this._nextActiveAction.execute(evt);
  56504. this.skipToNextActiveAction();
  56505. };
  56506. /**
  56507. * Execute placeholder for child classes
  56508. * @param evt optional action event
  56509. */
  56510. Action.prototype.execute = function (evt) {
  56511. };
  56512. /**
  56513. * Skips to next active action
  56514. */
  56515. Action.prototype.skipToNextActiveAction = function () {
  56516. if (this._nextActiveAction._child) {
  56517. if (!this._nextActiveAction._child._actionManager) {
  56518. this._nextActiveAction._child._actionManager = this._actionManager;
  56519. }
  56520. this._nextActiveAction = this._nextActiveAction._child;
  56521. }
  56522. else {
  56523. this._nextActiveAction = this;
  56524. }
  56525. };
  56526. /**
  56527. * Adds action to chain of actions, may be a DoNothingAction
  56528. * @param action defines the next action to execute
  56529. * @returns The action passed in
  56530. * @see https://www.babylonjs-playground.com/#1T30HR#0
  56531. */
  56532. Action.prototype.then = function (action) {
  56533. this._child = action;
  56534. action._actionManager = this._actionManager;
  56535. action._prepare();
  56536. return action;
  56537. };
  56538. /**
  56539. * Internal only
  56540. * @hidden
  56541. */
  56542. Action.prototype._getProperty = function (propertyPath) {
  56543. return this._actionManager._getProperty(propertyPath);
  56544. };
  56545. /**
  56546. * Internal only
  56547. * @hidden
  56548. */
  56549. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  56550. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56551. };
  56552. /**
  56553. * Serialize placeholder for child classes
  56554. * @param parent of child
  56555. * @returns the serialized object
  56556. */
  56557. Action.prototype.serialize = function (parent) {
  56558. };
  56559. /**
  56560. * Internal only called by serialize
  56561. * @hidden
  56562. */
  56563. Action.prototype._serialize = function (serializedAction, parent) {
  56564. var serializationObject = {
  56565. type: 1,
  56566. children: [],
  56567. name: serializedAction.name,
  56568. properties: serializedAction.properties || []
  56569. };
  56570. // Serialize child
  56571. if (this._child) {
  56572. this._child.serialize(serializationObject);
  56573. }
  56574. // Check if "this" has a condition
  56575. if (this._condition) {
  56576. var serializedCondition = this._condition.serialize();
  56577. serializedCondition.children.push(serializationObject);
  56578. if (parent) {
  56579. parent.children.push(serializedCondition);
  56580. }
  56581. return serializedCondition;
  56582. }
  56583. if (parent) {
  56584. parent.children.push(serializationObject);
  56585. }
  56586. return serializationObject;
  56587. };
  56588. /**
  56589. * Internal only
  56590. * @hidden
  56591. */
  56592. Action._SerializeValueAsString = function (value) {
  56593. if (typeof value === "number") {
  56594. return value.toString();
  56595. }
  56596. if (typeof value === "boolean") {
  56597. return value ? "true" : "false";
  56598. }
  56599. if (value instanceof BABYLON.Vector2) {
  56600. return value.x + ", " + value.y;
  56601. }
  56602. if (value instanceof BABYLON.Vector3) {
  56603. return value.x + ", " + value.y + ", " + value.z;
  56604. }
  56605. if (value instanceof BABYLON.Color3) {
  56606. return value.r + ", " + value.g + ", " + value.b;
  56607. }
  56608. if (value instanceof BABYLON.Color4) {
  56609. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  56610. }
  56611. return value; // string
  56612. };
  56613. /**
  56614. * Internal only
  56615. * @hidden
  56616. */
  56617. Action._GetTargetProperty = function (target) {
  56618. return {
  56619. name: "target",
  56620. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  56621. : target instanceof BABYLON.Light ? "LightProperties"
  56622. : target instanceof BABYLON.Camera ? "CameraProperties"
  56623. : "SceneProperties",
  56624. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  56625. };
  56626. };
  56627. return Action;
  56628. }());
  56629. BABYLON.Action = Action;
  56630. })(BABYLON || (BABYLON = {}));
  56631. //# sourceMappingURL=babylon.action.js.map
  56632. var BABYLON;
  56633. (function (BABYLON) {
  56634. /**
  56635. * ActionEvent is the event being sent when an action is triggered.
  56636. */
  56637. var ActionEvent = /** @class */ (function () {
  56638. /**
  56639. * Creates a new ActionEvent
  56640. * @param source The mesh or sprite that triggered the action
  56641. * @param pointerX The X mouse cursor position at the time of the event
  56642. * @param pointerY The Y mouse cursor position at the time of the event
  56643. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  56644. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  56645. * @param additionalData additional data for the event
  56646. */
  56647. function ActionEvent(
  56648. /** The mesh or sprite that triggered the action */
  56649. source,
  56650. /** The X mouse cursor position at the time of the event */
  56651. pointerX,
  56652. /** The Y mouse cursor position at the time of the event */
  56653. pointerY,
  56654. /** The mesh that is currently pointed at (can be null) */
  56655. meshUnderPointer,
  56656. /** the original (browser) event that triggered the ActionEvent */
  56657. sourceEvent,
  56658. /** additional data for the event */
  56659. additionalData) {
  56660. this.source = source;
  56661. this.pointerX = pointerX;
  56662. this.pointerY = pointerY;
  56663. this.meshUnderPointer = meshUnderPointer;
  56664. this.sourceEvent = sourceEvent;
  56665. this.additionalData = additionalData;
  56666. }
  56667. /**
  56668. * Helper function to auto-create an ActionEvent from a source mesh.
  56669. * @param source The source mesh that triggered the event
  56670. * @param evt The original (browser) event
  56671. * @param additionalData additional data for the event
  56672. * @returns the new ActionEvent
  56673. */
  56674. ActionEvent.CreateNew = function (source, evt, additionalData) {
  56675. var scene = source.getScene();
  56676. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56677. };
  56678. /**
  56679. * Helper function to auto-create an ActionEvent from a source sprite
  56680. * @param source The source sprite that triggered the event
  56681. * @param scene Scene associated with the sprite
  56682. * @param evt The original (browser) event
  56683. * @param additionalData additional data for the event
  56684. * @returns the new ActionEvent
  56685. */
  56686. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  56687. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56688. };
  56689. /**
  56690. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  56691. * @param scene the scene where the event occurred
  56692. * @param evt The original (browser) event
  56693. * @returns the new ActionEvent
  56694. */
  56695. ActionEvent.CreateNewFromScene = function (scene, evt) {
  56696. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  56697. };
  56698. /**
  56699. * Helper function to auto-create an ActionEvent from a primitive
  56700. * @param prim defines the target primitive
  56701. * @param pointerPos defines the pointer position
  56702. * @param evt The original (browser) event
  56703. * @param additionalData additional data for the event
  56704. * @returns the new ActionEvent
  56705. */
  56706. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  56707. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  56708. };
  56709. return ActionEvent;
  56710. }());
  56711. BABYLON.ActionEvent = ActionEvent;
  56712. /**
  56713. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  56714. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  56715. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  56716. */
  56717. var ActionManager = /** @class */ (function () {
  56718. /**
  56719. * Creates a new action manager
  56720. * @param scene defines the hosting scene
  56721. */
  56722. function ActionManager(scene) {
  56723. // Members
  56724. /** Gets the list of actions */
  56725. this.actions = new Array();
  56726. /** Gets the cursor to use when hovering items */
  56727. this.hoverCursor = '';
  56728. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  56729. scene.actionManagers.push(this);
  56730. }
  56731. // Methods
  56732. /**
  56733. * Releases all associated resources
  56734. */
  56735. ActionManager.prototype.dispose = function () {
  56736. var index = this._scene.actionManagers.indexOf(this);
  56737. for (var i = 0; i < this.actions.length; i++) {
  56738. var action = this.actions[i];
  56739. ActionManager.Triggers[action.trigger]--;
  56740. if (ActionManager.Triggers[action.trigger] === 0) {
  56741. delete ActionManager.Triggers[action.trigger];
  56742. }
  56743. }
  56744. if (index > -1) {
  56745. this._scene.actionManagers.splice(index, 1);
  56746. }
  56747. };
  56748. /**
  56749. * Gets hosting scene
  56750. * @returns the hosting scene
  56751. */
  56752. ActionManager.prototype.getScene = function () {
  56753. return this._scene;
  56754. };
  56755. /**
  56756. * Does this action manager handles actions of any of the given triggers
  56757. * @param triggers defines the triggers to be tested
  56758. * @return a boolean indicating whether one (or more) of the triggers is handled
  56759. */
  56760. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  56761. for (var index = 0; index < this.actions.length; index++) {
  56762. var action = this.actions[index];
  56763. if (triggers.indexOf(action.trigger) > -1) {
  56764. return true;
  56765. }
  56766. }
  56767. return false;
  56768. };
  56769. /**
  56770. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  56771. * speed.
  56772. * @param triggerA defines the trigger to be tested
  56773. * @param triggerB defines the trigger to be tested
  56774. * @return a boolean indicating whether one (or more) of the triggers is handled
  56775. */
  56776. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  56777. for (var index = 0; index < this.actions.length; index++) {
  56778. var action = this.actions[index];
  56779. if (triggerA == action.trigger || triggerB == action.trigger) {
  56780. return true;
  56781. }
  56782. }
  56783. return false;
  56784. };
  56785. /**
  56786. * Does this action manager handles actions of a given trigger
  56787. * @param trigger defines the trigger to be tested
  56788. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  56789. * @return whether the trigger is handled
  56790. */
  56791. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  56792. for (var index = 0; index < this.actions.length; index++) {
  56793. var action = this.actions[index];
  56794. if (action.trigger === trigger) {
  56795. if (parameterPredicate) {
  56796. if (parameterPredicate(action.getTriggerParameter())) {
  56797. return true;
  56798. }
  56799. }
  56800. else {
  56801. return true;
  56802. }
  56803. }
  56804. }
  56805. return false;
  56806. };
  56807. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  56808. /**
  56809. * Does this action manager has pointer triggers
  56810. */
  56811. get: function () {
  56812. for (var index = 0; index < this.actions.length; index++) {
  56813. var action = this.actions[index];
  56814. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  56815. return true;
  56816. }
  56817. }
  56818. return false;
  56819. },
  56820. enumerable: true,
  56821. configurable: true
  56822. });
  56823. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  56824. /**
  56825. * Does this action manager has pick triggers
  56826. */
  56827. get: function () {
  56828. for (var index = 0; index < this.actions.length; index++) {
  56829. var action = this.actions[index];
  56830. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  56831. return true;
  56832. }
  56833. }
  56834. return false;
  56835. },
  56836. enumerable: true,
  56837. configurable: true
  56838. });
  56839. Object.defineProperty(ActionManager, "HasTriggers", {
  56840. /**
  56841. * Does exist one action manager with at least one trigger
  56842. **/
  56843. get: function () {
  56844. for (var t in ActionManager.Triggers) {
  56845. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56846. return true;
  56847. }
  56848. }
  56849. return false;
  56850. },
  56851. enumerable: true,
  56852. configurable: true
  56853. });
  56854. Object.defineProperty(ActionManager, "HasPickTriggers", {
  56855. /**
  56856. * Does exist one action manager with at least one pick trigger
  56857. **/
  56858. get: function () {
  56859. for (var t in ActionManager.Triggers) {
  56860. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56861. var t_int = parseInt(t);
  56862. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  56863. return true;
  56864. }
  56865. }
  56866. }
  56867. return false;
  56868. },
  56869. enumerable: true,
  56870. configurable: true
  56871. });
  56872. /**
  56873. * Does exist one action manager that handles actions of a given trigger
  56874. * @param trigger defines the trigger to be tested
  56875. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  56876. **/
  56877. ActionManager.HasSpecificTrigger = function (trigger) {
  56878. for (var t in ActionManager.Triggers) {
  56879. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56880. var t_int = parseInt(t);
  56881. if (t_int === trigger) {
  56882. return true;
  56883. }
  56884. }
  56885. }
  56886. return false;
  56887. };
  56888. /**
  56889. * Registers an action to this action manager
  56890. * @param action defines the action to be registered
  56891. * @return the action amended (prepared) after registration
  56892. */
  56893. ActionManager.prototype.registerAction = function (action) {
  56894. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  56895. if (this.getScene().actionManager !== this) {
  56896. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  56897. return null;
  56898. }
  56899. }
  56900. this.actions.push(action);
  56901. if (ActionManager.Triggers[action.trigger]) {
  56902. ActionManager.Triggers[action.trigger]++;
  56903. }
  56904. else {
  56905. ActionManager.Triggers[action.trigger] = 1;
  56906. }
  56907. action._actionManager = this;
  56908. action._prepare();
  56909. return action;
  56910. };
  56911. /**
  56912. * Unregisters an action to this action manager
  56913. * @param action defines the action to be unregistered
  56914. * @return a boolean indicating whether the action has been unregistered
  56915. */
  56916. ActionManager.prototype.unregisterAction = function (action) {
  56917. var index = this.actions.indexOf(action);
  56918. if (index !== -1) {
  56919. this.actions.splice(index, 1);
  56920. ActionManager.Triggers[action.trigger] -= 1;
  56921. if (ActionManager.Triggers[action.trigger] === 0) {
  56922. delete ActionManager.Triggers[action.trigger];
  56923. }
  56924. delete action._actionManager;
  56925. return true;
  56926. }
  56927. return false;
  56928. };
  56929. /**
  56930. * Process a specific trigger
  56931. * @param trigger defines the trigger to process
  56932. * @param evt defines the event details to be processed
  56933. */
  56934. ActionManager.prototype.processTrigger = function (trigger, evt) {
  56935. for (var index = 0; index < this.actions.length; index++) {
  56936. var action = this.actions[index];
  56937. if (action.trigger === trigger) {
  56938. if (evt) {
  56939. if (trigger === ActionManager.OnKeyUpTrigger
  56940. || trigger === ActionManager.OnKeyDownTrigger) {
  56941. var parameter = action.getTriggerParameter();
  56942. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  56943. if (!parameter.toLowerCase) {
  56944. continue;
  56945. }
  56946. var lowerCase = parameter.toLowerCase();
  56947. if (lowerCase !== evt.sourceEvent.key) {
  56948. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  56949. var actualkey = String.fromCharCode(unicode).toLowerCase();
  56950. if (actualkey !== lowerCase) {
  56951. continue;
  56952. }
  56953. }
  56954. }
  56955. }
  56956. }
  56957. action._executeCurrent(evt);
  56958. }
  56959. }
  56960. };
  56961. /** @hidden */
  56962. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  56963. var properties = propertyPath.split(".");
  56964. for (var index = 0; index < properties.length - 1; index++) {
  56965. target = target[properties[index]];
  56966. }
  56967. return target;
  56968. };
  56969. /** @hidden */
  56970. ActionManager.prototype._getProperty = function (propertyPath) {
  56971. var properties = propertyPath.split(".");
  56972. return properties[properties.length - 1];
  56973. };
  56974. /**
  56975. * Serialize this manager to a JSON object
  56976. * @param name defines the property name to store this manager
  56977. * @returns a JSON representation of this manager
  56978. */
  56979. ActionManager.prototype.serialize = function (name) {
  56980. var root = {
  56981. children: new Array(),
  56982. name: name,
  56983. type: 3,
  56984. properties: new Array() // Empty for root but required
  56985. };
  56986. for (var i = 0; i < this.actions.length; i++) {
  56987. var triggerObject = {
  56988. type: 0,
  56989. children: new Array(),
  56990. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  56991. properties: new Array()
  56992. };
  56993. var triggerOptions = this.actions[i].triggerOptions;
  56994. if (triggerOptions && typeof triggerOptions !== "number") {
  56995. if (triggerOptions.parameter instanceof BABYLON.Node) {
  56996. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  56997. }
  56998. else {
  56999. var parameter = {};
  57000. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  57001. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  57002. parameter._meshId = triggerOptions.parameter.mesh.id;
  57003. }
  57004. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  57005. }
  57006. }
  57007. // Serialize child action, recursively
  57008. this.actions[i].serialize(triggerObject);
  57009. // Add serialized trigger
  57010. root.children.push(triggerObject);
  57011. }
  57012. return root;
  57013. };
  57014. /**
  57015. * Creates a new ActionManager from a JSON data
  57016. * @param parsedActions defines the JSON data to read from
  57017. * @param object defines the hosting mesh
  57018. * @param scene defines the hosting scene
  57019. */
  57020. ActionManager.Parse = function (parsedActions, object, scene) {
  57021. var actionManager = new ActionManager(scene);
  57022. if (object === null) {
  57023. scene.actionManager = actionManager;
  57024. }
  57025. else {
  57026. object.actionManager = actionManager;
  57027. }
  57028. // instanciate a new object
  57029. var instanciate = function (name, params) {
  57030. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  57031. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  57032. newInstance.constructor.apply(newInstance, params);
  57033. return newInstance;
  57034. };
  57035. var parseParameter = function (name, value, target, propertyPath) {
  57036. if (propertyPath === null) {
  57037. // String, boolean or float
  57038. var floatValue = parseFloat(value);
  57039. if (value === "true" || value === "false") {
  57040. return value === "true";
  57041. }
  57042. else {
  57043. return isNaN(floatValue) ? value : floatValue;
  57044. }
  57045. }
  57046. var effectiveTarget = propertyPath.split(".");
  57047. var values = value.split(",");
  57048. // Get effective Target
  57049. for (var i = 0; i < effectiveTarget.length; i++) {
  57050. target = target[effectiveTarget[i]];
  57051. }
  57052. // Return appropriate value with its type
  57053. if (typeof (target) === "boolean") {
  57054. return values[0] === "true";
  57055. }
  57056. if (typeof (target) === "string") {
  57057. return values[0];
  57058. }
  57059. // Parameters with multiple values such as Vector3 etc.
  57060. var split = new Array();
  57061. for (var i = 0; i < values.length; i++) {
  57062. split.push(parseFloat(values[i]));
  57063. }
  57064. if (target instanceof BABYLON.Vector3) {
  57065. return BABYLON.Vector3.FromArray(split);
  57066. }
  57067. if (target instanceof BABYLON.Vector4) {
  57068. return BABYLON.Vector4.FromArray(split);
  57069. }
  57070. if (target instanceof BABYLON.Color3) {
  57071. return BABYLON.Color3.FromArray(split);
  57072. }
  57073. if (target instanceof BABYLON.Color4) {
  57074. return BABYLON.Color4.FromArray(split);
  57075. }
  57076. return parseFloat(values[0]);
  57077. };
  57078. // traverse graph per trigger
  57079. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  57080. if (combineArray === void 0) { combineArray = null; }
  57081. if (parsedAction.detached) {
  57082. return;
  57083. }
  57084. var parameters = new Array();
  57085. var target = null;
  57086. var propertyPath = null;
  57087. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  57088. // Parameters
  57089. if (parsedAction.type === 2) {
  57090. parameters.push(actionManager);
  57091. }
  57092. else {
  57093. parameters.push(trigger);
  57094. }
  57095. if (combine) {
  57096. var actions = new Array();
  57097. for (var j = 0; j < parsedAction.combine.length; j++) {
  57098. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  57099. }
  57100. parameters.push(actions);
  57101. }
  57102. else {
  57103. for (var i = 0; i < parsedAction.properties.length; i++) {
  57104. var value = parsedAction.properties[i].value;
  57105. var name = parsedAction.properties[i].name;
  57106. var targetType = parsedAction.properties[i].targetType;
  57107. if (name === "target") {
  57108. if (targetType !== null && targetType === "SceneProperties") {
  57109. value = target = scene;
  57110. }
  57111. else {
  57112. value = target = scene.getNodeByName(value);
  57113. }
  57114. }
  57115. else if (name === "parent") {
  57116. value = scene.getNodeByName(value);
  57117. }
  57118. else if (name === "sound") {
  57119. // Can not externalize to component, so only checks for the presence off the API.
  57120. if (scene.getSoundByName) {
  57121. value = scene.getSoundByName(value);
  57122. }
  57123. }
  57124. else if (name !== "propertyPath") {
  57125. if (parsedAction.type === 2 && name === "operator") {
  57126. value = BABYLON.ValueCondition[value];
  57127. }
  57128. else {
  57129. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  57130. }
  57131. }
  57132. else {
  57133. propertyPath = value;
  57134. }
  57135. parameters.push(value);
  57136. }
  57137. }
  57138. if (combineArray === null) {
  57139. parameters.push(condition);
  57140. }
  57141. else {
  57142. parameters.push(null);
  57143. }
  57144. // If interpolate value action
  57145. if (parsedAction.name === "InterpolateValueAction") {
  57146. var param = parameters[parameters.length - 2];
  57147. parameters[parameters.length - 1] = param;
  57148. parameters[parameters.length - 2] = condition;
  57149. }
  57150. // Action or condition(s) and not CombineAction
  57151. var newAction = instanciate(parsedAction.name, parameters);
  57152. if (newAction instanceof BABYLON.Condition && condition !== null) {
  57153. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  57154. if (action) {
  57155. action.then(nothing);
  57156. }
  57157. else {
  57158. actionManager.registerAction(nothing);
  57159. }
  57160. action = nothing;
  57161. }
  57162. if (combineArray === null) {
  57163. if (newAction instanceof BABYLON.Condition) {
  57164. condition = newAction;
  57165. newAction = action;
  57166. }
  57167. else {
  57168. condition = null;
  57169. if (action) {
  57170. action.then(newAction);
  57171. }
  57172. else {
  57173. actionManager.registerAction(newAction);
  57174. }
  57175. }
  57176. }
  57177. else {
  57178. combineArray.push(newAction);
  57179. }
  57180. for (var i = 0; i < parsedAction.children.length; i++) {
  57181. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  57182. }
  57183. };
  57184. // triggers
  57185. for (var i = 0; i < parsedActions.children.length; i++) {
  57186. var triggerParams;
  57187. var trigger = parsedActions.children[i];
  57188. if (trigger.properties.length > 0) {
  57189. var param = trigger.properties[0].value;
  57190. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  57191. if (value._meshId) {
  57192. value.mesh = scene.getMeshByID(value._meshId);
  57193. }
  57194. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  57195. }
  57196. else {
  57197. triggerParams = ActionManager[trigger.name];
  57198. }
  57199. for (var j = 0; j < trigger.children.length; j++) {
  57200. if (!trigger.detached) {
  57201. traverse(trigger.children[j], triggerParams, null, null);
  57202. }
  57203. }
  57204. }
  57205. };
  57206. /**
  57207. * Get a trigger name by index
  57208. * @param trigger defines the trigger index
  57209. * @returns a trigger name
  57210. */
  57211. ActionManager.GetTriggerName = function (trigger) {
  57212. switch (trigger) {
  57213. case 0: return "NothingTrigger";
  57214. case 1: return "OnPickTrigger";
  57215. case 2: return "OnLeftPickTrigger";
  57216. case 3: return "OnRightPickTrigger";
  57217. case 4: return "OnCenterPickTrigger";
  57218. case 5: return "OnPickDownTrigger";
  57219. case 6: return "OnPickUpTrigger";
  57220. case 7: return "OnLongPressTrigger";
  57221. case 8: return "OnPointerOverTrigger";
  57222. case 9: return "OnPointerOutTrigger";
  57223. case 10: return "OnEveryFrameTrigger";
  57224. case 11: return "OnIntersectionEnterTrigger";
  57225. case 12: return "OnIntersectionExitTrigger";
  57226. case 13: return "OnKeyDownTrigger";
  57227. case 14: return "OnKeyUpTrigger";
  57228. case 15: return "OnPickOutTrigger";
  57229. default: return "";
  57230. }
  57231. };
  57232. /**
  57233. * Nothing
  57234. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57235. */
  57236. ActionManager.NothingTrigger = 0;
  57237. /**
  57238. * On pick
  57239. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57240. */
  57241. ActionManager.OnPickTrigger = 1;
  57242. /**
  57243. * On left pick
  57244. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57245. */
  57246. ActionManager.OnLeftPickTrigger = 2;
  57247. /**
  57248. * On right pick
  57249. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57250. */
  57251. ActionManager.OnRightPickTrigger = 3;
  57252. /**
  57253. * On center pick
  57254. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57255. */
  57256. ActionManager.OnCenterPickTrigger = 4;
  57257. /**
  57258. * On pick down
  57259. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57260. */
  57261. ActionManager.OnPickDownTrigger = 5;
  57262. /**
  57263. * On double pick
  57264. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57265. */
  57266. ActionManager.OnDoublePickTrigger = 6;
  57267. /**
  57268. * On pick up
  57269. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57270. */
  57271. ActionManager.OnPickUpTrigger = 7;
  57272. /**
  57273. * On pick out.
  57274. * This trigger will only be raised if you also declared a OnPickDown
  57275. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57276. */
  57277. ActionManager.OnPickOutTrigger = 16;
  57278. /**
  57279. * On long press
  57280. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57281. */
  57282. ActionManager.OnLongPressTrigger = 8;
  57283. /**
  57284. * On pointer over
  57285. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57286. */
  57287. ActionManager.OnPointerOverTrigger = 9;
  57288. /**
  57289. * On pointer out
  57290. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57291. */
  57292. ActionManager.OnPointerOutTrigger = 10;
  57293. /**
  57294. * On every frame
  57295. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57296. */
  57297. ActionManager.OnEveryFrameTrigger = 11;
  57298. /**
  57299. * On intersection enter
  57300. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57301. */
  57302. ActionManager.OnIntersectionEnterTrigger = 12;
  57303. /**
  57304. * On intersection exit
  57305. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57306. */
  57307. ActionManager.OnIntersectionExitTrigger = 13;
  57308. /**
  57309. * On key down
  57310. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57311. */
  57312. ActionManager.OnKeyDownTrigger = 14;
  57313. /**
  57314. * On key up
  57315. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57316. */
  57317. ActionManager.OnKeyUpTrigger = 15;
  57318. /** Gets the list of active triggers */
  57319. ActionManager.Triggers = {};
  57320. return ActionManager;
  57321. }());
  57322. BABYLON.ActionManager = ActionManager;
  57323. })(BABYLON || (BABYLON = {}));
  57324. //# sourceMappingURL=babylon.actionManager.js.map
  57325. var BABYLON;
  57326. (function (BABYLON) {
  57327. /**
  57328. * This defines an action responsible to change the value of a property
  57329. * by interpolating between its current value and the newly set one once triggered.
  57330. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57331. */
  57332. var InterpolateValueAction = /** @class */ (function (_super) {
  57333. __extends(InterpolateValueAction, _super);
  57334. /**
  57335. * Instantiate the action
  57336. * @param triggerOptions defines the trigger options
  57337. * @param target defines the object containing the value to interpolate
  57338. * @param propertyPath defines the path to the property in the target object
  57339. * @param value defines the target value at the end of the interpolation
  57340. * @param duration deines the time it will take for the property to interpolate to the value.
  57341. * @param condition defines the trigger related conditions
  57342. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  57343. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  57344. */
  57345. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  57346. if (duration === void 0) { duration = 1000; }
  57347. var _this = _super.call(this, triggerOptions, condition) || this;
  57348. /**
  57349. * Defines the time it will take for the property to interpolate to the value.
  57350. */
  57351. _this.duration = 1000;
  57352. /**
  57353. * Observable triggered once the interpolation animation has been done.
  57354. */
  57355. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  57356. _this.propertyPath = propertyPath;
  57357. _this.value = value;
  57358. _this.duration = duration;
  57359. _this.stopOtherAnimations = stopOtherAnimations;
  57360. _this.onInterpolationDone = onInterpolationDone;
  57361. _this._target = _this._effectiveTarget = target;
  57362. return _this;
  57363. }
  57364. /** @hidden */
  57365. InterpolateValueAction.prototype._prepare = function () {
  57366. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57367. this._property = this._getProperty(this.propertyPath);
  57368. };
  57369. /**
  57370. * Execute the action starts the value interpolation.
  57371. */
  57372. InterpolateValueAction.prototype.execute = function () {
  57373. var _this = this;
  57374. var scene = this._actionManager.getScene();
  57375. var keys = [
  57376. {
  57377. frame: 0,
  57378. value: this._effectiveTarget[this._property]
  57379. }, {
  57380. frame: 100,
  57381. value: this.value
  57382. }
  57383. ];
  57384. var dataType;
  57385. if (typeof this.value === "number") {
  57386. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  57387. }
  57388. else if (this.value instanceof BABYLON.Color3) {
  57389. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  57390. }
  57391. else if (this.value instanceof BABYLON.Vector3) {
  57392. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  57393. }
  57394. else if (this.value instanceof BABYLON.Matrix) {
  57395. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  57396. }
  57397. else if (this.value instanceof BABYLON.Quaternion) {
  57398. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  57399. }
  57400. else {
  57401. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  57402. return;
  57403. }
  57404. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  57405. animation.setKeys(keys);
  57406. if (this.stopOtherAnimations) {
  57407. scene.stopAnimation(this._effectiveTarget);
  57408. }
  57409. var wrapper = function () {
  57410. _this.onInterpolationDoneObservable.notifyObservers(_this);
  57411. if (_this.onInterpolationDone) {
  57412. _this.onInterpolationDone();
  57413. }
  57414. };
  57415. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  57416. };
  57417. /**
  57418. * Serializes the actions and its related information.
  57419. * @param parent defines the object to serialize in
  57420. * @returns the serialized object
  57421. */
  57422. InterpolateValueAction.prototype.serialize = function (parent) {
  57423. return _super.prototype._serialize.call(this, {
  57424. name: "InterpolateValueAction",
  57425. properties: [
  57426. BABYLON.Action._GetTargetProperty(this._target),
  57427. { name: "propertyPath", value: this.propertyPath },
  57428. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  57429. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  57430. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  57431. ]
  57432. }, parent);
  57433. };
  57434. return InterpolateValueAction;
  57435. }(BABYLON.Action));
  57436. BABYLON.InterpolateValueAction = InterpolateValueAction;
  57437. })(BABYLON || (BABYLON = {}));
  57438. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  57439. var BABYLON;
  57440. (function (BABYLON) {
  57441. /**
  57442. * This defines an action responsible to toggle a boolean once triggered.
  57443. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57444. */
  57445. var SwitchBooleanAction = /** @class */ (function (_super) {
  57446. __extends(SwitchBooleanAction, _super);
  57447. /**
  57448. * Instantiate the action
  57449. * @param triggerOptions defines the trigger options
  57450. * @param target defines the object containing the boolean
  57451. * @param propertyPath defines the path to the boolean property in the target object
  57452. * @param condition defines the trigger related conditions
  57453. */
  57454. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  57455. var _this = _super.call(this, triggerOptions, condition) || this;
  57456. _this.propertyPath = propertyPath;
  57457. _this._target = _this._effectiveTarget = target;
  57458. return _this;
  57459. }
  57460. /** @hidden */
  57461. SwitchBooleanAction.prototype._prepare = function () {
  57462. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57463. this._property = this._getProperty(this.propertyPath);
  57464. };
  57465. /**
  57466. * Execute the action toggle the boolean value.
  57467. */
  57468. SwitchBooleanAction.prototype.execute = function () {
  57469. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  57470. };
  57471. /**
  57472. * Serializes the actions and its related information.
  57473. * @param parent defines the object to serialize in
  57474. * @returns the serialized object
  57475. */
  57476. SwitchBooleanAction.prototype.serialize = function (parent) {
  57477. return _super.prototype._serialize.call(this, {
  57478. name: "SwitchBooleanAction",
  57479. properties: [
  57480. BABYLON.Action._GetTargetProperty(this._target),
  57481. { name: "propertyPath", value: this.propertyPath }
  57482. ]
  57483. }, parent);
  57484. };
  57485. return SwitchBooleanAction;
  57486. }(BABYLON.Action));
  57487. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  57488. /**
  57489. * This defines an action responsible to set a the state field of the target
  57490. * to a desired value once triggered.
  57491. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57492. */
  57493. var SetStateAction = /** @class */ (function (_super) {
  57494. __extends(SetStateAction, _super);
  57495. /**
  57496. * Instantiate the action
  57497. * @param triggerOptions defines the trigger options
  57498. * @param target defines the object containing the state property
  57499. * @param value defines the value to store in the state field
  57500. * @param condition defines the trigger related conditions
  57501. */
  57502. function SetStateAction(triggerOptions, target, value, condition) {
  57503. var _this = _super.call(this, triggerOptions, condition) || this;
  57504. _this.value = value;
  57505. _this._target = target;
  57506. return _this;
  57507. }
  57508. /**
  57509. * Execute the action and store the value on the target state property.
  57510. */
  57511. SetStateAction.prototype.execute = function () {
  57512. this._target.state = this.value;
  57513. };
  57514. /**
  57515. * Serializes the actions and its related information.
  57516. * @param parent defines the object to serialize in
  57517. * @returns the serialized object
  57518. */
  57519. SetStateAction.prototype.serialize = function (parent) {
  57520. return _super.prototype._serialize.call(this, {
  57521. name: "SetStateAction",
  57522. properties: [
  57523. BABYLON.Action._GetTargetProperty(this._target),
  57524. { name: "value", value: this.value }
  57525. ]
  57526. }, parent);
  57527. };
  57528. return SetStateAction;
  57529. }(BABYLON.Action));
  57530. BABYLON.SetStateAction = SetStateAction;
  57531. /**
  57532. * This defines an action responsible to set a property of the target
  57533. * to a desired value once triggered.
  57534. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57535. */
  57536. var SetValueAction = /** @class */ (function (_super) {
  57537. __extends(SetValueAction, _super);
  57538. /**
  57539. * Instantiate the action
  57540. * @param triggerOptions defines the trigger options
  57541. * @param target defines the object containing the property
  57542. * @param propertyPath defines the path of the property to set in the target
  57543. * @param value defines the value to set in the property
  57544. * @param condition defines the trigger related conditions
  57545. */
  57546. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  57547. var _this = _super.call(this, triggerOptions, condition) || this;
  57548. _this.propertyPath = propertyPath;
  57549. _this.value = value;
  57550. _this._target = _this._effectiveTarget = target;
  57551. return _this;
  57552. }
  57553. /** @hidden */
  57554. SetValueAction.prototype._prepare = function () {
  57555. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57556. this._property = this._getProperty(this.propertyPath);
  57557. };
  57558. /**
  57559. * Execute the action and set the targetted property to the desired value.
  57560. */
  57561. SetValueAction.prototype.execute = function () {
  57562. this._effectiveTarget[this._property] = this.value;
  57563. if (this._target.markAsDirty) {
  57564. this._target.markAsDirty(this._property);
  57565. }
  57566. };
  57567. /**
  57568. * Serializes the actions and its related information.
  57569. * @param parent defines the object to serialize in
  57570. * @returns the serialized object
  57571. */
  57572. SetValueAction.prototype.serialize = function (parent) {
  57573. return _super.prototype._serialize.call(this, {
  57574. name: "SetValueAction",
  57575. properties: [
  57576. BABYLON.Action._GetTargetProperty(this._target),
  57577. { name: "propertyPath", value: this.propertyPath },
  57578. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57579. ]
  57580. }, parent);
  57581. };
  57582. return SetValueAction;
  57583. }(BABYLON.Action));
  57584. BABYLON.SetValueAction = SetValueAction;
  57585. /**
  57586. * This defines an action responsible to increment the target value
  57587. * to a desired value once triggered.
  57588. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57589. */
  57590. var IncrementValueAction = /** @class */ (function (_super) {
  57591. __extends(IncrementValueAction, _super);
  57592. /**
  57593. * Instantiate the action
  57594. * @param triggerOptions defines the trigger options
  57595. * @param target defines the object containing the property
  57596. * @param propertyPath defines the path of the property to increment in the target
  57597. * @param value defines the value value we should increment the property by
  57598. * @param condition defines the trigger related conditions
  57599. */
  57600. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  57601. var _this = _super.call(this, triggerOptions, condition) || this;
  57602. _this.propertyPath = propertyPath;
  57603. _this.value = value;
  57604. _this._target = _this._effectiveTarget = target;
  57605. return _this;
  57606. }
  57607. /** @hidden */
  57608. IncrementValueAction.prototype._prepare = function () {
  57609. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57610. this._property = this._getProperty(this.propertyPath);
  57611. if (typeof this._effectiveTarget[this._property] !== "number") {
  57612. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  57613. }
  57614. };
  57615. /**
  57616. * Execute the action and increment the target of the value amount.
  57617. */
  57618. IncrementValueAction.prototype.execute = function () {
  57619. this._effectiveTarget[this._property] += this.value;
  57620. if (this._target.markAsDirty) {
  57621. this._target.markAsDirty(this._property);
  57622. }
  57623. };
  57624. /**
  57625. * Serializes the actions and its related information.
  57626. * @param parent defines the object to serialize in
  57627. * @returns the serialized object
  57628. */
  57629. IncrementValueAction.prototype.serialize = function (parent) {
  57630. return _super.prototype._serialize.call(this, {
  57631. name: "IncrementValueAction",
  57632. properties: [
  57633. BABYLON.Action._GetTargetProperty(this._target),
  57634. { name: "propertyPath", value: this.propertyPath },
  57635. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57636. ]
  57637. }, parent);
  57638. };
  57639. return IncrementValueAction;
  57640. }(BABYLON.Action));
  57641. BABYLON.IncrementValueAction = IncrementValueAction;
  57642. /**
  57643. * This defines an action responsible to start an animation once triggered.
  57644. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57645. */
  57646. var PlayAnimationAction = /** @class */ (function (_super) {
  57647. __extends(PlayAnimationAction, _super);
  57648. /**
  57649. * Instantiate the action
  57650. * @param triggerOptions defines the trigger options
  57651. * @param target defines the target animation or animation name
  57652. * @param from defines from where the animation should start (animation frame)
  57653. * @param end defines where the animation should stop (animation frame)
  57654. * @param loop defines if the animation should loop or stop after the first play
  57655. * @param condition defines the trigger related conditions
  57656. */
  57657. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  57658. var _this = _super.call(this, triggerOptions, condition) || this;
  57659. _this.from = from;
  57660. _this.to = to;
  57661. _this.loop = loop;
  57662. _this._target = target;
  57663. return _this;
  57664. }
  57665. /** @hidden */
  57666. PlayAnimationAction.prototype._prepare = function () {
  57667. };
  57668. /**
  57669. * Execute the action and play the animation.
  57670. */
  57671. PlayAnimationAction.prototype.execute = function () {
  57672. var scene = this._actionManager.getScene();
  57673. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  57674. };
  57675. /**
  57676. * Serializes the actions and its related information.
  57677. * @param parent defines the object to serialize in
  57678. * @returns the serialized object
  57679. */
  57680. PlayAnimationAction.prototype.serialize = function (parent) {
  57681. return _super.prototype._serialize.call(this, {
  57682. name: "PlayAnimationAction",
  57683. properties: [
  57684. BABYLON.Action._GetTargetProperty(this._target),
  57685. { name: "from", value: String(this.from) },
  57686. { name: "to", value: String(this.to) },
  57687. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  57688. ]
  57689. }, parent);
  57690. };
  57691. return PlayAnimationAction;
  57692. }(BABYLON.Action));
  57693. BABYLON.PlayAnimationAction = PlayAnimationAction;
  57694. /**
  57695. * This defines an action responsible to stop an animation once triggered.
  57696. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57697. */
  57698. var StopAnimationAction = /** @class */ (function (_super) {
  57699. __extends(StopAnimationAction, _super);
  57700. /**
  57701. * Instantiate the action
  57702. * @param triggerOptions defines the trigger options
  57703. * @param target defines the target animation or animation name
  57704. * @param condition defines the trigger related conditions
  57705. */
  57706. function StopAnimationAction(triggerOptions, target, condition) {
  57707. var _this = _super.call(this, triggerOptions, condition) || this;
  57708. _this._target = target;
  57709. return _this;
  57710. }
  57711. /** @hidden */
  57712. StopAnimationAction.prototype._prepare = function () {
  57713. };
  57714. /**
  57715. * Execute the action and stop the animation.
  57716. */
  57717. StopAnimationAction.prototype.execute = function () {
  57718. var scene = this._actionManager.getScene();
  57719. scene.stopAnimation(this._target);
  57720. };
  57721. /**
  57722. * Serializes the actions and its related information.
  57723. * @param parent defines the object to serialize in
  57724. * @returns the serialized object
  57725. */
  57726. StopAnimationAction.prototype.serialize = function (parent) {
  57727. return _super.prototype._serialize.call(this, {
  57728. name: "StopAnimationAction",
  57729. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  57730. }, parent);
  57731. };
  57732. return StopAnimationAction;
  57733. }(BABYLON.Action));
  57734. BABYLON.StopAnimationAction = StopAnimationAction;
  57735. /**
  57736. * This defines an action responsible that does nothing once triggered.
  57737. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57738. */
  57739. var DoNothingAction = /** @class */ (function (_super) {
  57740. __extends(DoNothingAction, _super);
  57741. /**
  57742. * Instantiate the action
  57743. * @param triggerOptions defines the trigger options
  57744. * @param condition defines the trigger related conditions
  57745. */
  57746. function DoNothingAction(triggerOptions, condition) {
  57747. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  57748. return _super.call(this, triggerOptions, condition) || this;
  57749. }
  57750. /**
  57751. * Execute the action and do nothing.
  57752. */
  57753. DoNothingAction.prototype.execute = function () {
  57754. };
  57755. /**
  57756. * Serializes the actions and its related information.
  57757. * @param parent defines the object to serialize in
  57758. * @returns the serialized object
  57759. */
  57760. DoNothingAction.prototype.serialize = function (parent) {
  57761. return _super.prototype._serialize.call(this, {
  57762. name: "DoNothingAction",
  57763. properties: []
  57764. }, parent);
  57765. };
  57766. return DoNothingAction;
  57767. }(BABYLON.Action));
  57768. BABYLON.DoNothingAction = DoNothingAction;
  57769. /**
  57770. * This defines an action responsible to trigger several actions once triggered.
  57771. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57772. */
  57773. var CombineAction = /** @class */ (function (_super) {
  57774. __extends(CombineAction, _super);
  57775. /**
  57776. * Instantiate the action
  57777. * @param triggerOptions defines the trigger options
  57778. * @param children defines the list of aggregated animations to run
  57779. * @param condition defines the trigger related conditions
  57780. */
  57781. function CombineAction(triggerOptions, children, condition) {
  57782. var _this = _super.call(this, triggerOptions, condition) || this;
  57783. _this.children = children;
  57784. return _this;
  57785. }
  57786. /** @hidden */
  57787. CombineAction.prototype._prepare = function () {
  57788. for (var index = 0; index < this.children.length; index++) {
  57789. this.children[index]._actionManager = this._actionManager;
  57790. this.children[index]._prepare();
  57791. }
  57792. };
  57793. /**
  57794. * Execute the action and executes all the aggregated actions.
  57795. */
  57796. CombineAction.prototype.execute = function (evt) {
  57797. for (var index = 0; index < this.children.length; index++) {
  57798. this.children[index].execute(evt);
  57799. }
  57800. };
  57801. /**
  57802. * Serializes the actions and its related information.
  57803. * @param parent defines the object to serialize in
  57804. * @returns the serialized object
  57805. */
  57806. CombineAction.prototype.serialize = function (parent) {
  57807. var serializationObject = _super.prototype._serialize.call(this, {
  57808. name: "CombineAction",
  57809. properties: [],
  57810. combine: []
  57811. }, parent);
  57812. for (var i = 0; i < this.children.length; i++) {
  57813. serializationObject.combine.push(this.children[i].serialize(null));
  57814. }
  57815. return serializationObject;
  57816. };
  57817. return CombineAction;
  57818. }(BABYLON.Action));
  57819. BABYLON.CombineAction = CombineAction;
  57820. /**
  57821. * This defines an action responsible to run code (external event) once triggered.
  57822. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57823. */
  57824. var ExecuteCodeAction = /** @class */ (function (_super) {
  57825. __extends(ExecuteCodeAction, _super);
  57826. /**
  57827. * Instantiate the action
  57828. * @param triggerOptions defines the trigger options
  57829. * @param func defines the callback function to run
  57830. * @param condition defines the trigger related conditions
  57831. */
  57832. function ExecuteCodeAction(triggerOptions, func, condition) {
  57833. var _this = _super.call(this, triggerOptions, condition) || this;
  57834. _this.func = func;
  57835. return _this;
  57836. }
  57837. /**
  57838. * Execute the action and run the attached code.
  57839. */
  57840. ExecuteCodeAction.prototype.execute = function (evt) {
  57841. this.func(evt);
  57842. };
  57843. return ExecuteCodeAction;
  57844. }(BABYLON.Action));
  57845. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  57846. /**
  57847. * This defines an action responsible to set the parent property of the target once triggered.
  57848. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57849. */
  57850. var SetParentAction = /** @class */ (function (_super) {
  57851. __extends(SetParentAction, _super);
  57852. /**
  57853. * Instantiate the action
  57854. * @param triggerOptions defines the trigger options
  57855. * @param target defines the target containing the parent property
  57856. * @param parent defines from where the animation should start (animation frame)
  57857. * @param condition defines the trigger related conditions
  57858. */
  57859. function SetParentAction(triggerOptions, target, parent, condition) {
  57860. var _this = _super.call(this, triggerOptions, condition) || this;
  57861. _this._target = target;
  57862. _this._parent = parent;
  57863. return _this;
  57864. }
  57865. /** @hidden */
  57866. SetParentAction.prototype._prepare = function () {
  57867. };
  57868. /**
  57869. * Execute the action and set the parent property.
  57870. */
  57871. SetParentAction.prototype.execute = function () {
  57872. if (this._target.parent === this._parent) {
  57873. return;
  57874. }
  57875. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  57876. invertParentWorldMatrix.invert();
  57877. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  57878. this._target.parent = this._parent;
  57879. };
  57880. /**
  57881. * Serializes the actions and its related information.
  57882. * @param parent defines the object to serialize in
  57883. * @returns the serialized object
  57884. */
  57885. SetParentAction.prototype.serialize = function (parent) {
  57886. return _super.prototype._serialize.call(this, {
  57887. name: "SetParentAction",
  57888. properties: [
  57889. BABYLON.Action._GetTargetProperty(this._target),
  57890. BABYLON.Action._GetTargetProperty(this._parent),
  57891. ]
  57892. }, parent);
  57893. };
  57894. return SetParentAction;
  57895. }(BABYLON.Action));
  57896. BABYLON.SetParentAction = SetParentAction;
  57897. })(BABYLON || (BABYLON = {}));
  57898. //# sourceMappingURL=babylon.directActions.js.map
  57899. var BABYLON;
  57900. (function (BABYLON) {
  57901. /**
  57902. * Class used to manage multiple sprites on the same spritesheet
  57903. * @see http://doc.babylonjs.com/babylon101/sprites
  57904. */
  57905. var SpriteManager = /** @class */ (function () {
  57906. /**
  57907. * Creates a new sprite manager
  57908. * @param name defines the manager's name
  57909. * @param imgUrl defines the sprite sheet url
  57910. * @param capacity defines the maximum allowed number of sprites
  57911. * @param cellSize defines the size of a sprite cell
  57912. * @param scene defines the hosting scene
  57913. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  57914. * @param samplingMode defines the smapling mode to use with spritesheet
  57915. */
  57916. function SpriteManager(
  57917. /** defines the manager's name */
  57918. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  57919. if (epsilon === void 0) { epsilon = 0.01; }
  57920. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  57921. this.name = name;
  57922. /** Gets the list of sprites */
  57923. this.sprites = new Array();
  57924. /** Gets or sets the rendering group id (0 by default) */
  57925. this.renderingGroupId = 0;
  57926. /** Gets or sets camera layer mask */
  57927. this.layerMask = 0x0FFFFFFF;
  57928. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  57929. this.fogEnabled = true;
  57930. /** Gets or sets a boolean indicating if the sprites are pickable */
  57931. this.isPickable = false;
  57932. /**
  57933. * An event triggered when the manager is disposed.
  57934. */
  57935. this.onDisposeObservable = new BABYLON.Observable();
  57936. this._vertexBuffers = {};
  57937. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  57938. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  57939. }
  57940. this._capacity = capacity;
  57941. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  57942. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  57943. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  57944. if (cellSize.width && cellSize.height) {
  57945. this.cellWidth = cellSize.width;
  57946. this.cellHeight = cellSize.height;
  57947. }
  57948. else if (cellSize !== undefined) {
  57949. this.cellWidth = cellSize;
  57950. this.cellHeight = cellSize;
  57951. }
  57952. else {
  57953. return;
  57954. }
  57955. this._epsilon = epsilon;
  57956. this._scene = scene;
  57957. this._scene.spriteManagers.push(this);
  57958. var indices = [];
  57959. var index = 0;
  57960. for (var count = 0; count < capacity; count++) {
  57961. indices.push(index);
  57962. indices.push(index + 1);
  57963. indices.push(index + 2);
  57964. indices.push(index);
  57965. indices.push(index + 2);
  57966. indices.push(index + 3);
  57967. index += 4;
  57968. }
  57969. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  57970. // VBO
  57971. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  57972. this._vertexData = new Float32Array(capacity * 16 * 4);
  57973. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  57974. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  57975. var options = this._buffer.createVertexBuffer("options", 4, 4);
  57976. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  57977. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  57978. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  57979. this._vertexBuffers["options"] = options;
  57980. this._vertexBuffers["cellInfo"] = cellInfo;
  57981. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  57982. // Effects
  57983. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  57984. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  57985. }
  57986. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  57987. /**
  57988. * Callback called when the manager is disposed
  57989. */
  57990. set: function (callback) {
  57991. if (this._onDisposeObserver) {
  57992. this.onDisposeObservable.remove(this._onDisposeObserver);
  57993. }
  57994. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  57995. },
  57996. enumerable: true,
  57997. configurable: true
  57998. });
  57999. Object.defineProperty(SpriteManager.prototype, "texture", {
  58000. /**
  58001. * Gets or sets the spritesheet texture
  58002. */
  58003. get: function () {
  58004. return this._spriteTexture;
  58005. },
  58006. set: function (value) {
  58007. this._spriteTexture = value;
  58008. },
  58009. enumerable: true,
  58010. configurable: true
  58011. });
  58012. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  58013. var arrayOffset = index * 16;
  58014. if (offsetX === 0) {
  58015. offsetX = this._epsilon;
  58016. }
  58017. else if (offsetX === 1) {
  58018. offsetX = 1 - this._epsilon;
  58019. }
  58020. if (offsetY === 0) {
  58021. offsetY = this._epsilon;
  58022. }
  58023. else if (offsetY === 1) {
  58024. offsetY = 1 - this._epsilon;
  58025. }
  58026. this._vertexData[arrayOffset] = sprite.position.x;
  58027. this._vertexData[arrayOffset + 1] = sprite.position.y;
  58028. this._vertexData[arrayOffset + 2] = sprite.position.z;
  58029. this._vertexData[arrayOffset + 3] = sprite.angle;
  58030. this._vertexData[arrayOffset + 4] = sprite.width;
  58031. this._vertexData[arrayOffset + 5] = sprite.height;
  58032. this._vertexData[arrayOffset + 6] = offsetX;
  58033. this._vertexData[arrayOffset + 7] = offsetY;
  58034. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  58035. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  58036. var offset = (sprite.cellIndex / rowSize) >> 0;
  58037. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  58038. this._vertexData[arrayOffset + 11] = offset;
  58039. // Color
  58040. this._vertexData[arrayOffset + 12] = sprite.color.r;
  58041. this._vertexData[arrayOffset + 13] = sprite.color.g;
  58042. this._vertexData[arrayOffset + 14] = sprite.color.b;
  58043. this._vertexData[arrayOffset + 15] = sprite.color.a;
  58044. };
  58045. /**
  58046. * Intersects the sprites with a ray
  58047. * @param ray defines the ray to intersect with
  58048. * @param camera defines the current active camera
  58049. * @param predicate defines a predicate used to select candidate sprites
  58050. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  58051. * @returns null if no hit or a PickingInfo
  58052. */
  58053. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  58054. var count = Math.min(this._capacity, this.sprites.length);
  58055. var min = BABYLON.Vector3.Zero();
  58056. var max = BABYLON.Vector3.Zero();
  58057. var distance = Number.MAX_VALUE;
  58058. var currentSprite = null;
  58059. var cameraSpacePosition = BABYLON.Vector3.Zero();
  58060. var cameraView = camera.getViewMatrix();
  58061. for (var index = 0; index < count; index++) {
  58062. var sprite = this.sprites[index];
  58063. if (!sprite) {
  58064. continue;
  58065. }
  58066. if (predicate) {
  58067. if (!predicate(sprite)) {
  58068. continue;
  58069. }
  58070. }
  58071. else if (!sprite.isPickable) {
  58072. continue;
  58073. }
  58074. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  58075. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  58076. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  58077. if (ray.intersectsBoxMinMax(min, max)) {
  58078. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  58079. if (distance > currentDistance) {
  58080. distance = currentDistance;
  58081. currentSprite = sprite;
  58082. if (fastCheck) {
  58083. break;
  58084. }
  58085. }
  58086. }
  58087. }
  58088. if (currentSprite) {
  58089. var result = new BABYLON.PickingInfo();
  58090. result.hit = true;
  58091. result.pickedSprite = currentSprite;
  58092. result.distance = distance;
  58093. return result;
  58094. }
  58095. return null;
  58096. };
  58097. /**
  58098. * Render all child sprites
  58099. */
  58100. SpriteManager.prototype.render = function () {
  58101. // Check
  58102. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  58103. return;
  58104. }
  58105. var engine = this._scene.getEngine();
  58106. var baseSize = this._spriteTexture.getBaseSize();
  58107. // Sprites
  58108. var deltaTime = engine.getDeltaTime();
  58109. var max = Math.min(this._capacity, this.sprites.length);
  58110. var rowSize = baseSize.width / this.cellWidth;
  58111. var offset = 0;
  58112. for (var index = 0; index < max; index++) {
  58113. var sprite = this.sprites[index];
  58114. if (!sprite || !sprite.isVisible) {
  58115. continue;
  58116. }
  58117. sprite._animate(deltaTime);
  58118. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  58119. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  58120. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  58121. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  58122. }
  58123. this._buffer.update(this._vertexData);
  58124. // Render
  58125. var effect = this._effectBase;
  58126. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58127. effect = this._effectFog;
  58128. }
  58129. engine.enableEffect(effect);
  58130. var viewMatrix = this._scene.getViewMatrix();
  58131. effect.setTexture("diffuseSampler", this._spriteTexture);
  58132. effect.setMatrix("view", viewMatrix);
  58133. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  58134. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  58135. // Fog
  58136. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58137. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  58138. effect.setColor3("vFogColor", this._scene.fogColor);
  58139. }
  58140. // VBOs
  58141. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  58142. // Draw order
  58143. engine.setDepthFunctionToLessOrEqual();
  58144. effect.setBool("alphaTest", true);
  58145. engine.setColorWrite(false);
  58146. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58147. engine.setColorWrite(true);
  58148. effect.setBool("alphaTest", false);
  58149. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  58150. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58151. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  58152. };
  58153. /**
  58154. * Release associated resources
  58155. */
  58156. SpriteManager.prototype.dispose = function () {
  58157. if (this._buffer) {
  58158. this._buffer.dispose();
  58159. this._buffer = null;
  58160. }
  58161. if (this._indexBuffer) {
  58162. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  58163. this._indexBuffer = null;
  58164. }
  58165. if (this._spriteTexture) {
  58166. this._spriteTexture.dispose();
  58167. this._spriteTexture = null;
  58168. }
  58169. // Remove from scene
  58170. var index = this._scene.spriteManagers.indexOf(this);
  58171. this._scene.spriteManagers.splice(index, 1);
  58172. // Callback
  58173. this.onDisposeObservable.notifyObservers(this);
  58174. this.onDisposeObservable.clear();
  58175. };
  58176. return SpriteManager;
  58177. }());
  58178. BABYLON.SpriteManager = SpriteManager;
  58179. })(BABYLON || (BABYLON = {}));
  58180. //# sourceMappingURL=babylon.spriteManager.js.map
  58181. var BABYLON;
  58182. (function (BABYLON) {
  58183. /**
  58184. * Class used to represent a sprite
  58185. * @see http://doc.babylonjs.com/babylon101/sprites
  58186. */
  58187. var Sprite = /** @class */ (function () {
  58188. /**
  58189. * Creates a new Sprite
  58190. * @param name defines the name
  58191. * @param manager defines the manager
  58192. */
  58193. function Sprite(
  58194. /** defines the name */
  58195. name, manager) {
  58196. this.name = name;
  58197. /** Gets or sets the main color */
  58198. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  58199. /** Gets or sets the width */
  58200. this.width = 1.0;
  58201. /** Gets or sets the height */
  58202. this.height = 1.0;
  58203. /** Gets or sets rotation angle */
  58204. this.angle = 0;
  58205. /** Gets or sets the cell index in the sprite sheet */
  58206. this.cellIndex = 0;
  58207. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  58208. this.invertU = 0;
  58209. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  58210. this.invertV = 0;
  58211. /** Gets the list of attached animations */
  58212. this.animations = new Array();
  58213. /** Gets or sets a boolean indicating if the sprite can be picked */
  58214. this.isPickable = false;
  58215. this._animationStarted = false;
  58216. this._loopAnimation = false;
  58217. this._fromIndex = 0;
  58218. this._toIndex = 0;
  58219. this._delay = 0;
  58220. this._direction = 1;
  58221. this._time = 0;
  58222. /**
  58223. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  58224. */
  58225. this.isVisible = true;
  58226. this._manager = manager;
  58227. this._manager.sprites.push(this);
  58228. this.position = BABYLON.Vector3.Zero();
  58229. }
  58230. Object.defineProperty(Sprite.prototype, "size", {
  58231. /**
  58232. * Gets or sets the sprite size
  58233. */
  58234. get: function () {
  58235. return this.width;
  58236. },
  58237. set: function (value) {
  58238. this.width = value;
  58239. this.height = value;
  58240. },
  58241. enumerable: true,
  58242. configurable: true
  58243. });
  58244. /**
  58245. * Starts an animation
  58246. * @param from defines the initial key
  58247. * @param to defines the end key
  58248. * @param loop defines if the animation must loop
  58249. * @param delay defines the start delay (in ms)
  58250. * @param onAnimationEnd defines a callback to call when animation ends
  58251. */
  58252. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  58253. this._fromIndex = from;
  58254. this._toIndex = to;
  58255. this._loopAnimation = loop;
  58256. this._delay = delay;
  58257. this._animationStarted = true;
  58258. this._direction = from < to ? 1 : -1;
  58259. this.cellIndex = from;
  58260. this._time = 0;
  58261. this._onAnimationEnd = onAnimationEnd;
  58262. };
  58263. /** Stops current animation (if any) */
  58264. Sprite.prototype.stopAnimation = function () {
  58265. this._animationStarted = false;
  58266. };
  58267. /** @hidden */
  58268. Sprite.prototype._animate = function (deltaTime) {
  58269. if (!this._animationStarted) {
  58270. return;
  58271. }
  58272. this._time += deltaTime;
  58273. if (this._time > this._delay) {
  58274. this._time = this._time % this._delay;
  58275. this.cellIndex += this._direction;
  58276. if (this.cellIndex > this._toIndex) {
  58277. if (this._loopAnimation) {
  58278. this.cellIndex = this._fromIndex;
  58279. }
  58280. else {
  58281. this.cellIndex = this._toIndex;
  58282. this._animationStarted = false;
  58283. if (this._onAnimationEnd) {
  58284. this._onAnimationEnd();
  58285. }
  58286. if (this.disposeWhenFinishedAnimating) {
  58287. this.dispose();
  58288. }
  58289. }
  58290. }
  58291. }
  58292. };
  58293. /** Release associated resources */
  58294. Sprite.prototype.dispose = function () {
  58295. for (var i = 0; i < this._manager.sprites.length; i++) {
  58296. if (this._manager.sprites[i] == this) {
  58297. this._manager.sprites.splice(i, 1);
  58298. }
  58299. }
  58300. };
  58301. return Sprite;
  58302. }());
  58303. BABYLON.Sprite = Sprite;
  58304. })(BABYLON || (BABYLON = {}));
  58305. //# sourceMappingURL=babylon.sprite.js.map
  58306. var BABYLON;
  58307. (function (BABYLON) {
  58308. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  58309. if (!BABYLON.PickingInfo) {
  58310. return null;
  58311. }
  58312. var pickingInfo = null;
  58313. if (!camera) {
  58314. if (!this.activeCamera) {
  58315. return null;
  58316. }
  58317. camera = this.activeCamera;
  58318. }
  58319. if (this.spriteManagers.length > 0) {
  58320. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  58321. var spriteManager = this.spriteManagers[spriteIndex];
  58322. if (!spriteManager.isPickable) {
  58323. continue;
  58324. }
  58325. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  58326. if (!result || !result.hit) {
  58327. continue;
  58328. }
  58329. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  58330. continue;
  58331. }
  58332. pickingInfo = result;
  58333. if (fastCheck) {
  58334. break;
  58335. }
  58336. }
  58337. }
  58338. return pickingInfo || new BABYLON.PickingInfo();
  58339. };
  58340. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  58341. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  58342. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58343. };
  58344. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  58345. if (!this._tempSpritePickingRay) {
  58346. return null;
  58347. }
  58348. if (!camera) {
  58349. if (!this.activeCamera) {
  58350. return null;
  58351. }
  58352. camera = this.activeCamera;
  58353. }
  58354. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  58355. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58356. };
  58357. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  58358. if (this._pointerOverSprite === sprite) {
  58359. return;
  58360. }
  58361. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58362. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58363. }
  58364. this._pointerOverSprite = sprite;
  58365. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58366. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58367. }
  58368. };
  58369. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  58370. return this._pointerOverSprite;
  58371. };
  58372. /**
  58373. * Defines the sprite scene component responsible to manage sprites
  58374. * in a given scene.
  58375. */
  58376. var SpriteSceneComponent = /** @class */ (function () {
  58377. /**
  58378. * Creates a new instance of the component for the given scene
  58379. * @param scene Defines the scene to register the component in
  58380. */
  58381. function SpriteSceneComponent(scene) {
  58382. /**
  58383. * The component name helpfull to identify the component in the list of scene components.
  58384. */
  58385. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  58386. this.scene = scene;
  58387. this.scene.spriteManagers = new Array();
  58388. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  58389. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  58390. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  58391. this._spritePredicate = function (sprite) {
  58392. if (!sprite.actionManager) {
  58393. return false;
  58394. }
  58395. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  58396. };
  58397. }
  58398. /**
  58399. * Registers the component in a given scene
  58400. */
  58401. SpriteSceneComponent.prototype.register = function () {
  58402. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  58403. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  58404. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  58405. };
  58406. /**
  58407. * Rebuilds the elements related to this component in case of
  58408. * context lost for instance.
  58409. */
  58410. SpriteSceneComponent.prototype.rebuild = function () {
  58411. /** Nothing to do for sprites */
  58412. };
  58413. /**
  58414. * Disposes the component and the associated ressources.
  58415. */
  58416. SpriteSceneComponent.prototype.dispose = function () {
  58417. this.scene.onBeforeSpritesRenderingObservable.clear();
  58418. this.scene.onAfterSpritesRenderingObservable.clear();
  58419. var spriteManagers = this.scene.spriteManagers;
  58420. while (spriteManagers.length) {
  58421. spriteManagers[0].dispose();
  58422. }
  58423. };
  58424. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  58425. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  58426. if (result) {
  58427. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  58428. }
  58429. return result;
  58430. };
  58431. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  58432. var scene = this.scene;
  58433. if (isMeshPicked) {
  58434. scene.setPointerOverSprite(null);
  58435. }
  58436. else {
  58437. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  58438. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58439. scene.setPointerOverSprite(pickResult.pickedSprite);
  58440. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  58441. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  58442. }
  58443. else {
  58444. canvas.style.cursor = scene.hoverCursor;
  58445. }
  58446. }
  58447. else {
  58448. scene.setPointerOverSprite(null);
  58449. }
  58450. }
  58451. return pickResult;
  58452. };
  58453. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58454. var scene = this.scene;
  58455. scene._pickedDownSprite = null;
  58456. if (scene.spriteManagers.length > 0) {
  58457. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58458. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58459. if (pickResult.pickedSprite.actionManager) {
  58460. scene._pickedDownSprite = pickResult.pickedSprite;
  58461. switch (evt.button) {
  58462. case 0:
  58463. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58464. break;
  58465. case 1:
  58466. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58467. break;
  58468. case 2:
  58469. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58470. break;
  58471. }
  58472. if (pickResult.pickedSprite.actionManager) {
  58473. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58474. }
  58475. }
  58476. }
  58477. }
  58478. return pickResult;
  58479. };
  58480. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58481. var scene = this.scene;
  58482. if (scene.spriteManagers.length > 0) {
  58483. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58484. if (spritePickResult) {
  58485. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  58486. if (spritePickResult.pickedSprite.actionManager) {
  58487. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58488. if (spritePickResult.pickedSprite.actionManager) {
  58489. if (!this.scene._isPointerSwiping()) {
  58490. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58491. }
  58492. }
  58493. }
  58494. }
  58495. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  58496. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  58497. }
  58498. }
  58499. }
  58500. return pickResult;
  58501. };
  58502. return SpriteSceneComponent;
  58503. }());
  58504. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  58505. })(BABYLON || (BABYLON = {}));
  58506. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  58507. var BABYLON;
  58508. (function (BABYLON) {
  58509. /**
  58510. * @hidden
  58511. */
  58512. var IntersectionInfo = /** @class */ (function () {
  58513. function IntersectionInfo(bu, bv, distance) {
  58514. this.bu = bu;
  58515. this.bv = bv;
  58516. this.distance = distance;
  58517. this.faceId = 0;
  58518. this.subMeshId = 0;
  58519. }
  58520. return IntersectionInfo;
  58521. }());
  58522. BABYLON.IntersectionInfo = IntersectionInfo;
  58523. /**
  58524. * Information about the result of picking within a scene
  58525. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  58526. */
  58527. var PickingInfo = /** @class */ (function () {
  58528. function PickingInfo() {
  58529. /**
  58530. * If the pick collided with an object
  58531. */
  58532. this.hit = false;
  58533. /**
  58534. * Distance away where the pick collided
  58535. */
  58536. this.distance = 0;
  58537. /**
  58538. * The location of pick collision
  58539. */
  58540. this.pickedPoint = null;
  58541. /**
  58542. * The mesh corresponding the the pick collision
  58543. */
  58544. this.pickedMesh = null;
  58545. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  58546. this.bu = 0;
  58547. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  58548. this.bv = 0;
  58549. /** The id of the face on the mesh that was picked */
  58550. this.faceId = -1;
  58551. /** Id of the the submesh that was picked */
  58552. this.subMeshId = 0;
  58553. /** If a sprite was picked, this will be the sprite the pick collided with */
  58554. this.pickedSprite = null;
  58555. /**
  58556. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  58557. */
  58558. this.originMesh = null;
  58559. /**
  58560. * The ray that was used to perform the picking.
  58561. */
  58562. this.ray = null;
  58563. }
  58564. /**
  58565. * Gets the normal correspodning to the face the pick collided with
  58566. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  58567. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  58568. * @returns The normal correspodning to the face the pick collided with
  58569. */
  58570. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  58571. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  58572. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  58573. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  58574. return null;
  58575. }
  58576. var indices = this.pickedMesh.getIndices();
  58577. if (!indices) {
  58578. return null;
  58579. }
  58580. var result;
  58581. if (useVerticesNormals) {
  58582. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  58583. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  58584. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  58585. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  58586. normal0 = normal0.scale(this.bu);
  58587. normal1 = normal1.scale(this.bv);
  58588. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  58589. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  58590. }
  58591. else {
  58592. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  58593. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  58594. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  58595. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  58596. var p1p2 = vertex1.subtract(vertex2);
  58597. var p3p2 = vertex3.subtract(vertex2);
  58598. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  58599. }
  58600. if (useWorldCoordinates) {
  58601. var wm = this.pickedMesh.getWorldMatrix();
  58602. if (this.pickedMesh.nonUniformScaling) {
  58603. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  58604. wm = BABYLON.Tmp.Matrix[0];
  58605. wm.setTranslationFromFloats(0, 0, 0);
  58606. wm.invert();
  58607. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  58608. wm = BABYLON.Tmp.Matrix[1];
  58609. }
  58610. result = BABYLON.Vector3.TransformNormal(result, wm);
  58611. }
  58612. result.normalize();
  58613. return result;
  58614. };
  58615. /**
  58616. * Gets the texture coordinates of where the pick occured
  58617. * @returns the vector containing the coordnates of the texture
  58618. */
  58619. PickingInfo.prototype.getTextureCoordinates = function () {
  58620. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  58621. return null;
  58622. }
  58623. var indices = this.pickedMesh.getIndices();
  58624. if (!indices) {
  58625. return null;
  58626. }
  58627. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  58628. if (!uvs) {
  58629. return null;
  58630. }
  58631. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  58632. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  58633. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  58634. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  58635. uv1 = uv1.scale(this.bu);
  58636. uv2 = uv2.scale(this.bv);
  58637. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  58638. };
  58639. return PickingInfo;
  58640. }());
  58641. BABYLON.PickingInfo = PickingInfo;
  58642. })(BABYLON || (BABYLON = {}));
  58643. //# sourceMappingURL=babylon.pickingInfo.js.map
  58644. var BABYLON;
  58645. (function (BABYLON) {
  58646. /**
  58647. * Class representing a ray with position and direction
  58648. */
  58649. var Ray = /** @class */ (function () {
  58650. /**
  58651. * Creates a new ray
  58652. * @param origin origin point
  58653. * @param direction direction
  58654. * @param length length of the ray
  58655. */
  58656. function Ray(
  58657. /** origin point */
  58658. origin,
  58659. /** direction */
  58660. direction,
  58661. /** length of the ray */
  58662. length) {
  58663. if (length === void 0) { length = Number.MAX_VALUE; }
  58664. this.origin = origin;
  58665. this.direction = direction;
  58666. this.length = length;
  58667. }
  58668. // Methods
  58669. /**
  58670. * Checks if the ray intersects a box
  58671. * @param minimum bound of the box
  58672. * @param maximum bound of the box
  58673. * @param intersectionTreshold extra extend to be added to the box in all direction
  58674. * @returns if the box was hit
  58675. */
  58676. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum, intersectionTreshold) {
  58677. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  58678. var newMinimum = Ray.TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);
  58679. var newMaximum = Ray.TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);
  58680. var d = 0.0;
  58681. var maxValue = Number.MAX_VALUE;
  58682. var inv;
  58683. var min;
  58684. var max;
  58685. var temp;
  58686. if (Math.abs(this.direction.x) < 0.0000001) {
  58687. if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {
  58688. return false;
  58689. }
  58690. }
  58691. else {
  58692. inv = 1.0 / this.direction.x;
  58693. min = (newMinimum.x - this.origin.x) * inv;
  58694. max = (newMaximum.x - this.origin.x) * inv;
  58695. if (max === -Infinity) {
  58696. max = Infinity;
  58697. }
  58698. if (min > max) {
  58699. temp = min;
  58700. min = max;
  58701. max = temp;
  58702. }
  58703. d = Math.max(min, d);
  58704. maxValue = Math.min(max, maxValue);
  58705. if (d > maxValue) {
  58706. return false;
  58707. }
  58708. }
  58709. if (Math.abs(this.direction.y) < 0.0000001) {
  58710. if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {
  58711. return false;
  58712. }
  58713. }
  58714. else {
  58715. inv = 1.0 / this.direction.y;
  58716. min = (newMinimum.y - this.origin.y) * inv;
  58717. max = (newMaximum.y - this.origin.y) * inv;
  58718. if (max === -Infinity) {
  58719. max = Infinity;
  58720. }
  58721. if (min > max) {
  58722. temp = min;
  58723. min = max;
  58724. max = temp;
  58725. }
  58726. d = Math.max(min, d);
  58727. maxValue = Math.min(max, maxValue);
  58728. if (d > maxValue) {
  58729. return false;
  58730. }
  58731. }
  58732. if (Math.abs(this.direction.z) < 0.0000001) {
  58733. if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {
  58734. return false;
  58735. }
  58736. }
  58737. else {
  58738. inv = 1.0 / this.direction.z;
  58739. min = (newMinimum.z - this.origin.z) * inv;
  58740. max = (newMaximum.z - this.origin.z) * inv;
  58741. if (max === -Infinity) {
  58742. max = Infinity;
  58743. }
  58744. if (min > max) {
  58745. temp = min;
  58746. min = max;
  58747. max = temp;
  58748. }
  58749. d = Math.max(min, d);
  58750. maxValue = Math.min(max, maxValue);
  58751. if (d > maxValue) {
  58752. return false;
  58753. }
  58754. }
  58755. return true;
  58756. };
  58757. /**
  58758. * Checks if the ray intersects a box
  58759. * @param box the bounding box to check
  58760. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  58761. * @returns if the box was hit
  58762. */
  58763. Ray.prototype.intersectsBox = function (box, intersectionTreshold) {
  58764. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  58765. return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);
  58766. };
  58767. /**
  58768. * If the ray hits a sphere
  58769. * @param sphere the bounding sphere to check
  58770. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  58771. * @returns true if it hits the sphere
  58772. */
  58773. Ray.prototype.intersectsSphere = function (sphere, intersectionTreshold) {
  58774. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  58775. var x = sphere.center.x - this.origin.x;
  58776. var y = sphere.center.y - this.origin.y;
  58777. var z = sphere.center.z - this.origin.z;
  58778. var pyth = (x * x) + (y * y) + (z * z);
  58779. var radius = sphere.radius + intersectionTreshold;
  58780. var rr = radius * radius;
  58781. if (pyth <= rr) {
  58782. return true;
  58783. }
  58784. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  58785. if (dot < 0.0) {
  58786. return false;
  58787. }
  58788. var temp = pyth - (dot * dot);
  58789. return temp <= rr;
  58790. };
  58791. /**
  58792. * If the ray hits a triange
  58793. * @param vertex0 triangle vertex
  58794. * @param vertex1 triangle vertex
  58795. * @param vertex2 triangle vertex
  58796. * @returns intersection information if hit
  58797. */
  58798. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  58799. var edge1 = Ray.TmpVector3[0];
  58800. var edge2 = Ray.TmpVector3[1];
  58801. var pvec = Ray.TmpVector3[2];
  58802. var tvec = Ray.TmpVector3[3];
  58803. var qvec = Ray.TmpVector3[4];
  58804. vertex1.subtractToRef(vertex0, edge1);
  58805. vertex2.subtractToRef(vertex0, edge2);
  58806. BABYLON.Vector3.CrossToRef(this.direction, edge2, pvec);
  58807. var det = BABYLON.Vector3.Dot(edge1, pvec);
  58808. if (det === 0) {
  58809. return null;
  58810. }
  58811. var invdet = 1 / det;
  58812. this.origin.subtractToRef(vertex0, tvec);
  58813. var bu = BABYLON.Vector3.Dot(tvec, pvec) * invdet;
  58814. if (bu < 0 || bu > 1.0) {
  58815. return null;
  58816. }
  58817. BABYLON.Vector3.CrossToRef(tvec, edge1, qvec);
  58818. var bv = BABYLON.Vector3.Dot(this.direction, qvec) * invdet;
  58819. if (bv < 0 || bu + bv > 1.0) {
  58820. return null;
  58821. }
  58822. //check if the distance is longer than the predefined length.
  58823. var distance = BABYLON.Vector3.Dot(edge2, qvec) * invdet;
  58824. if (distance > this.length) {
  58825. return null;
  58826. }
  58827. return new BABYLON.IntersectionInfo(bu, bv, distance);
  58828. };
  58829. /**
  58830. * Checks if ray intersects a plane
  58831. * @param plane the plane to check
  58832. * @returns the distance away it was hit
  58833. */
  58834. Ray.prototype.intersectsPlane = function (plane) {
  58835. var distance;
  58836. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  58837. if (Math.abs(result1) < 9.99999997475243E-07) {
  58838. return null;
  58839. }
  58840. else {
  58841. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  58842. distance = (-plane.d - result2) / result1;
  58843. if (distance < 0.0) {
  58844. if (distance < -9.99999997475243E-07) {
  58845. return null;
  58846. }
  58847. else {
  58848. return 0;
  58849. }
  58850. }
  58851. return distance;
  58852. }
  58853. };
  58854. /**
  58855. * Checks if ray intersects a mesh
  58856. * @param mesh the mesh to check
  58857. * @param fastCheck if only the bounding box should checked
  58858. * @returns picking info of the intersecton
  58859. */
  58860. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  58861. var tm = BABYLON.Tmp.Matrix[0];
  58862. mesh.getWorldMatrix().invertToRef(tm);
  58863. if (this._tmpRay) {
  58864. Ray.TransformToRef(this, tm, this._tmpRay);
  58865. }
  58866. else {
  58867. this._tmpRay = Ray.Transform(this, tm);
  58868. }
  58869. return mesh.intersects(this._tmpRay, fastCheck);
  58870. };
  58871. /**
  58872. * Checks if ray intersects a mesh
  58873. * @param meshes the meshes to check
  58874. * @param fastCheck if only the bounding box should checked
  58875. * @param results array to store result in
  58876. * @returns Array of picking infos
  58877. */
  58878. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  58879. if (results) {
  58880. results.length = 0;
  58881. }
  58882. else {
  58883. results = [];
  58884. }
  58885. for (var i = 0; i < meshes.length; i++) {
  58886. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  58887. if (pickInfo.hit) {
  58888. results.push(pickInfo);
  58889. }
  58890. }
  58891. results.sort(this._comparePickingInfo);
  58892. return results;
  58893. };
  58894. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  58895. if (pickingInfoA.distance < pickingInfoB.distance) {
  58896. return -1;
  58897. }
  58898. else if (pickingInfoA.distance > pickingInfoB.distance) {
  58899. return 1;
  58900. }
  58901. else {
  58902. return 0;
  58903. }
  58904. };
  58905. /**
  58906. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  58907. * @param sega the first point of the segment to test the intersection against
  58908. * @param segb the second point of the segment to test the intersection against
  58909. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  58910. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  58911. */
  58912. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  58913. var o = this.origin;
  58914. var u = BABYLON.Tmp.Vector3[0];
  58915. var rsegb = BABYLON.Tmp.Vector3[1];
  58916. var v = BABYLON.Tmp.Vector3[2];
  58917. var w = BABYLON.Tmp.Vector3[3];
  58918. segb.subtractToRef(sega, u);
  58919. this.direction.scaleToRef(Ray.rayl, v);
  58920. o.addToRef(v, rsegb);
  58921. sega.subtractToRef(o, w);
  58922. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  58923. var b = BABYLON.Vector3.Dot(u, v);
  58924. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  58925. var d = BABYLON.Vector3.Dot(u, w);
  58926. var e = BABYLON.Vector3.Dot(v, w);
  58927. var D = a * c - b * b; // always >= 0
  58928. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  58929. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  58930. // compute the line parameters of the two closest points
  58931. if (D < Ray.smallnum) { // the lines are almost parallel
  58932. sN = 0.0; // force using point P0 on segment S1
  58933. sD = 1.0; // to prevent possible division by 0.0 later
  58934. tN = e;
  58935. tD = c;
  58936. }
  58937. else { // get the closest points on the infinite lines
  58938. sN = (b * e - c * d);
  58939. tN = (a * e - b * d);
  58940. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  58941. sN = 0.0;
  58942. tN = e;
  58943. tD = c;
  58944. }
  58945. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  58946. sN = sD;
  58947. tN = e + b;
  58948. tD = c;
  58949. }
  58950. }
  58951. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  58952. tN = 0.0;
  58953. // recompute sc for this edge
  58954. if (-d < 0.0) {
  58955. sN = 0.0;
  58956. }
  58957. else if (-d > a) {
  58958. sN = sD;
  58959. }
  58960. else {
  58961. sN = -d;
  58962. sD = a;
  58963. }
  58964. }
  58965. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  58966. tN = tD;
  58967. // recompute sc for this edge
  58968. if ((-d + b) < 0.0) {
  58969. sN = 0;
  58970. }
  58971. else if ((-d + b) > a) {
  58972. sN = sD;
  58973. }
  58974. else {
  58975. sN = (-d + b);
  58976. sD = a;
  58977. }
  58978. }
  58979. // finally do the division to get sc and tc
  58980. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  58981. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  58982. // get the difference of the two closest points
  58983. var qtc = BABYLON.Tmp.Vector3[4];
  58984. v.scaleToRef(tc, qtc);
  58985. var dP = BABYLON.Tmp.Vector3[5];
  58986. u.scaleToRef(sc, dP);
  58987. dP.addInPlace(w).subtractInPlace(qtc); // = S1(sc) - S2(tc)
  58988. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  58989. if (isIntersected) {
  58990. return qtc.length();
  58991. }
  58992. return -1;
  58993. };
  58994. /**
  58995. * Update the ray from viewport position
  58996. * @param x position
  58997. * @param y y position
  58998. * @param viewportWidth viewport width
  58999. * @param viewportHeight viewport height
  59000. * @param world world matrix
  59001. * @param view view matrix
  59002. * @param projection projection matrix
  59003. * @returns this ray updated
  59004. */
  59005. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59006. BABYLON.Vector3.UnprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection, this);
  59007. return this;
  59008. };
  59009. // Statics
  59010. /**
  59011. * Creates a ray with origin and direction of 0,0,0
  59012. * @returns the new ray
  59013. */
  59014. Ray.Zero = function () {
  59015. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  59016. };
  59017. /**
  59018. * Creates a new ray from screen space and viewport
  59019. * @param x position
  59020. * @param y y position
  59021. * @param viewportWidth viewport width
  59022. * @param viewportHeight viewport height
  59023. * @param world world matrix
  59024. * @param view view matrix
  59025. * @param projection projection matrix
  59026. * @returns new ray
  59027. */
  59028. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59029. var result = Ray.Zero();
  59030. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  59031. };
  59032. /**
  59033. * 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
  59034. * transformed to the given world matrix.
  59035. * @param origin The origin point
  59036. * @param end The end point
  59037. * @param world a matrix to transform the ray to. Default is the identity matrix.
  59038. * @returns the new ray
  59039. */
  59040. Ray.CreateNewFromTo = function (origin, end, world) {
  59041. if (world === void 0) { world = BABYLON.Matrix.IdentityReadOnly; }
  59042. var direction = end.subtract(origin);
  59043. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  59044. direction.normalize();
  59045. return Ray.Transform(new Ray(origin, direction, length), world);
  59046. };
  59047. /**
  59048. * Transforms a ray by a matrix
  59049. * @param ray ray to transform
  59050. * @param matrix matrix to apply
  59051. * @returns the resulting new ray
  59052. */
  59053. Ray.Transform = function (ray, matrix) {
  59054. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  59055. Ray.TransformToRef(ray, matrix, result);
  59056. return result;
  59057. };
  59058. /**
  59059. * Transforms a ray by a matrix
  59060. * @param ray ray to transform
  59061. * @param matrix matrix to apply
  59062. * @param result ray to store result in
  59063. */
  59064. Ray.TransformToRef = function (ray, matrix, result) {
  59065. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  59066. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  59067. result.length = ray.length;
  59068. var dir = result.direction;
  59069. var len = dir.length();
  59070. if (!(len === 0 || len === 1)) {
  59071. var num = 1.0 / len;
  59072. dir.x *= num;
  59073. dir.y *= num;
  59074. dir.z *= num;
  59075. result.length *= len;
  59076. }
  59077. };
  59078. Ray.TmpVector3 = BABYLON.Tools.BuildArray(6, BABYLON.Vector3.Zero);
  59079. Ray.smallnum = 0.00000001;
  59080. Ray.rayl = 10e8;
  59081. return Ray;
  59082. }());
  59083. BABYLON.Ray = Ray;
  59084. })(BABYLON || (BABYLON = {}));
  59085. //# sourceMappingURL=babylon.ray.js.map
  59086. var BABYLON;
  59087. (function (BABYLON) {
  59088. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  59089. if (boxMin.x > sphereCenter.x + sphereRadius) {
  59090. return false;
  59091. }
  59092. if (sphereCenter.x - sphereRadius > boxMax.x) {
  59093. return false;
  59094. }
  59095. if (boxMin.y > sphereCenter.y + sphereRadius) {
  59096. return false;
  59097. }
  59098. if (sphereCenter.y - sphereRadius > boxMax.y) {
  59099. return false;
  59100. }
  59101. if (boxMin.z > sphereCenter.z + sphereRadius) {
  59102. return false;
  59103. }
  59104. if (sphereCenter.z - sphereRadius > boxMax.z) {
  59105. return false;
  59106. }
  59107. return true;
  59108. };
  59109. var getLowestRoot = (function () {
  59110. var result = { root: 0, found: false };
  59111. return function (a, b, c, maxR) {
  59112. result.root = 0;
  59113. result.found = false;
  59114. var determinant = b * b - 4.0 * a * c;
  59115. if (determinant < 0) {
  59116. return result;
  59117. }
  59118. var sqrtD = Math.sqrt(determinant);
  59119. var r1 = (-b - sqrtD) / (2.0 * a);
  59120. var r2 = (-b + sqrtD) / (2.0 * a);
  59121. if (r1 > r2) {
  59122. var temp = r2;
  59123. r2 = r1;
  59124. r1 = temp;
  59125. }
  59126. if (r1 > 0 && r1 < maxR) {
  59127. result.root = r1;
  59128. result.found = true;
  59129. return result;
  59130. }
  59131. if (r2 > 0 && r2 < maxR) {
  59132. result.root = r2;
  59133. result.found = true;
  59134. return result;
  59135. }
  59136. return result;
  59137. };
  59138. })();
  59139. /** @hidden */
  59140. var Collider = /** @class */ (function () {
  59141. function Collider() {
  59142. this._collisionPoint = BABYLON.Vector3.Zero();
  59143. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  59144. this._tempVector = BABYLON.Vector3.Zero();
  59145. this._tempVector2 = BABYLON.Vector3.Zero();
  59146. this._tempVector3 = BABYLON.Vector3.Zero();
  59147. this._tempVector4 = BABYLON.Vector3.Zero();
  59148. this._edge = BABYLON.Vector3.Zero();
  59149. this._baseToVertex = BABYLON.Vector3.Zero();
  59150. this._destinationPoint = BABYLON.Vector3.Zero();
  59151. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  59152. this._displacementVector = BABYLON.Vector3.Zero();
  59153. /** @hidden */
  59154. this._radius = BABYLON.Vector3.One();
  59155. /** @hidden */
  59156. this._retry = 0;
  59157. /** @hidden */
  59158. this._basePointWorld = BABYLON.Vector3.Zero();
  59159. this._velocityWorld = BABYLON.Vector3.Zero();
  59160. this._normalizedVelocity = BABYLON.Vector3.Zero();
  59161. this._collisionMask = -1;
  59162. }
  59163. Object.defineProperty(Collider.prototype, "collisionMask", {
  59164. get: function () {
  59165. return this._collisionMask;
  59166. },
  59167. set: function (mask) {
  59168. this._collisionMask = !isNaN(mask) ? mask : -1;
  59169. },
  59170. enumerable: true,
  59171. configurable: true
  59172. });
  59173. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  59174. /**
  59175. * Gets the plane normal used to compute the sliding response (in local space)
  59176. */
  59177. get: function () {
  59178. return this._slidePlaneNormal;
  59179. },
  59180. enumerable: true,
  59181. configurable: true
  59182. });
  59183. // Methods
  59184. /** @hidden */
  59185. Collider.prototype._initialize = function (source, dir, e) {
  59186. this._velocity = dir;
  59187. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  59188. this._basePoint = source;
  59189. source.multiplyToRef(this._radius, this._basePointWorld);
  59190. dir.multiplyToRef(this._radius, this._velocityWorld);
  59191. this._velocityWorldLength = this._velocityWorld.length();
  59192. this._epsilon = e;
  59193. this.collisionFound = false;
  59194. };
  59195. /** @hidden */
  59196. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  59197. pa.subtractToRef(point, this._tempVector);
  59198. pb.subtractToRef(point, this._tempVector2);
  59199. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  59200. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59201. if (d < 0) {
  59202. return false;
  59203. }
  59204. pc.subtractToRef(point, this._tempVector3);
  59205. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  59206. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59207. if (d < 0) {
  59208. return false;
  59209. }
  59210. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  59211. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59212. return d >= 0;
  59213. };
  59214. /** @hidden */
  59215. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  59216. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  59217. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  59218. if (distance > this._velocityWorldLength + max + sphereRadius) {
  59219. return false;
  59220. }
  59221. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  59222. return false;
  59223. }
  59224. return true;
  59225. };
  59226. /** @hidden */
  59227. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  59228. var t0;
  59229. var embeddedInPlane = false;
  59230. //defensive programming, actually not needed.
  59231. if (!trianglePlaneArray) {
  59232. trianglePlaneArray = [];
  59233. }
  59234. if (!trianglePlaneArray[faceIndex]) {
  59235. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  59236. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  59237. }
  59238. var trianglePlane = trianglePlaneArray[faceIndex];
  59239. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  59240. return;
  59241. }
  59242. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  59243. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  59244. if (normalDotVelocity == 0) {
  59245. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  59246. return;
  59247. }
  59248. embeddedInPlane = true;
  59249. t0 = 0;
  59250. }
  59251. else {
  59252. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59253. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59254. if (t0 > t1) {
  59255. var temp = t1;
  59256. t1 = t0;
  59257. t0 = temp;
  59258. }
  59259. if (t0 > 1.0 || t1 < 0.0) {
  59260. return;
  59261. }
  59262. if (t0 < 0) {
  59263. t0 = 0;
  59264. }
  59265. if (t0 > 1.0) {
  59266. t0 = 1.0;
  59267. }
  59268. }
  59269. this._collisionPoint.copyFromFloats(0, 0, 0);
  59270. var found = false;
  59271. var t = 1.0;
  59272. if (!embeddedInPlane) {
  59273. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  59274. this._velocity.scaleToRef(t0, this._tempVector);
  59275. this._planeIntersectionPoint.addInPlace(this._tempVector);
  59276. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  59277. found = true;
  59278. t = t0;
  59279. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  59280. }
  59281. }
  59282. if (!found) {
  59283. var velocitySquaredLength = this._velocity.lengthSquared();
  59284. var a = velocitySquaredLength;
  59285. this._basePoint.subtractToRef(p1, this._tempVector);
  59286. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59287. var c = this._tempVector.lengthSquared() - 1.0;
  59288. var lowestRoot = getLowestRoot(a, b, c, t);
  59289. if (lowestRoot.found) {
  59290. t = lowestRoot.root;
  59291. found = true;
  59292. this._collisionPoint.copyFrom(p1);
  59293. }
  59294. this._basePoint.subtractToRef(p2, this._tempVector);
  59295. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59296. c = this._tempVector.lengthSquared() - 1.0;
  59297. lowestRoot = getLowestRoot(a, b, c, t);
  59298. if (lowestRoot.found) {
  59299. t = lowestRoot.root;
  59300. found = true;
  59301. this._collisionPoint.copyFrom(p2);
  59302. }
  59303. this._basePoint.subtractToRef(p3, this._tempVector);
  59304. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59305. c = this._tempVector.lengthSquared() - 1.0;
  59306. lowestRoot = getLowestRoot(a, b, c, t);
  59307. if (lowestRoot.found) {
  59308. t = lowestRoot.root;
  59309. found = true;
  59310. this._collisionPoint.copyFrom(p3);
  59311. }
  59312. p2.subtractToRef(p1, this._edge);
  59313. p1.subtractToRef(this._basePoint, this._baseToVertex);
  59314. var edgeSquaredLength = this._edge.lengthSquared();
  59315. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59316. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59317. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59318. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59319. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59320. lowestRoot = getLowestRoot(a, b, c, t);
  59321. if (lowestRoot.found) {
  59322. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59323. if (f >= 0.0 && f <= 1.0) {
  59324. t = lowestRoot.root;
  59325. found = true;
  59326. this._edge.scaleInPlace(f);
  59327. p1.addToRef(this._edge, this._collisionPoint);
  59328. }
  59329. }
  59330. p3.subtractToRef(p2, this._edge);
  59331. p2.subtractToRef(this._basePoint, this._baseToVertex);
  59332. edgeSquaredLength = this._edge.lengthSquared();
  59333. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59334. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59335. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59336. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59337. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59338. lowestRoot = getLowestRoot(a, b, c, t);
  59339. if (lowestRoot.found) {
  59340. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59341. if (f >= 0.0 && f <= 1.0) {
  59342. t = lowestRoot.root;
  59343. found = true;
  59344. this._edge.scaleInPlace(f);
  59345. p2.addToRef(this._edge, this._collisionPoint);
  59346. }
  59347. }
  59348. p1.subtractToRef(p3, this._edge);
  59349. p3.subtractToRef(this._basePoint, this._baseToVertex);
  59350. edgeSquaredLength = this._edge.lengthSquared();
  59351. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59352. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59353. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59354. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59355. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59356. lowestRoot = getLowestRoot(a, b, c, t);
  59357. if (lowestRoot.found) {
  59358. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59359. if (f >= 0.0 && f <= 1.0) {
  59360. t = lowestRoot.root;
  59361. found = true;
  59362. this._edge.scaleInPlace(f);
  59363. p3.addToRef(this._edge, this._collisionPoint);
  59364. }
  59365. }
  59366. }
  59367. if (found) {
  59368. var distToCollision = t * this._velocity.length();
  59369. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  59370. if (!this.intersectionPoint) {
  59371. this.intersectionPoint = this._collisionPoint.clone();
  59372. }
  59373. else {
  59374. this.intersectionPoint.copyFrom(this._collisionPoint);
  59375. }
  59376. this._nearestDistance = distToCollision;
  59377. this.collisionFound = true;
  59378. }
  59379. }
  59380. };
  59381. /** @hidden */
  59382. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  59383. for (var i = indexStart; i < indexEnd; i += 3) {
  59384. var p1 = pts[indices[i] - decal];
  59385. var p2 = pts[indices[i + 1] - decal];
  59386. var p3 = pts[indices[i + 2] - decal];
  59387. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  59388. }
  59389. };
  59390. /** @hidden */
  59391. Collider.prototype._getResponse = function (pos, vel) {
  59392. pos.addToRef(vel, this._destinationPoint);
  59393. vel.scaleInPlace((this._nearestDistance / vel.length()));
  59394. this._basePoint.addToRef(vel, pos);
  59395. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  59396. this._slidePlaneNormal.normalize();
  59397. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  59398. pos.addInPlace(this._displacementVector);
  59399. this.intersectionPoint.addInPlace(this._displacementVector);
  59400. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  59401. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  59402. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  59403. };
  59404. return Collider;
  59405. }());
  59406. BABYLON.Collider = Collider;
  59407. })(BABYLON || (BABYLON = {}));
  59408. //# sourceMappingURL=babylon.collider.js.map
  59409. var BABYLON;
  59410. (function (BABYLON) {
  59411. //WebWorker code will be inserted to this variable.
  59412. /** @hidden */
  59413. BABYLON.CollisionWorker = "";
  59414. /** Defines supported task for worker process */
  59415. var WorkerTaskType;
  59416. (function (WorkerTaskType) {
  59417. /** Initialization */
  59418. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  59419. /** Update of geometry */
  59420. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  59421. /** Evaluate collision */
  59422. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  59423. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  59424. /** Defines kind of replies returned by worker */
  59425. var WorkerReplyType;
  59426. (function (WorkerReplyType) {
  59427. /** Success */
  59428. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  59429. /** Unkown error */
  59430. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  59431. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  59432. /** @hidden */
  59433. var CollisionCoordinatorWorker = /** @class */ (function () {
  59434. function CollisionCoordinatorWorker() {
  59435. var _this = this;
  59436. this._scaledPosition = BABYLON.Vector3.Zero();
  59437. this._scaledVelocity = BABYLON.Vector3.Zero();
  59438. this.onMeshUpdated = function (transformNode) {
  59439. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  59440. };
  59441. this.onGeometryUpdated = function (geometry) {
  59442. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  59443. };
  59444. this._afterRender = function () {
  59445. if (!_this._init) {
  59446. return;
  59447. }
  59448. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  59449. return;
  59450. }
  59451. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  59452. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  59453. if (_this._runningUpdated > 4) {
  59454. return;
  59455. }
  59456. ++_this._runningUpdated;
  59457. var payload = {
  59458. updatedMeshes: _this._addUpdateMeshesList,
  59459. updatedGeometries: _this._addUpdateGeometriesList,
  59460. removedGeometries: _this._toRemoveGeometryArray,
  59461. removedMeshes: _this._toRemoveMeshesArray
  59462. };
  59463. var message = {
  59464. payload: payload,
  59465. taskType: WorkerTaskType.UPDATE
  59466. };
  59467. var serializable = [];
  59468. for (var id in payload.updatedGeometries) {
  59469. if (payload.updatedGeometries.hasOwnProperty(id)) {
  59470. //prepare transferables
  59471. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  59472. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  59473. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  59474. }
  59475. }
  59476. _this._worker.postMessage(message, serializable);
  59477. _this._addUpdateMeshesList = {};
  59478. _this._addUpdateGeometriesList = {};
  59479. _this._toRemoveGeometryArray = [];
  59480. _this._toRemoveMeshesArray = [];
  59481. };
  59482. this._onMessageFromWorker = function (e) {
  59483. var returnData = e.data;
  59484. if (returnData.error != WorkerReplyType.SUCCESS) {
  59485. //TODO what errors can be returned from the worker?
  59486. BABYLON.Tools.Warn("error returned from worker!");
  59487. return;
  59488. }
  59489. switch (returnData.taskType) {
  59490. case WorkerTaskType.INIT:
  59491. _this._init = true;
  59492. //Update the worked with ALL of the scene's current state
  59493. _this._scene.meshes.forEach(function (mesh) {
  59494. _this.onMeshAdded(mesh);
  59495. });
  59496. _this._scene.getGeometries().forEach(function (geometry) {
  59497. _this.onGeometryAdded(geometry);
  59498. });
  59499. break;
  59500. case WorkerTaskType.UPDATE:
  59501. _this._runningUpdated--;
  59502. break;
  59503. case WorkerTaskType.COLLIDE:
  59504. var returnPayload = returnData.payload;
  59505. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  59506. return;
  59507. }
  59508. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  59509. if (callback) {
  59510. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  59511. if (mesh) {
  59512. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  59513. }
  59514. }
  59515. //cleanup
  59516. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  59517. break;
  59518. }
  59519. };
  59520. this._collisionsCallbackArray = [];
  59521. this._init = false;
  59522. this._runningUpdated = 0;
  59523. this._addUpdateMeshesList = {};
  59524. this._addUpdateGeometriesList = {};
  59525. this._toRemoveGeometryArray = [];
  59526. this._toRemoveMeshesArray = [];
  59527. }
  59528. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59529. if (!this._init) {
  59530. return;
  59531. }
  59532. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  59533. return;
  59534. }
  59535. position.divideToRef(collider._radius, this._scaledPosition);
  59536. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59537. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  59538. var payload = {
  59539. collider: {
  59540. position: this._scaledPosition.asArray(),
  59541. velocity: this._scaledVelocity.asArray(),
  59542. radius: collider._radius.asArray()
  59543. },
  59544. collisionId: collisionIndex,
  59545. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  59546. maximumRetry: maximumRetry
  59547. };
  59548. var message = {
  59549. payload: payload,
  59550. taskType: WorkerTaskType.COLLIDE
  59551. };
  59552. this._worker.postMessage(message);
  59553. };
  59554. CollisionCoordinatorWorker.prototype.init = function (scene) {
  59555. this._scene = scene;
  59556. this._scene.registerAfterRender(this._afterRender);
  59557. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  59558. this._worker = new Worker(workerUrl);
  59559. this._worker.onmessage = this._onMessageFromWorker;
  59560. var message = {
  59561. payload: {},
  59562. taskType: WorkerTaskType.INIT
  59563. };
  59564. this._worker.postMessage(message);
  59565. };
  59566. CollisionCoordinatorWorker.prototype.destroy = function () {
  59567. this._scene.unregisterAfterRender(this._afterRender);
  59568. this._worker.terminate();
  59569. };
  59570. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  59571. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  59572. this.onMeshUpdated(mesh);
  59573. };
  59574. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  59575. this._toRemoveMeshesArray.push(mesh.uniqueId);
  59576. };
  59577. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  59578. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  59579. geometry.onGeometryUpdated = this.onGeometryUpdated;
  59580. this.onGeometryUpdated(geometry);
  59581. };
  59582. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  59583. this._toRemoveGeometryArray.push(geometry.id);
  59584. };
  59585. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  59586. var submeshes = [];
  59587. if (mesh.subMeshes) {
  59588. submeshes = mesh.subMeshes.map(function (sm, idx) {
  59589. var boundingInfo = sm.getBoundingInfo();
  59590. return {
  59591. position: idx,
  59592. verticesStart: sm.verticesStart,
  59593. verticesCount: sm.verticesCount,
  59594. indexStart: sm.indexStart,
  59595. indexCount: sm.indexCount,
  59596. hasMaterial: !!sm.getMaterial(),
  59597. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59598. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59599. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59600. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  59601. };
  59602. });
  59603. }
  59604. var geometryId = null;
  59605. if (mesh instanceof BABYLON.Mesh) {
  59606. var geometry = mesh.geometry;
  59607. geometryId = geometry ? geometry.id : null;
  59608. }
  59609. else if (mesh instanceof BABYLON.InstancedMesh) {
  59610. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  59611. geometryId = geometry ? geometry.id : null;
  59612. }
  59613. var boundingInfo = mesh.getBoundingInfo();
  59614. return {
  59615. uniqueId: mesh.uniqueId,
  59616. id: mesh.id,
  59617. name: mesh.name,
  59618. geometryId: geometryId,
  59619. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59620. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59621. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59622. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  59623. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  59624. subMeshes: submeshes,
  59625. checkCollisions: mesh.checkCollisions
  59626. };
  59627. };
  59628. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  59629. return {
  59630. id: geometry.id,
  59631. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  59632. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  59633. indices: new Uint32Array(geometry.getIndices() || []),
  59634. };
  59635. };
  59636. return CollisionCoordinatorWorker;
  59637. }());
  59638. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  59639. /** @hidden */
  59640. var CollisionCoordinatorLegacy = /** @class */ (function () {
  59641. function CollisionCoordinatorLegacy() {
  59642. this._scaledPosition = BABYLON.Vector3.Zero();
  59643. this._scaledVelocity = BABYLON.Vector3.Zero();
  59644. this._finalPosition = BABYLON.Vector3.Zero();
  59645. }
  59646. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59647. position.divideToRef(collider._radius, this._scaledPosition);
  59648. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59649. collider.collidedMesh = null;
  59650. collider._retry = 0;
  59651. collider._initialVelocity = this._scaledVelocity;
  59652. collider._initialPosition = this._scaledPosition;
  59653. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  59654. this._finalPosition.multiplyInPlace(collider._radius);
  59655. //run the callback
  59656. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  59657. };
  59658. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  59659. this._scene = scene;
  59660. };
  59661. CollisionCoordinatorLegacy.prototype.destroy = function () {
  59662. //Legacy need no destruction method.
  59663. };
  59664. //No update in legacy mode
  59665. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  59666. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  59667. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  59668. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  59669. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  59670. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  59671. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  59672. if (excludedMesh === void 0) { excludedMesh = null; }
  59673. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  59674. if (collider._retry >= maximumRetry) {
  59675. finalPosition.copyFrom(position);
  59676. return;
  59677. }
  59678. // Check if this is a mesh else camera or -1
  59679. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  59680. collider._initialize(position, velocity, closeDistance);
  59681. // Check all meshes
  59682. for (var index = 0; index < this._scene.meshes.length; index++) {
  59683. var mesh = this._scene.meshes[index];
  59684. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  59685. mesh._checkCollision(collider);
  59686. }
  59687. }
  59688. if (!collider.collisionFound) {
  59689. position.addToRef(velocity, finalPosition);
  59690. return;
  59691. }
  59692. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  59693. collider._getResponse(position, velocity);
  59694. }
  59695. if (velocity.length() <= closeDistance) {
  59696. finalPosition.copyFrom(position);
  59697. return;
  59698. }
  59699. collider._retry++;
  59700. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  59701. };
  59702. return CollisionCoordinatorLegacy;
  59703. }());
  59704. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  59705. })(BABYLON || (BABYLON = {}));
  59706. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  59707. var BABYLON;
  59708. (function (BABYLON) {
  59709. /**
  59710. * A particle represents one of the element emitted by a particle system.
  59711. * This is mainly define by its coordinates, direction, velocity and age.
  59712. */
  59713. var Particle = /** @class */ (function () {
  59714. /**
  59715. * Creates a new instance Particle
  59716. * @param particleSystem the particle system the particle belongs to
  59717. */
  59718. function Particle(
  59719. /**
  59720. * The particle system the particle belongs to.
  59721. */
  59722. particleSystem) {
  59723. this.particleSystem = particleSystem;
  59724. /**
  59725. * The world position of the particle in the scene.
  59726. */
  59727. this.position = BABYLON.Vector3.Zero();
  59728. /**
  59729. * The world direction of the particle in the scene.
  59730. */
  59731. this.direction = BABYLON.Vector3.Zero();
  59732. /**
  59733. * The color of the particle.
  59734. */
  59735. this.color = new BABYLON.Color4(0, 0, 0, 0);
  59736. /**
  59737. * The color change of the particle per step.
  59738. */
  59739. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  59740. /**
  59741. * Defines how long will the life of the particle be.
  59742. */
  59743. this.lifeTime = 1.0;
  59744. /**
  59745. * The current age of the particle.
  59746. */
  59747. this.age = 0;
  59748. /**
  59749. * The current size of the particle.
  59750. */
  59751. this.size = 0;
  59752. /**
  59753. * The current scale of the particle.
  59754. */
  59755. this.scale = new BABYLON.Vector2(1, 1);
  59756. /**
  59757. * The current angle of the particle.
  59758. */
  59759. this.angle = 0;
  59760. /**
  59761. * Defines how fast is the angle changing.
  59762. */
  59763. this.angularSpeed = 0;
  59764. /**
  59765. * Defines the cell index used by the particle to be rendered from a sprite.
  59766. */
  59767. this.cellIndex = 0;
  59768. /** @hidden */
  59769. this._attachedSubEmitters = null;
  59770. /** @hidden */
  59771. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  59772. /** @hidden */
  59773. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  59774. /** @hidden */
  59775. this._currentSize1 = 0;
  59776. /** @hidden */
  59777. this._currentSize2 = 0;
  59778. /** @hidden */
  59779. this._currentAngularSpeed1 = 0;
  59780. /** @hidden */
  59781. this._currentAngularSpeed2 = 0;
  59782. /** @hidden */
  59783. this._currentVelocity1 = 0;
  59784. /** @hidden */
  59785. this._currentVelocity2 = 0;
  59786. /** @hidden */
  59787. this._currentLimitVelocity1 = 0;
  59788. /** @hidden */
  59789. this._currentLimitVelocity2 = 0;
  59790. /** @hidden */
  59791. this._currentDrag1 = 0;
  59792. /** @hidden */
  59793. this._currentDrag2 = 0;
  59794. this.id = Particle._Count++;
  59795. if (!this.particleSystem.isAnimationSheetEnabled) {
  59796. return;
  59797. }
  59798. this.updateCellInfoFromSystem();
  59799. }
  59800. Particle.prototype.updateCellInfoFromSystem = function () {
  59801. this.cellIndex = this.particleSystem.startSpriteCellID;
  59802. };
  59803. /**
  59804. * Defines how the sprite cell index is updated for the particle
  59805. */
  59806. Particle.prototype.updateCellIndex = function () {
  59807. var offsetAge = this.age;
  59808. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  59809. if (this.particleSystem.spriteRandomStartCell) {
  59810. if (this._randomCellOffset === undefined) {
  59811. this._randomCellOffset = Math.random() * this.lifeTime;
  59812. }
  59813. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  59814. changeSpeed = 1;
  59815. offsetAge = this._randomCellOffset;
  59816. }
  59817. else {
  59818. offsetAge += this._randomCellOffset;
  59819. }
  59820. }
  59821. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  59822. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  59823. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  59824. };
  59825. /** @hidden */
  59826. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  59827. if (subEmitter.particleSystem.emitter.position) {
  59828. var emitterMesh = subEmitter.particleSystem.emitter;
  59829. emitterMesh.position.copyFrom(this.position);
  59830. if (subEmitter.inheritDirection) {
  59831. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  59832. // Look at using Y as forward
  59833. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  59834. }
  59835. }
  59836. else {
  59837. var emitterPosition = subEmitter.particleSystem.emitter;
  59838. emitterPosition.copyFrom(this.position);
  59839. }
  59840. // Set inheritedVelocityOffset to be used when new particles are created
  59841. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  59842. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  59843. };
  59844. /** @hidden */
  59845. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  59846. var _this = this;
  59847. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  59848. this._attachedSubEmitters.forEach(function (subEmitter) {
  59849. _this._inheritParticleInfoToSubEmitter(subEmitter);
  59850. });
  59851. }
  59852. };
  59853. /** @hidden */
  59854. Particle.prototype._reset = function () {
  59855. this.age = 0;
  59856. this._currentColorGradient = null;
  59857. this._currentSizeGradient = null;
  59858. this._currentAngularSpeedGradient = null;
  59859. this._currentVelocityGradient = null;
  59860. this._currentLimitVelocityGradient = null;
  59861. this._currentDragGradient = null;
  59862. this.cellIndex = this.particleSystem.startSpriteCellID;
  59863. this._randomCellOffset = undefined;
  59864. };
  59865. /**
  59866. * Copy the properties of particle to another one.
  59867. * @param other the particle to copy the information to.
  59868. */
  59869. Particle.prototype.copyTo = function (other) {
  59870. other.position.copyFrom(this.position);
  59871. if (this._initialDirection) {
  59872. if (other._initialDirection) {
  59873. other._initialDirection.copyFrom(this._initialDirection);
  59874. }
  59875. else {
  59876. other._initialDirection = this._initialDirection.clone();
  59877. }
  59878. }
  59879. else {
  59880. other._initialDirection = null;
  59881. }
  59882. other.direction.copyFrom(this.direction);
  59883. other.color.copyFrom(this.color);
  59884. other.colorStep.copyFrom(this.colorStep);
  59885. other.lifeTime = this.lifeTime;
  59886. other.age = this.age;
  59887. other._randomCellOffset = this._randomCellOffset;
  59888. other.size = this.size;
  59889. other.scale.copyFrom(this.scale);
  59890. other.angle = this.angle;
  59891. other.angularSpeed = this.angularSpeed;
  59892. other.particleSystem = this.particleSystem;
  59893. other.cellIndex = this.cellIndex;
  59894. other.id = this.id;
  59895. other._attachedSubEmitters = this._attachedSubEmitters;
  59896. if (this._currentColorGradient) {
  59897. other._currentColorGradient = this._currentColorGradient;
  59898. other._currentColor1.copyFrom(this._currentColor1);
  59899. other._currentColor2.copyFrom(this._currentColor2);
  59900. }
  59901. if (this._currentSizeGradient) {
  59902. other._currentSizeGradient = this._currentSizeGradient;
  59903. other._currentSize1 = this._currentSize1;
  59904. other._currentSize2 = this._currentSize2;
  59905. }
  59906. if (this._currentAngularSpeedGradient) {
  59907. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  59908. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  59909. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  59910. }
  59911. if (this._currentVelocityGradient) {
  59912. other._currentVelocityGradient = this._currentVelocityGradient;
  59913. other._currentVelocity1 = this._currentVelocity1;
  59914. other._currentVelocity2 = this._currentVelocity2;
  59915. }
  59916. if (this._currentLimitVelocityGradient) {
  59917. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  59918. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  59919. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  59920. }
  59921. if (this._currentDragGradient) {
  59922. other._currentDragGradient = this._currentDragGradient;
  59923. other._currentDrag1 = this._currentDrag1;
  59924. other._currentDrag2 = this._currentDrag2;
  59925. }
  59926. if (this.particleSystem.isAnimationSheetEnabled) {
  59927. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  59928. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  59929. }
  59930. if (this.particleSystem.useRampGradients) {
  59931. other.remapData.copyFrom(this.remapData);
  59932. }
  59933. if (this._randomNoiseCoordinates1) {
  59934. if (other._randomNoiseCoordinates1) {
  59935. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  59936. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  59937. }
  59938. else {
  59939. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  59940. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  59941. }
  59942. }
  59943. };
  59944. Particle._Count = 0;
  59945. return Particle;
  59946. }());
  59947. BABYLON.Particle = Particle;
  59948. })(BABYLON || (BABYLON = {}));
  59949. //# sourceMappingURL=babylon.particle.js.map
  59950. var BABYLON;
  59951. (function (BABYLON) {
  59952. /**
  59953. * This represents the base class for particle system in Babylon.
  59954. * 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.
  59955. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  59956. * @example https://doc.babylonjs.com/babylon101/particles
  59957. */
  59958. var BaseParticleSystem = /** @class */ (function () {
  59959. /**
  59960. * Instantiates a particle system.
  59961. * 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.
  59962. * @param name The name of the particle system
  59963. */
  59964. function BaseParticleSystem(name) {
  59965. /**
  59966. * List of animations used by the particle system.
  59967. */
  59968. this.animations = [];
  59969. /**
  59970. * The rendering group used by the Particle system to chose when to render.
  59971. */
  59972. this.renderingGroupId = 0;
  59973. /**
  59974. * The emitter represents the Mesh or position we are attaching the particle system to.
  59975. */
  59976. this.emitter = null;
  59977. /**
  59978. * The maximum number of particles to emit per frame
  59979. */
  59980. this.emitRate = 10;
  59981. /**
  59982. * If you want to launch only a few particles at once, that can be done, as well.
  59983. */
  59984. this.manualEmitCount = -1;
  59985. /**
  59986. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  59987. */
  59988. this.updateSpeed = 0.01;
  59989. /**
  59990. * The amount of time the particle system is running (depends of the overall update speed).
  59991. */
  59992. this.targetStopDuration = 0;
  59993. /**
  59994. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  59995. */
  59996. this.disposeOnStop = false;
  59997. /**
  59998. * Minimum power of emitting particles.
  59999. */
  60000. this.minEmitPower = 1;
  60001. /**
  60002. * Maximum power of emitting particles.
  60003. */
  60004. this.maxEmitPower = 1;
  60005. /**
  60006. * Minimum life time of emitting particles.
  60007. */
  60008. this.minLifeTime = 1;
  60009. /**
  60010. * Maximum life time of emitting particles.
  60011. */
  60012. this.maxLifeTime = 1;
  60013. /**
  60014. * Minimum Size of emitting particles.
  60015. */
  60016. this.minSize = 1;
  60017. /**
  60018. * Maximum Size of emitting particles.
  60019. */
  60020. this.maxSize = 1;
  60021. /**
  60022. * Minimum scale of emitting particles on X axis.
  60023. */
  60024. this.minScaleX = 1;
  60025. /**
  60026. * Maximum scale of emitting particles on X axis.
  60027. */
  60028. this.maxScaleX = 1;
  60029. /**
  60030. * Minimum scale of emitting particles on Y axis.
  60031. */
  60032. this.minScaleY = 1;
  60033. /**
  60034. * Maximum scale of emitting particles on Y axis.
  60035. */
  60036. this.maxScaleY = 1;
  60037. /**
  60038. * Gets or sets the minimal initial rotation in radians.
  60039. */
  60040. this.minInitialRotation = 0;
  60041. /**
  60042. * Gets or sets the maximal initial rotation in radians.
  60043. */
  60044. this.maxInitialRotation = 0;
  60045. /**
  60046. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  60047. */
  60048. this.minAngularSpeed = 0;
  60049. /**
  60050. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  60051. */
  60052. this.maxAngularSpeed = 0;
  60053. /**
  60054. * The layer mask we are rendering the particles through.
  60055. */
  60056. this.layerMask = 0x0FFFFFFF;
  60057. /**
  60058. * This can help using your own shader to render the particle system.
  60059. * The according effect will be created
  60060. */
  60061. this.customShader = null;
  60062. /**
  60063. * By default particle system starts as soon as they are created. This prevents the
  60064. * automatic start to happen and let you decide when to start emitting particles.
  60065. */
  60066. this.preventAutoStart = false;
  60067. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  60068. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  60069. /**
  60070. * Callback triggered when the particle animation is ending.
  60071. */
  60072. this.onAnimationEnd = null;
  60073. /**
  60074. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  60075. */
  60076. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  60077. /**
  60078. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  60079. * to override the particles.
  60080. */
  60081. this.forceDepthWrite = false;
  60082. /** 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 */
  60083. this.preWarmCycles = 0;
  60084. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  60085. this.preWarmStepOffset = 1;
  60086. /**
  60087. * 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)
  60088. */
  60089. this.spriteCellChangeSpeed = 1;
  60090. /**
  60091. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  60092. */
  60093. this.startSpriteCellID = 0;
  60094. /**
  60095. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  60096. */
  60097. this.endSpriteCellID = 0;
  60098. /**
  60099. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  60100. */
  60101. this.spriteCellWidth = 0;
  60102. /**
  60103. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  60104. */
  60105. this.spriteCellHeight = 0;
  60106. /**
  60107. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  60108. */
  60109. this.spriteRandomStartCell = false;
  60110. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  60111. this.translationPivot = new BABYLON.Vector2(0, 0);
  60112. /**
  60113. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  60114. */
  60115. this.beginAnimationOnStart = false;
  60116. /**
  60117. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  60118. */
  60119. this.beginAnimationFrom = 0;
  60120. /**
  60121. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  60122. */
  60123. this.beginAnimationTo = 60;
  60124. /**
  60125. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  60126. */
  60127. this.beginAnimationLoop = false;
  60128. /**
  60129. * You can use gravity if you want to give an orientation to your particles.
  60130. */
  60131. this.gravity = BABYLON.Vector3.Zero();
  60132. this._colorGradients = null;
  60133. this._sizeGradients = null;
  60134. this._lifeTimeGradients = null;
  60135. this._angularSpeedGradients = null;
  60136. this._velocityGradients = null;
  60137. this._limitVelocityGradients = null;
  60138. this._dragGradients = null;
  60139. this._emitRateGradients = null;
  60140. this._startSizeGradients = null;
  60141. this._rampGradients = null;
  60142. this._colorRemapGradients = null;
  60143. this._alphaRemapGradients = null;
  60144. /**
  60145. * Defines the delay in milliseconds before starting the system (0 by default)
  60146. */
  60147. this.startDelay = 0;
  60148. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  60149. this.limitVelocityDamping = 0.4;
  60150. /**
  60151. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60152. */
  60153. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60154. /**
  60155. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60156. */
  60157. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60158. /**
  60159. * Color the particle will have at the end of its lifetime
  60160. */
  60161. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  60162. /**
  60163. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  60164. */
  60165. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60166. /** @hidden */
  60167. this._isSubEmitter = false;
  60168. /**
  60169. * Gets or sets the billboard mode to use when isBillboardBased = true.
  60170. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  60171. */
  60172. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  60173. this._isBillboardBased = true;
  60174. /**
  60175. * Local cache of defines for image processing.
  60176. */
  60177. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  60178. this.id = name;
  60179. this.name = name;
  60180. }
  60181. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  60182. /**
  60183. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  60184. */
  60185. get: function () {
  60186. return this._isAnimationSheetEnabled;
  60187. },
  60188. set: function (value) {
  60189. if (this._isAnimationSheetEnabled == value) {
  60190. return;
  60191. }
  60192. this._isAnimationSheetEnabled = value;
  60193. this._reset();
  60194. },
  60195. enumerable: true,
  60196. configurable: true
  60197. });
  60198. /**
  60199. * Get hosting scene
  60200. * @returns the scene
  60201. */
  60202. BaseParticleSystem.prototype.getScene = function () {
  60203. return this._scene;
  60204. };
  60205. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  60206. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  60207. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  60208. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  60209. };
  60210. /**
  60211. * Gets the current list of drag gradients.
  60212. * You must use addDragGradient and removeDragGradient to udpate this list
  60213. * @returns the list of drag gradients
  60214. */
  60215. BaseParticleSystem.prototype.getDragGradients = function () {
  60216. return this._dragGradients;
  60217. };
  60218. /**
  60219. * Gets the current list of limit velocity gradients.
  60220. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  60221. * @returns the list of limit velocity gradients
  60222. */
  60223. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  60224. return this._limitVelocityGradients;
  60225. };
  60226. /**
  60227. * Gets the current list of color gradients.
  60228. * You must use addColorGradient and removeColorGradient to udpate this list
  60229. * @returns the list of color gradients
  60230. */
  60231. BaseParticleSystem.prototype.getColorGradients = function () {
  60232. return this._colorGradients;
  60233. };
  60234. /**
  60235. * Gets the current list of size gradients.
  60236. * You must use addSizeGradient and removeSizeGradient to udpate this list
  60237. * @returns the list of size gradients
  60238. */
  60239. BaseParticleSystem.prototype.getSizeGradients = function () {
  60240. return this._sizeGradients;
  60241. };
  60242. /**
  60243. * Gets the current list of color remap gradients.
  60244. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  60245. * @returns the list of color remap gradients
  60246. */
  60247. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  60248. return this._colorRemapGradients;
  60249. };
  60250. /**
  60251. * Gets the current list of alpha remap gradients.
  60252. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  60253. * @returns the list of alpha remap gradients
  60254. */
  60255. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  60256. return this._alphaRemapGradients;
  60257. };
  60258. /**
  60259. * Gets the current list of life time gradients.
  60260. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  60261. * @returns the list of life time gradients
  60262. */
  60263. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  60264. return this._lifeTimeGradients;
  60265. };
  60266. /**
  60267. * Gets the current list of angular speed gradients.
  60268. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  60269. * @returns the list of angular speed gradients
  60270. */
  60271. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  60272. return this._angularSpeedGradients;
  60273. };
  60274. /**
  60275. * Gets the current list of velocity gradients.
  60276. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  60277. * @returns the list of velocity gradients
  60278. */
  60279. BaseParticleSystem.prototype.getVelocityGradients = function () {
  60280. return this._velocityGradients;
  60281. };
  60282. /**
  60283. * Gets the current list of start size gradients.
  60284. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  60285. * @returns the list of start size gradients
  60286. */
  60287. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  60288. return this._startSizeGradients;
  60289. };
  60290. /**
  60291. * Gets the current list of emit rate gradients.
  60292. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  60293. * @returns the list of emit rate gradients
  60294. */
  60295. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  60296. return this._emitRateGradients;
  60297. };
  60298. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  60299. /**
  60300. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60301. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60302. */
  60303. get: function () {
  60304. if (this.particleEmitterType.direction1) {
  60305. return this.particleEmitterType.direction1;
  60306. }
  60307. return BABYLON.Vector3.Zero();
  60308. },
  60309. set: function (value) {
  60310. if (this.particleEmitterType.direction1) {
  60311. this.particleEmitterType.direction1 = value;
  60312. }
  60313. },
  60314. enumerable: true,
  60315. configurable: true
  60316. });
  60317. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  60318. /**
  60319. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60320. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60321. */
  60322. get: function () {
  60323. if (this.particleEmitterType.direction2) {
  60324. return this.particleEmitterType.direction2;
  60325. }
  60326. return BABYLON.Vector3.Zero();
  60327. },
  60328. set: function (value) {
  60329. if (this.particleEmitterType.direction2) {
  60330. this.particleEmitterType.direction2 = value;
  60331. }
  60332. },
  60333. enumerable: true,
  60334. configurable: true
  60335. });
  60336. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  60337. /**
  60338. * 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.
  60339. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60340. */
  60341. get: function () {
  60342. if (this.particleEmitterType.minEmitBox) {
  60343. return this.particleEmitterType.minEmitBox;
  60344. }
  60345. return BABYLON.Vector3.Zero();
  60346. },
  60347. set: function (value) {
  60348. if (this.particleEmitterType.minEmitBox) {
  60349. this.particleEmitterType.minEmitBox = value;
  60350. }
  60351. },
  60352. enumerable: true,
  60353. configurable: true
  60354. });
  60355. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  60356. /**
  60357. * 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.
  60358. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60359. */
  60360. get: function () {
  60361. if (this.particleEmitterType.maxEmitBox) {
  60362. return this.particleEmitterType.maxEmitBox;
  60363. }
  60364. return BABYLON.Vector3.Zero();
  60365. },
  60366. set: function (value) {
  60367. if (this.particleEmitterType.maxEmitBox) {
  60368. this.particleEmitterType.maxEmitBox = value;
  60369. }
  60370. },
  60371. enumerable: true,
  60372. configurable: true
  60373. });
  60374. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  60375. /**
  60376. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  60377. */
  60378. get: function () {
  60379. return this._isBillboardBased;
  60380. },
  60381. set: function (value) {
  60382. if (this._isBillboardBased === value) {
  60383. return;
  60384. }
  60385. this._isBillboardBased = value;
  60386. this._reset();
  60387. },
  60388. enumerable: true,
  60389. configurable: true
  60390. });
  60391. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  60392. /**
  60393. * Gets the image processing configuration used either in this material.
  60394. */
  60395. get: function () {
  60396. return this._imageProcessingConfiguration;
  60397. },
  60398. /**
  60399. * Sets the Default image processing configuration used either in the this material.
  60400. *
  60401. * If sets to null, the scene one is in use.
  60402. */
  60403. set: function (value) {
  60404. this._attachImageProcessingConfiguration(value);
  60405. },
  60406. enumerable: true,
  60407. configurable: true
  60408. });
  60409. /**
  60410. * Attaches a new image processing configuration to the Standard Material.
  60411. * @param configuration
  60412. */
  60413. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  60414. if (configuration === this._imageProcessingConfiguration) {
  60415. return;
  60416. }
  60417. // Pick the scene configuration if needed.
  60418. if (!configuration) {
  60419. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  60420. }
  60421. else {
  60422. this._imageProcessingConfiguration = configuration;
  60423. }
  60424. };
  60425. /** @hidden */
  60426. BaseParticleSystem.prototype._reset = function () {
  60427. };
  60428. /** @hidden */
  60429. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  60430. if (!gradients) {
  60431. return this;
  60432. }
  60433. var index = 0;
  60434. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  60435. var valueGradient = gradients_1[_i];
  60436. if (valueGradient.gradient === gradient) {
  60437. gradients.splice(index, 1);
  60438. break;
  60439. }
  60440. index++;
  60441. }
  60442. if (texture) {
  60443. texture.dispose();
  60444. }
  60445. return this;
  60446. };
  60447. /**
  60448. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  60449. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60450. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60451. * @returns the emitter
  60452. */
  60453. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  60454. var particleEmitter = new BABYLON.PointParticleEmitter();
  60455. particleEmitter.direction1 = direction1;
  60456. particleEmitter.direction2 = direction2;
  60457. this.particleEmitterType = particleEmitter;
  60458. return particleEmitter;
  60459. };
  60460. /**
  60461. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  60462. * @param radius The radius of the hemisphere to emit from
  60463. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60464. * @returns the emitter
  60465. */
  60466. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  60467. if (radius === void 0) { radius = 1; }
  60468. if (radiusRange === void 0) { radiusRange = 1; }
  60469. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  60470. this.particleEmitterType = particleEmitter;
  60471. return particleEmitter;
  60472. };
  60473. /**
  60474. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  60475. * @param radius The radius of the sphere to emit from
  60476. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60477. * @returns the emitter
  60478. */
  60479. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  60480. if (radius === void 0) { radius = 1; }
  60481. if (radiusRange === void 0) { radiusRange = 1; }
  60482. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  60483. this.particleEmitterType = particleEmitter;
  60484. return particleEmitter;
  60485. };
  60486. /**
  60487. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  60488. * @param radius The radius of the sphere to emit from
  60489. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  60490. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  60491. * @returns the emitter
  60492. */
  60493. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  60494. if (radius === void 0) { radius = 1; }
  60495. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60496. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60497. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  60498. this.particleEmitterType = particleEmitter;
  60499. return particleEmitter;
  60500. };
  60501. /**
  60502. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  60503. * @param radius The radius of the emission cylinder
  60504. * @param height The height of the emission cylinder
  60505. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  60506. * @param directionRandomizer How much to randomize the particle direction [0-1]
  60507. * @returns the emitter
  60508. */
  60509. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  60510. if (radius === void 0) { radius = 1; }
  60511. if (height === void 0) { height = 1; }
  60512. if (radiusRange === void 0) { radiusRange = 1; }
  60513. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60514. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  60515. this.particleEmitterType = particleEmitter;
  60516. return particleEmitter;
  60517. };
  60518. /**
  60519. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  60520. * @param radius The radius of the cylinder to emit from
  60521. * @param height The height of the emission cylinder
  60522. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60523. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  60524. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  60525. * @returns the emitter
  60526. */
  60527. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  60528. if (radius === void 0) { radius = 1; }
  60529. if (height === void 0) { height = 1; }
  60530. if (radiusRange === void 0) { radiusRange = 1; }
  60531. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60532. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60533. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  60534. this.particleEmitterType = particleEmitter;
  60535. return particleEmitter;
  60536. };
  60537. /**
  60538. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  60539. * @param radius The radius of the cone to emit from
  60540. * @param angle The base angle of the cone
  60541. * @returns the emitter
  60542. */
  60543. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  60544. if (radius === void 0) { radius = 1; }
  60545. if (angle === void 0) { angle = Math.PI / 4; }
  60546. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  60547. this.particleEmitterType = particleEmitter;
  60548. return particleEmitter;
  60549. };
  60550. /**
  60551. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  60552. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60553. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60554. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60555. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60556. * @returns the emitter
  60557. */
  60558. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  60559. var particleEmitter = new BABYLON.BoxParticleEmitter();
  60560. this.particleEmitterType = particleEmitter;
  60561. this.direction1 = direction1;
  60562. this.direction2 = direction2;
  60563. this.minEmitBox = minEmitBox;
  60564. this.maxEmitBox = maxEmitBox;
  60565. return particleEmitter;
  60566. };
  60567. /**
  60568. * Source color is added to the destination color without alpha affecting the result
  60569. */
  60570. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  60571. /**
  60572. * Blend current color and particle color using particle’s alpha
  60573. */
  60574. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  60575. /**
  60576. * Add current color and particle color multiplied by particle’s alpha
  60577. */
  60578. BaseParticleSystem.BLENDMODE_ADD = 2;
  60579. /**
  60580. * Multiply current color with particle color
  60581. */
  60582. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  60583. /**
  60584. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  60585. */
  60586. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  60587. return BaseParticleSystem;
  60588. }());
  60589. BABYLON.BaseParticleSystem = BaseParticleSystem;
  60590. })(BABYLON || (BABYLON = {}));
  60591. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  60592. var BABYLON;
  60593. (function (BABYLON) {
  60594. /**
  60595. * This represents a particle system in Babylon.
  60596. * 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.
  60597. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60598. * @example https://doc.babylonjs.com/babylon101/particles
  60599. */
  60600. var ParticleSystem = /** @class */ (function (_super) {
  60601. __extends(ParticleSystem, _super);
  60602. /**
  60603. * Instantiates a particle system.
  60604. * 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.
  60605. * @param name The name of the particle system
  60606. * @param capacity The max number of particles alive at the same time
  60607. * @param scene The scene the particle system belongs to
  60608. * @param customEffect a custom effect used to change the way particles are rendered by default
  60609. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  60610. * @param epsilon Offset used to render the particles
  60611. */
  60612. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  60613. if (customEffect === void 0) { customEffect = null; }
  60614. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  60615. if (epsilon === void 0) { epsilon = 0.01; }
  60616. var _this = _super.call(this, name) || this;
  60617. /**
  60618. * @hidden
  60619. */
  60620. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  60621. /**
  60622. * An event triggered when the system is disposed
  60623. */
  60624. _this.onDisposeObservable = new BABYLON.Observable();
  60625. _this._particles = new Array();
  60626. _this._stockParticles = new Array();
  60627. _this._newPartsExcess = 0;
  60628. _this._vertexBuffers = {};
  60629. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  60630. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  60631. _this._scaledDirection = BABYLON.Vector3.Zero();
  60632. _this._scaledGravity = BABYLON.Vector3.Zero();
  60633. _this._currentRenderId = -1;
  60634. _this._useInstancing = false;
  60635. _this._started = false;
  60636. _this._stopped = false;
  60637. _this._actualFrame = 0;
  60638. /** @hidden */
  60639. _this._currentEmitRate1 = 0;
  60640. /** @hidden */
  60641. _this._currentEmitRate2 = 0;
  60642. /** @hidden */
  60643. _this._currentStartSize1 = 0;
  60644. /** @hidden */
  60645. _this._currentStartSize2 = 0;
  60646. _this._rawTextureWidth = 256;
  60647. _this._useRampGradients = false;
  60648. /**
  60649. * @hidden
  60650. * If the particle systems emitter should be disposed when the particle system is disposed
  60651. */
  60652. _this._disposeEmitterOnDispose = false;
  60653. // start of sub system methods
  60654. /**
  60655. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  60656. * Its lifetime will start back at 0.
  60657. */
  60658. _this.recycleParticle = function (particle) {
  60659. // move particle from activeParticle list to stock particles
  60660. var lastParticle = _this._particles.pop();
  60661. if (lastParticle !== particle) {
  60662. lastParticle.copyTo(particle);
  60663. }
  60664. _this._stockParticles.push(lastParticle);
  60665. };
  60666. _this._createParticle = function () {
  60667. var particle;
  60668. if (_this._stockParticles.length !== 0) {
  60669. particle = _this._stockParticles.pop();
  60670. particle._reset();
  60671. }
  60672. else {
  60673. particle = new BABYLON.Particle(_this);
  60674. }
  60675. // Attach emitters
  60676. if (_this._subEmitters && _this._subEmitters.length > 0) {
  60677. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  60678. particle._attachedSubEmitters = [];
  60679. subEmitters.forEach(function (subEmitter) {
  60680. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  60681. var newEmitter = subEmitter.clone();
  60682. particle._attachedSubEmitters.push(newEmitter);
  60683. newEmitter.particleSystem.start();
  60684. }
  60685. });
  60686. }
  60687. return particle;
  60688. };
  60689. _this._emitFromParticle = function (particle) {
  60690. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  60691. return;
  60692. }
  60693. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  60694. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  60695. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  60696. var subSystem = subEmitter.clone();
  60697. particle._inheritParticleInfoToSubEmitter(subSystem);
  60698. subSystem.particleSystem._rootParticleSystem = _this;
  60699. _this.activeSubSystems.push(subSystem.particleSystem);
  60700. subSystem.particleSystem.start();
  60701. }
  60702. });
  60703. };
  60704. _this._capacity = capacity;
  60705. _this._epsilon = epsilon;
  60706. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  60707. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  60708. // Setup the default processing configuration to the scene.
  60709. _this._attachImageProcessingConfiguration(null);
  60710. _this._customEffect = customEffect;
  60711. _this._scene.particleSystems.push(_this);
  60712. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  60713. _this._createIndexBuffer();
  60714. _this._createVertexBuffers();
  60715. // Default emitter type
  60716. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  60717. // Update
  60718. _this.updateFunction = function (particles) {
  60719. var noiseTextureSize = null;
  60720. var noiseTextureData = null;
  60721. if (_this.noiseTexture) { // We need to get texture data back to CPU
  60722. noiseTextureSize = _this.noiseTexture.getSize();
  60723. noiseTextureData = (_this.noiseTexture.getContent());
  60724. }
  60725. var _loop_1 = function () {
  60726. particle = particles[index];
  60727. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  60728. var previousAge = particle.age;
  60729. particle.age += scaledUpdateSpeed;
  60730. // Evaluate step to death
  60731. if (particle.age > particle.lifeTime) {
  60732. var diff = particle.age - previousAge;
  60733. var oldDiff = particle.lifeTime - previousAge;
  60734. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  60735. particle.age = particle.lifeTime;
  60736. }
  60737. var ratio = particle.age / particle.lifeTime;
  60738. // Color
  60739. if (_this._colorGradients && _this._colorGradients.length > 0) {
  60740. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  60741. if (currentGradient !== particle._currentColorGradient) {
  60742. particle._currentColor1.copyFrom(particle._currentColor2);
  60743. nextGradient.getColorToRef(particle._currentColor2);
  60744. particle._currentColorGradient = currentGradient;
  60745. }
  60746. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  60747. });
  60748. }
  60749. else {
  60750. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  60751. particle.color.addInPlace(_this._scaledColorStep);
  60752. if (particle.color.a < 0) {
  60753. particle.color.a = 0;
  60754. }
  60755. }
  60756. // Angular speed
  60757. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  60758. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  60759. if (currentGradient !== particle._currentAngularSpeedGradient) {
  60760. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  60761. particle._currentAngularSpeed2 = nextGradient.getFactor();
  60762. particle._currentAngularSpeedGradient = currentGradient;
  60763. }
  60764. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  60765. });
  60766. }
  60767. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  60768. // Direction
  60769. var directionScale = scaledUpdateSpeed;
  60770. /// Velocity
  60771. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  60772. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  60773. if (currentGradient !== particle._currentVelocityGradient) {
  60774. particle._currentVelocity1 = particle._currentVelocity2;
  60775. particle._currentVelocity2 = nextGradient.getFactor();
  60776. particle._currentVelocityGradient = currentGradient;
  60777. }
  60778. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  60779. });
  60780. }
  60781. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  60782. /// Limit velocity
  60783. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  60784. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  60785. if (currentGradient !== particle._currentLimitVelocityGradient) {
  60786. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  60787. particle._currentLimitVelocity2 = nextGradient.getFactor();
  60788. particle._currentLimitVelocityGradient = currentGradient;
  60789. }
  60790. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  60791. var currentVelocity = particle.direction.length();
  60792. if (currentVelocity > limitVelocity) {
  60793. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  60794. }
  60795. });
  60796. }
  60797. /// Drag
  60798. if (_this._dragGradients && _this._dragGradients.length > 0) {
  60799. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  60800. if (currentGradient !== particle._currentDragGradient) {
  60801. particle._currentDrag1 = particle._currentDrag2;
  60802. particle._currentDrag2 = nextGradient.getFactor();
  60803. particle._currentDragGradient = currentGradient;
  60804. }
  60805. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  60806. _this._scaledDirection.scaleInPlace(1.0 - drag);
  60807. });
  60808. }
  60809. particle.position.addInPlace(_this._scaledDirection);
  60810. // Noise
  60811. if (noiseTextureData && noiseTextureSize) {
  60812. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60813. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60814. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60815. var force = BABYLON.Tmp.Vector3[0];
  60816. var scaledForce = BABYLON.Tmp.Vector3[1];
  60817. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  60818. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  60819. particle.direction.addInPlace(scaledForce);
  60820. }
  60821. // Gravity
  60822. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  60823. particle.direction.addInPlace(_this._scaledGravity);
  60824. // Size
  60825. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  60826. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  60827. if (currentGradient !== particle._currentSizeGradient) {
  60828. particle._currentSize1 = particle._currentSize2;
  60829. particle._currentSize2 = nextGradient.getFactor();
  60830. particle._currentSizeGradient = currentGradient;
  60831. }
  60832. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  60833. });
  60834. }
  60835. // Remap data
  60836. if (_this._useRampGradients) {
  60837. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  60838. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  60839. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  60840. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  60841. particle.remapData.x = min;
  60842. particle.remapData.y = max - min;
  60843. });
  60844. }
  60845. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  60846. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  60847. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  60848. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  60849. particle.remapData.z = min;
  60850. particle.remapData.w = max - min;
  60851. });
  60852. }
  60853. }
  60854. if (_this._isAnimationSheetEnabled) {
  60855. particle.updateCellIndex();
  60856. }
  60857. // Update the position of the attached sub-emitters to match their attached particle
  60858. particle._inheritParticleInfoToSubEmitters();
  60859. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  60860. _this._emitFromParticle(particle);
  60861. if (particle._attachedSubEmitters) {
  60862. particle._attachedSubEmitters.forEach(function (subEmitter) {
  60863. subEmitter.particleSystem.disposeOnStop = true;
  60864. subEmitter.particleSystem.stop();
  60865. });
  60866. particle._attachedSubEmitters = null;
  60867. }
  60868. _this.recycleParticle(particle);
  60869. index--;
  60870. return "continue";
  60871. }
  60872. };
  60873. var particle;
  60874. for (var index = 0; index < particles.length; index++) {
  60875. _loop_1();
  60876. }
  60877. };
  60878. return _this;
  60879. }
  60880. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  60881. /**
  60882. * Sets a callback that will be triggered when the system is disposed
  60883. */
  60884. set: function (callback) {
  60885. if (this._onDisposeObserver) {
  60886. this.onDisposeObservable.remove(this._onDisposeObserver);
  60887. }
  60888. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  60889. },
  60890. enumerable: true,
  60891. configurable: true
  60892. });
  60893. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  60894. /** Gets or sets a boolean indicating that ramp gradients must be used
  60895. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  60896. */
  60897. get: function () {
  60898. return this._useRampGradients;
  60899. },
  60900. set: function (value) {
  60901. if (this._useRampGradients === value) {
  60902. return;
  60903. }
  60904. this._useRampGradients = value;
  60905. this._resetEffect();
  60906. },
  60907. enumerable: true,
  60908. configurable: true
  60909. });
  60910. Object.defineProperty(ParticleSystem.prototype, "particles", {
  60911. //end of Sub-emitter
  60912. /**
  60913. * Gets the current list of active particles
  60914. */
  60915. get: function () {
  60916. return this._particles;
  60917. },
  60918. enumerable: true,
  60919. configurable: true
  60920. });
  60921. /**
  60922. * Returns the string "ParticleSystem"
  60923. * @returns a string containing the class name
  60924. */
  60925. ParticleSystem.prototype.getClassName = function () {
  60926. return "ParticleSystem";
  60927. };
  60928. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  60929. var newGradient = new BABYLON.FactorGradient();
  60930. newGradient.gradient = gradient;
  60931. newGradient.factor1 = factor;
  60932. newGradient.factor2 = factor2;
  60933. factorGradients.push(newGradient);
  60934. factorGradients.sort(function (a, b) {
  60935. if (a.gradient < b.gradient) {
  60936. return -1;
  60937. }
  60938. else if (a.gradient > b.gradient) {
  60939. return 1;
  60940. }
  60941. return 0;
  60942. });
  60943. };
  60944. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  60945. if (!factorGradients) {
  60946. return;
  60947. }
  60948. var index = 0;
  60949. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  60950. var factorGradient = factorGradients_1[_i];
  60951. if (factorGradient.gradient === gradient) {
  60952. factorGradients.splice(index, 1);
  60953. break;
  60954. }
  60955. index++;
  60956. }
  60957. };
  60958. /**
  60959. * Adds a new life time gradient
  60960. * @param gradient defines the gradient to use (between 0 and 1)
  60961. * @param factor defines the life time factor to affect to the specified gradient
  60962. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60963. * @returns the current particle system
  60964. */
  60965. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  60966. if (!this._lifeTimeGradients) {
  60967. this._lifeTimeGradients = [];
  60968. }
  60969. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  60970. return this;
  60971. };
  60972. /**
  60973. * Remove a specific life time gradient
  60974. * @param gradient defines the gradient to remove
  60975. * @returns the current particle system
  60976. */
  60977. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  60978. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  60979. return this;
  60980. };
  60981. /**
  60982. * Adds a new size gradient
  60983. * @param gradient defines the gradient to use (between 0 and 1)
  60984. * @param factor defines the size factor to affect to the specified gradient
  60985. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60986. * @returns the current particle system
  60987. */
  60988. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  60989. if (!this._sizeGradients) {
  60990. this._sizeGradients = [];
  60991. }
  60992. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  60993. return this;
  60994. };
  60995. /**
  60996. * Remove a specific size gradient
  60997. * @param gradient defines the gradient to remove
  60998. * @returns the current particle system
  60999. */
  61000. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  61001. this._removeFactorGradient(this._sizeGradients, gradient);
  61002. return this;
  61003. };
  61004. /**
  61005. * Adds a new color remap gradient
  61006. * @param gradient defines the gradient to use (between 0 and 1)
  61007. * @param min defines the color remap minimal range
  61008. * @param max defines the color remap maximal range
  61009. * @returns the current particle system
  61010. */
  61011. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  61012. if (!this._colorRemapGradients) {
  61013. this._colorRemapGradients = [];
  61014. }
  61015. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  61016. return this;
  61017. };
  61018. /**
  61019. * Remove a specific color remap gradient
  61020. * @param gradient defines the gradient to remove
  61021. * @returns the current particle system
  61022. */
  61023. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  61024. this._removeFactorGradient(this._colorRemapGradients, gradient);
  61025. return this;
  61026. };
  61027. /**
  61028. * Adds a new alpha remap gradient
  61029. * @param gradient defines the gradient to use (between 0 and 1)
  61030. * @param min defines the alpha remap minimal range
  61031. * @param max defines the alpha remap maximal range
  61032. * @returns the current particle system
  61033. */
  61034. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  61035. if (!this._alphaRemapGradients) {
  61036. this._alphaRemapGradients = [];
  61037. }
  61038. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  61039. return this;
  61040. };
  61041. /**
  61042. * Remove a specific alpha remap gradient
  61043. * @param gradient defines the gradient to remove
  61044. * @returns the current particle system
  61045. */
  61046. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  61047. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  61048. return this;
  61049. };
  61050. /**
  61051. * Adds a new angular speed gradient
  61052. * @param gradient defines the gradient to use (between 0 and 1)
  61053. * @param factor defines the angular speed to affect to the specified gradient
  61054. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61055. * @returns the current particle system
  61056. */
  61057. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  61058. if (!this._angularSpeedGradients) {
  61059. this._angularSpeedGradients = [];
  61060. }
  61061. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  61062. return this;
  61063. };
  61064. /**
  61065. * Remove a specific angular speed gradient
  61066. * @param gradient defines the gradient to remove
  61067. * @returns the current particle system
  61068. */
  61069. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  61070. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  61071. return this;
  61072. };
  61073. /**
  61074. * Adds a new velocity gradient
  61075. * @param gradient defines the gradient to use (between 0 and 1)
  61076. * @param factor defines the velocity to affect to the specified gradient
  61077. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61078. * @returns the current particle system
  61079. */
  61080. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  61081. if (!this._velocityGradients) {
  61082. this._velocityGradients = [];
  61083. }
  61084. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  61085. return this;
  61086. };
  61087. /**
  61088. * Remove a specific velocity gradient
  61089. * @param gradient defines the gradient to remove
  61090. * @returns the current particle system
  61091. */
  61092. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  61093. this._removeFactorGradient(this._velocityGradients, gradient);
  61094. return this;
  61095. };
  61096. /**
  61097. * Adds a new limit velocity gradient
  61098. * @param gradient defines the gradient to use (between 0 and 1)
  61099. * @param factor defines the limit velocity value to affect to the specified gradient
  61100. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61101. * @returns the current particle system
  61102. */
  61103. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  61104. if (!this._limitVelocityGradients) {
  61105. this._limitVelocityGradients = [];
  61106. }
  61107. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  61108. return this;
  61109. };
  61110. /**
  61111. * Remove a specific limit velocity gradient
  61112. * @param gradient defines the gradient to remove
  61113. * @returns the current particle system
  61114. */
  61115. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  61116. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  61117. return this;
  61118. };
  61119. /**
  61120. * Adds a new drag gradient
  61121. * @param gradient defines the gradient to use (between 0 and 1)
  61122. * @param factor defines the drag value to affect to the specified gradient
  61123. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61124. * @returns the current particle system
  61125. */
  61126. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  61127. if (!this._dragGradients) {
  61128. this._dragGradients = [];
  61129. }
  61130. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  61131. return this;
  61132. };
  61133. /**
  61134. * Remove a specific drag gradient
  61135. * @param gradient defines the gradient to remove
  61136. * @returns the current particle system
  61137. */
  61138. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  61139. this._removeFactorGradient(this._dragGradients, gradient);
  61140. return this;
  61141. };
  61142. /**
  61143. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  61144. * @param gradient defines the gradient to use (between 0 and 1)
  61145. * @param factor defines the emit rate value to affect to the specified gradient
  61146. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61147. * @returns the current particle system
  61148. */
  61149. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  61150. if (!this._emitRateGradients) {
  61151. this._emitRateGradients = [];
  61152. }
  61153. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  61154. return this;
  61155. };
  61156. /**
  61157. * Remove a specific emit rate gradient
  61158. * @param gradient defines the gradient to remove
  61159. * @returns the current particle system
  61160. */
  61161. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  61162. this._removeFactorGradient(this._emitRateGradients, gradient);
  61163. return this;
  61164. };
  61165. /**
  61166. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  61167. * @param gradient defines the gradient to use (between 0 and 1)
  61168. * @param factor defines the start size value to affect to the specified gradient
  61169. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61170. * @returns the current particle system
  61171. */
  61172. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  61173. if (!this._startSizeGradients) {
  61174. this._startSizeGradients = [];
  61175. }
  61176. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  61177. return this;
  61178. };
  61179. /**
  61180. * Remove a specific start size gradient
  61181. * @param gradient defines the gradient to remove
  61182. * @returns the current particle system
  61183. */
  61184. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  61185. this._removeFactorGradient(this._emitRateGradients, gradient);
  61186. return this;
  61187. };
  61188. ParticleSystem.prototype._createRampGradientTexture = function () {
  61189. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  61190. return;
  61191. }
  61192. var data = new Uint8Array(this._rawTextureWidth * 4);
  61193. var tmpColor = BABYLON.Tmp.Color3[0];
  61194. for (var x = 0; x < this._rawTextureWidth; x++) {
  61195. var ratio = x / this._rawTextureWidth;
  61196. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  61197. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  61198. data[x * 4] = tmpColor.r * 255;
  61199. data[x * 4 + 1] = tmpColor.g * 255;
  61200. data[x * 4 + 2] = tmpColor.b * 255;
  61201. data[x * 4 + 3] = 255;
  61202. });
  61203. }
  61204. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  61205. };
  61206. /**
  61207. * Gets the current list of ramp gradients.
  61208. * You must use addRampGradient and removeRampGradient to udpate this list
  61209. * @returns the list of ramp gradients
  61210. */
  61211. ParticleSystem.prototype.getRampGradients = function () {
  61212. return this._rampGradients;
  61213. };
  61214. /**
  61215. * Adds a new ramp gradient used to remap particle colors
  61216. * @param gradient defines the gradient to use (between 0 and 1)
  61217. * @param color defines the color to affect to the specified gradient
  61218. * @returns the current particle system
  61219. */
  61220. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  61221. if (!this._rampGradients) {
  61222. this._rampGradients = [];
  61223. }
  61224. var rampGradient = new BABYLON.Color3Gradient();
  61225. rampGradient.gradient = gradient;
  61226. rampGradient.color = color;
  61227. this._rampGradients.push(rampGradient);
  61228. this._rampGradients.sort(function (a, b) {
  61229. if (a.gradient < b.gradient) {
  61230. return -1;
  61231. }
  61232. else if (a.gradient > b.gradient) {
  61233. return 1;
  61234. }
  61235. return 0;
  61236. });
  61237. if (this._rampGradientsTexture) {
  61238. this._rampGradientsTexture.dispose();
  61239. this._rampGradientsTexture = null;
  61240. }
  61241. this._createRampGradientTexture();
  61242. return this;
  61243. };
  61244. /**
  61245. * Remove a specific ramp gradient
  61246. * @param gradient defines the gradient to remove
  61247. * @returns the current particle system
  61248. */
  61249. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  61250. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  61251. this._rampGradientsTexture = null;
  61252. if (this._rampGradients && this._rampGradients.length > 0) {
  61253. this._createRampGradientTexture();
  61254. }
  61255. return this;
  61256. };
  61257. /**
  61258. * Adds a new color gradient
  61259. * @param gradient defines the gradient to use (between 0 and 1)
  61260. * @param color1 defines the color to affect to the specified gradient
  61261. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61262. * @returns this particle system
  61263. */
  61264. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  61265. if (!this._colorGradients) {
  61266. this._colorGradients = [];
  61267. }
  61268. var colorGradient = new BABYLON.ColorGradient();
  61269. colorGradient.gradient = gradient;
  61270. colorGradient.color1 = color1;
  61271. colorGradient.color2 = color2;
  61272. this._colorGradients.push(colorGradient);
  61273. this._colorGradients.sort(function (a, b) {
  61274. if (a.gradient < b.gradient) {
  61275. return -1;
  61276. }
  61277. else if (a.gradient > b.gradient) {
  61278. return 1;
  61279. }
  61280. return 0;
  61281. });
  61282. return this;
  61283. };
  61284. /**
  61285. * Remove a specific color gradient
  61286. * @param gradient defines the gradient to remove
  61287. * @returns this particle system
  61288. */
  61289. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  61290. if (!this._colorGradients) {
  61291. return this;
  61292. }
  61293. var index = 0;
  61294. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  61295. var colorGradient = _a[_i];
  61296. if (colorGradient.gradient === gradient) {
  61297. this._colorGradients.splice(index, 1);
  61298. break;
  61299. }
  61300. index++;
  61301. }
  61302. return this;
  61303. };
  61304. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  61305. u = Math.abs(u) * 0.5 + 0.5;
  61306. v = Math.abs(v) * 0.5 + 0.5;
  61307. var wrappedU = ((u * width) % width) | 0;
  61308. var wrappedV = ((v * height) % height) | 0;
  61309. var position = (wrappedU + wrappedV * width) * 4;
  61310. return pixels[position] / 255;
  61311. };
  61312. ParticleSystem.prototype._reset = function () {
  61313. this._resetEffect();
  61314. };
  61315. ParticleSystem.prototype._resetEffect = function () {
  61316. if (this._vertexBuffer) {
  61317. this._vertexBuffer.dispose();
  61318. this._vertexBuffer = null;
  61319. }
  61320. if (this._spriteBuffer) {
  61321. this._spriteBuffer.dispose();
  61322. this._spriteBuffer = null;
  61323. }
  61324. this._createVertexBuffers();
  61325. };
  61326. ParticleSystem.prototype._createVertexBuffers = function () {
  61327. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  61328. if (this._isAnimationSheetEnabled) {
  61329. this._vertexBufferSize += 1;
  61330. }
  61331. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61332. this._vertexBufferSize += 3;
  61333. }
  61334. if (this._useRampGradients) {
  61335. this._vertexBufferSize += 4;
  61336. }
  61337. var engine = this._scene.getEngine();
  61338. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  61339. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  61340. var dataOffset = 0;
  61341. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61342. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  61343. dataOffset += 3;
  61344. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61345. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  61346. dataOffset += 4;
  61347. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61348. this._vertexBuffers["angle"] = options;
  61349. dataOffset += 1;
  61350. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61351. this._vertexBuffers["size"] = size;
  61352. dataOffset += 2;
  61353. if (this._isAnimationSheetEnabled) {
  61354. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61355. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  61356. dataOffset += 1;
  61357. }
  61358. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61359. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61360. this._vertexBuffers["direction"] = directionBuffer;
  61361. dataOffset += 3;
  61362. }
  61363. if (this._useRampGradients) {
  61364. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61365. this._vertexBuffers["remapData"] = rampDataBuffer;
  61366. dataOffset += 4;
  61367. }
  61368. var offsets;
  61369. if (this._useInstancing) {
  61370. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  61371. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  61372. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  61373. }
  61374. else {
  61375. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61376. dataOffset += 2;
  61377. }
  61378. this._vertexBuffers["offset"] = offsets;
  61379. };
  61380. ParticleSystem.prototype._createIndexBuffer = function () {
  61381. if (this._useInstancing) {
  61382. return;
  61383. }
  61384. var indices = [];
  61385. var index = 0;
  61386. for (var count = 0; count < this._capacity; count++) {
  61387. indices.push(index);
  61388. indices.push(index + 1);
  61389. indices.push(index + 2);
  61390. indices.push(index);
  61391. indices.push(index + 2);
  61392. indices.push(index + 3);
  61393. index += 4;
  61394. }
  61395. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  61396. };
  61397. /**
  61398. * Gets the maximum number of particles active at the same time.
  61399. * @returns The max number of active particles.
  61400. */
  61401. ParticleSystem.prototype.getCapacity = function () {
  61402. return this._capacity;
  61403. };
  61404. /**
  61405. * Gets whether there are still active particles in the system.
  61406. * @returns True if it is alive, otherwise false.
  61407. */
  61408. ParticleSystem.prototype.isAlive = function () {
  61409. return this._alive;
  61410. };
  61411. /**
  61412. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61413. * @returns True if it has been started, otherwise false.
  61414. */
  61415. ParticleSystem.prototype.isStarted = function () {
  61416. return this._started;
  61417. };
  61418. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  61419. var _this = this;
  61420. this._subEmitters = new Array();
  61421. if (this.subEmitters) {
  61422. this.subEmitters.forEach(function (subEmitter) {
  61423. if (subEmitter instanceof ParticleSystem) {
  61424. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  61425. }
  61426. else if (subEmitter instanceof BABYLON.SubEmitter) {
  61427. _this._subEmitters.push([subEmitter]);
  61428. }
  61429. else if (subEmitter instanceof Array) {
  61430. _this._subEmitters.push(subEmitter);
  61431. }
  61432. });
  61433. }
  61434. };
  61435. /**
  61436. * Starts the particle system and begins to emit
  61437. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61438. */
  61439. ParticleSystem.prototype.start = function (delay) {
  61440. var _this = this;
  61441. if (delay === void 0) { delay = this.startDelay; }
  61442. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  61443. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  61444. }
  61445. if (delay) {
  61446. setTimeout(function () {
  61447. _this.start(0);
  61448. }, delay);
  61449. return;
  61450. }
  61451. // Convert the subEmitters field to the constant type field _subEmitters
  61452. this._prepareSubEmitterInternalArray();
  61453. this._started = true;
  61454. this._stopped = false;
  61455. this._actualFrame = 0;
  61456. if (this._subEmitters && this._subEmitters.length != 0) {
  61457. this.activeSubSystems = new Array();
  61458. }
  61459. // Reset emit gradient so it acts the same on every start
  61460. if (this._emitRateGradients) {
  61461. if (this._emitRateGradients.length > 0) {
  61462. this._currentEmitRateGradient = this._emitRateGradients[0];
  61463. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  61464. this._currentEmitRate2 = this._currentEmitRate1;
  61465. }
  61466. if (this._emitRateGradients.length > 1) {
  61467. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  61468. }
  61469. }
  61470. // Reset start size gradient so it acts the same on every start
  61471. if (this._startSizeGradients) {
  61472. if (this._startSizeGradients.length > 0) {
  61473. this._currentStartSizeGradient = this._startSizeGradients[0];
  61474. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  61475. this._currentStartSize2 = this._currentStartSize1;
  61476. }
  61477. if (this._startSizeGradients.length > 1) {
  61478. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  61479. }
  61480. }
  61481. if (this.preWarmCycles) {
  61482. if (this.emitter instanceof BABYLON.AbstractMesh) {
  61483. this.emitter.computeWorldMatrix(true);
  61484. }
  61485. var noiseTextureAsProcedural_1 = this.noiseTexture;
  61486. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  61487. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  61488. setTimeout(function () {
  61489. for (var index = 0; index < _this.preWarmCycles; index++) {
  61490. _this.animate(true);
  61491. noiseTextureAsProcedural_1.render();
  61492. }
  61493. });
  61494. });
  61495. }
  61496. else {
  61497. for (var index = 0; index < this.preWarmCycles; index++) {
  61498. this.animate(true);
  61499. }
  61500. }
  61501. }
  61502. // Animations
  61503. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  61504. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  61505. }
  61506. };
  61507. /**
  61508. * Stops the particle system.
  61509. * @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.
  61510. */
  61511. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  61512. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  61513. this._stopped = true;
  61514. if (stopSubEmitters) {
  61515. this._stopSubEmitters();
  61516. }
  61517. };
  61518. // animation sheet
  61519. /**
  61520. * Remove all active particles
  61521. */
  61522. ParticleSystem.prototype.reset = function () {
  61523. this._stockParticles = [];
  61524. this._particles = [];
  61525. };
  61526. /**
  61527. * @hidden (for internal use only)
  61528. */
  61529. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  61530. var offset = index * this._vertexBufferSize;
  61531. this._vertexData[offset++] = particle.position.x;
  61532. this._vertexData[offset++] = particle.position.y;
  61533. this._vertexData[offset++] = particle.position.z;
  61534. this._vertexData[offset++] = particle.color.r;
  61535. this._vertexData[offset++] = particle.color.g;
  61536. this._vertexData[offset++] = particle.color.b;
  61537. this._vertexData[offset++] = particle.color.a;
  61538. this._vertexData[offset++] = particle.angle;
  61539. this._vertexData[offset++] = particle.scale.x * particle.size;
  61540. this._vertexData[offset++] = particle.scale.y * particle.size;
  61541. if (this._isAnimationSheetEnabled) {
  61542. this._vertexData[offset++] = particle.cellIndex;
  61543. }
  61544. if (!this._isBillboardBased) {
  61545. if (particle._initialDirection) {
  61546. this._vertexData[offset++] = particle._initialDirection.x;
  61547. this._vertexData[offset++] = particle._initialDirection.y;
  61548. this._vertexData[offset++] = particle._initialDirection.z;
  61549. }
  61550. else {
  61551. this._vertexData[offset++] = particle.direction.x;
  61552. this._vertexData[offset++] = particle.direction.y;
  61553. this._vertexData[offset++] = particle.direction.z;
  61554. }
  61555. }
  61556. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61557. this._vertexData[offset++] = particle.direction.x;
  61558. this._vertexData[offset++] = particle.direction.y;
  61559. this._vertexData[offset++] = particle.direction.z;
  61560. }
  61561. if (this._useRampGradients) {
  61562. this._vertexData[offset++] = particle.remapData.x;
  61563. this._vertexData[offset++] = particle.remapData.y;
  61564. this._vertexData[offset++] = particle.remapData.z;
  61565. this._vertexData[offset++] = particle.remapData.w;
  61566. }
  61567. if (!this._useInstancing) {
  61568. if (this._isAnimationSheetEnabled) {
  61569. if (offsetX === 0) {
  61570. offsetX = this._epsilon;
  61571. }
  61572. else if (offsetX === 1) {
  61573. offsetX = 1 - this._epsilon;
  61574. }
  61575. if (offsetY === 0) {
  61576. offsetY = this._epsilon;
  61577. }
  61578. else if (offsetY === 1) {
  61579. offsetY = 1 - this._epsilon;
  61580. }
  61581. }
  61582. this._vertexData[offset++] = offsetX;
  61583. this._vertexData[offset++] = offsetY;
  61584. }
  61585. };
  61586. ParticleSystem.prototype._stopSubEmitters = function () {
  61587. if (!this.activeSubSystems) {
  61588. return;
  61589. }
  61590. this.activeSubSystems.forEach(function (subSystem) {
  61591. subSystem.stop(true);
  61592. });
  61593. this.activeSubSystems = new Array();
  61594. };
  61595. ParticleSystem.prototype._removeFromRoot = function () {
  61596. if (!this._rootParticleSystem) {
  61597. return;
  61598. }
  61599. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  61600. if (index !== -1) {
  61601. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  61602. }
  61603. this._rootParticleSystem = null;
  61604. };
  61605. // End of sub system methods
  61606. ParticleSystem.prototype._update = function (newParticles) {
  61607. var _this = this;
  61608. // Update current
  61609. this._alive = this._particles.length > 0;
  61610. if (this.emitter.position) {
  61611. var emitterMesh = this.emitter;
  61612. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  61613. }
  61614. else {
  61615. var emitterPosition = this.emitter;
  61616. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  61617. }
  61618. this.updateFunction(this._particles);
  61619. // Add new ones
  61620. var particle;
  61621. var _loop_2 = function () {
  61622. if (this_1._particles.length === this_1._capacity) {
  61623. return "break";
  61624. }
  61625. particle = this_1._createParticle();
  61626. this_1._particles.push(particle);
  61627. // Emitter
  61628. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  61629. if (this_1.startPositionFunction) {
  61630. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61631. }
  61632. else {
  61633. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61634. }
  61635. if (this_1.startDirectionFunction) {
  61636. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61637. }
  61638. else {
  61639. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61640. }
  61641. if (emitPower === 0) {
  61642. if (!particle._initialDirection) {
  61643. particle._initialDirection = particle.direction.clone();
  61644. }
  61645. else {
  61646. particle._initialDirection.copyFrom(particle.direction);
  61647. }
  61648. }
  61649. else {
  61650. particle._initialDirection = null;
  61651. }
  61652. particle.direction.scaleInPlace(emitPower);
  61653. // Life time
  61654. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  61655. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  61656. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  61657. var factorGradient1 = currentGradient;
  61658. var factorGradient2 = nextGradient;
  61659. var lifeTime1 = factorGradient1.getFactor();
  61660. var lifeTime2 = factorGradient2.getFactor();
  61661. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  61662. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  61663. });
  61664. }
  61665. else {
  61666. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  61667. }
  61668. // Size
  61669. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  61670. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  61671. }
  61672. else {
  61673. particle._currentSizeGradient = this_1._sizeGradients[0];
  61674. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  61675. particle.size = particle._currentSize1;
  61676. if (this_1._sizeGradients.length > 1) {
  61677. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  61678. }
  61679. else {
  61680. particle._currentSize2 = particle._currentSize1;
  61681. }
  61682. }
  61683. // Size and scale
  61684. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  61685. // Adjust scale by start size
  61686. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  61687. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  61688. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  61689. if (currentGradient !== _this._currentStartSizeGradient) {
  61690. _this._currentStartSize1 = _this._currentStartSize2;
  61691. _this._currentStartSize2 = nextGradient.getFactor();
  61692. _this._currentStartSizeGradient = currentGradient;
  61693. }
  61694. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  61695. particle.scale.scaleInPlace(value);
  61696. });
  61697. }
  61698. // Angle
  61699. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  61700. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  61701. }
  61702. else {
  61703. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  61704. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  61705. particle._currentAngularSpeed1 = particle.angularSpeed;
  61706. if (this_1._angularSpeedGradients.length > 1) {
  61707. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  61708. }
  61709. else {
  61710. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  61711. }
  61712. }
  61713. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  61714. // Velocity
  61715. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  61716. particle._currentVelocityGradient = this_1._velocityGradients[0];
  61717. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  61718. if (this_1._velocityGradients.length > 1) {
  61719. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  61720. }
  61721. else {
  61722. particle._currentVelocity2 = particle._currentVelocity1;
  61723. }
  61724. }
  61725. // Limit velocity
  61726. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  61727. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  61728. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  61729. if (this_1._limitVelocityGradients.length > 1) {
  61730. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  61731. }
  61732. else {
  61733. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  61734. }
  61735. }
  61736. // Drag
  61737. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  61738. particle._currentDragGradient = this_1._dragGradients[0];
  61739. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  61740. if (this_1._dragGradients.length > 1) {
  61741. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  61742. }
  61743. else {
  61744. particle._currentDrag2 = particle._currentDrag1;
  61745. }
  61746. }
  61747. // Color
  61748. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  61749. step = BABYLON.Scalar.RandomRange(0, 1.0);
  61750. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  61751. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  61752. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  61753. }
  61754. else {
  61755. particle._currentColorGradient = this_1._colorGradients[0];
  61756. particle._currentColorGradient.getColorToRef(particle.color);
  61757. particle._currentColor1.copyFrom(particle.color);
  61758. if (this_1._colorGradients.length > 1) {
  61759. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  61760. }
  61761. else {
  61762. particle._currentColor2.copyFrom(particle.color);
  61763. }
  61764. }
  61765. // Sheet
  61766. if (this_1._isAnimationSheetEnabled) {
  61767. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  61768. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  61769. }
  61770. // Inherited Velocity
  61771. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  61772. // Ramp
  61773. if (this_1._useRampGradients) {
  61774. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  61775. }
  61776. // Noise texture coordinates
  61777. if (this_1.noiseTexture) {
  61778. if (particle._randomNoiseCoordinates1) {
  61779. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  61780. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  61781. }
  61782. else {
  61783. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  61784. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  61785. }
  61786. }
  61787. // Update the position of the attached sub-emitters to match their attached particle
  61788. particle._inheritParticleInfoToSubEmitters();
  61789. };
  61790. var this_1 = this, step;
  61791. for (var index = 0; index < newParticles; index++) {
  61792. var state_1 = _loop_2();
  61793. if (state_1 === "break")
  61794. break;
  61795. }
  61796. };
  61797. /** @hidden */
  61798. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  61799. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61800. if (isBillboardBased === void 0) { isBillboardBased = false; }
  61801. if (useRampGradients === void 0) { useRampGradients = false; }
  61802. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  61803. if (isAnimationSheetEnabled) {
  61804. attributeNamesOrOptions.push("cellIndex");
  61805. }
  61806. if (!isBillboardBased) {
  61807. attributeNamesOrOptions.push("direction");
  61808. }
  61809. if (useRampGradients) {
  61810. attributeNamesOrOptions.push("remapData");
  61811. }
  61812. return attributeNamesOrOptions;
  61813. };
  61814. /** @hidden */
  61815. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  61816. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61817. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  61818. if (isAnimationSheetEnabled) {
  61819. effectCreationOption.push("particlesInfos");
  61820. }
  61821. return effectCreationOption;
  61822. };
  61823. /** @hidden */
  61824. ParticleSystem.prototype._getEffect = function (blendMode) {
  61825. if (this._customEffect) {
  61826. return this._customEffect;
  61827. }
  61828. var defines = [];
  61829. if (this._scene.clipPlane) {
  61830. defines.push("#define CLIPPLANE");
  61831. }
  61832. if (this._scene.clipPlane2) {
  61833. defines.push("#define CLIPPLANE2");
  61834. }
  61835. if (this._scene.clipPlane3) {
  61836. defines.push("#define CLIPPLANE3");
  61837. }
  61838. if (this._scene.clipPlane4) {
  61839. defines.push("#define CLIPPLANE4");
  61840. }
  61841. if (this._isAnimationSheetEnabled) {
  61842. defines.push("#define ANIMATESHEET");
  61843. }
  61844. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  61845. defines.push("#define BLENDMULTIPLYMODE");
  61846. }
  61847. if (this._useRampGradients) {
  61848. defines.push("#define RAMPGRADIENT");
  61849. }
  61850. if (this._isBillboardBased) {
  61851. defines.push("#define BILLBOARD");
  61852. switch (this.billboardMode) {
  61853. case ParticleSystem.BILLBOARDMODE_Y:
  61854. defines.push("#define BILLBOARDY");
  61855. break;
  61856. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  61857. defines.push("#define BILLBOARDSTRETCHED");
  61858. break;
  61859. case ParticleSystem.BILLBOARDMODE_ALL:
  61860. default:
  61861. break;
  61862. }
  61863. }
  61864. if (this._imageProcessingConfiguration) {
  61865. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  61866. defines.push(this._imageProcessingConfigurationDefines.toString());
  61867. }
  61868. // Effect
  61869. var join = defines.join("\n");
  61870. if (this._cachedDefines !== join) {
  61871. this._cachedDefines = join;
  61872. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  61873. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  61874. var samplers = ["diffuseSampler", "rampSampler"];
  61875. if (BABYLON.ImageProcessingConfiguration) {
  61876. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  61877. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  61878. }
  61879. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  61880. }
  61881. return this._effect;
  61882. };
  61883. /**
  61884. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  61885. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  61886. */
  61887. ParticleSystem.prototype.animate = function (preWarmOnly) {
  61888. var _this = this;
  61889. if (preWarmOnly === void 0) { preWarmOnly = false; }
  61890. if (!this._started) {
  61891. return;
  61892. }
  61893. if (!preWarmOnly) {
  61894. // Check
  61895. if (!this.isReady()) {
  61896. return;
  61897. }
  61898. if (this._currentRenderId === this._scene.getFrameId()) {
  61899. return;
  61900. }
  61901. this._currentRenderId = this._scene.getFrameId();
  61902. }
  61903. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  61904. // Determine the number of particles we need to create
  61905. var newParticles;
  61906. if (this.manualEmitCount > -1) {
  61907. newParticles = this.manualEmitCount;
  61908. this._newPartsExcess = 0;
  61909. this.manualEmitCount = 0;
  61910. }
  61911. else {
  61912. var rate_1 = this.emitRate;
  61913. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  61914. var ratio = this._actualFrame / this.targetStopDuration;
  61915. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  61916. if (currentGradient !== _this._currentEmitRateGradient) {
  61917. _this._currentEmitRate1 = _this._currentEmitRate2;
  61918. _this._currentEmitRate2 = nextGradient.getFactor();
  61919. _this._currentEmitRateGradient = currentGradient;
  61920. }
  61921. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  61922. });
  61923. }
  61924. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  61925. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  61926. }
  61927. if (this._newPartsExcess > 1.0) {
  61928. newParticles += this._newPartsExcess >> 0;
  61929. this._newPartsExcess -= this._newPartsExcess >> 0;
  61930. }
  61931. this._alive = false;
  61932. if (!this._stopped) {
  61933. this._actualFrame += this._scaledUpdateSpeed;
  61934. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  61935. this.stop();
  61936. }
  61937. }
  61938. else {
  61939. newParticles = 0;
  61940. }
  61941. this._update(newParticles);
  61942. // Stopped?
  61943. if (this._stopped) {
  61944. if (!this._alive) {
  61945. this._started = false;
  61946. if (this.onAnimationEnd) {
  61947. this.onAnimationEnd();
  61948. }
  61949. if (this.disposeOnStop) {
  61950. this._scene._toBeDisposed.push(this);
  61951. }
  61952. }
  61953. }
  61954. if (!preWarmOnly) {
  61955. // Update VBO
  61956. var offset = 0;
  61957. for (var index = 0; index < this._particles.length; index++) {
  61958. var particle = this._particles[index];
  61959. this._appendParticleVertices(offset, particle);
  61960. offset += this._useInstancing ? 1 : 4;
  61961. }
  61962. if (this._vertexBuffer) {
  61963. this._vertexBuffer.update(this._vertexData);
  61964. }
  61965. }
  61966. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  61967. this.stop();
  61968. }
  61969. };
  61970. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  61971. this._appendParticleVertex(offset++, particle, 0, 0);
  61972. if (!this._useInstancing) {
  61973. this._appendParticleVertex(offset++, particle, 1, 0);
  61974. this._appendParticleVertex(offset++, particle, 1, 1);
  61975. this._appendParticleVertex(offset++, particle, 0, 1);
  61976. }
  61977. };
  61978. /**
  61979. * Rebuilds the particle system.
  61980. */
  61981. ParticleSystem.prototype.rebuild = function () {
  61982. this._createIndexBuffer();
  61983. if (this._vertexBuffer) {
  61984. this._vertexBuffer._rebuild();
  61985. }
  61986. };
  61987. /**
  61988. * Is this system ready to be used/rendered
  61989. * @return true if the system is ready
  61990. */
  61991. ParticleSystem.prototype.isReady = function () {
  61992. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  61993. return false;
  61994. }
  61995. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  61996. if (!this._getEffect(this.blendMode).isReady()) {
  61997. return false;
  61998. }
  61999. }
  62000. else {
  62001. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  62002. return false;
  62003. }
  62004. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  62005. return false;
  62006. }
  62007. }
  62008. return true;
  62009. };
  62010. ParticleSystem.prototype._render = function (blendMode) {
  62011. var effect = this._getEffect(blendMode);
  62012. var engine = this._scene.getEngine();
  62013. // Render
  62014. engine.enableEffect(effect);
  62015. var viewMatrix = this._scene.getViewMatrix();
  62016. effect.setTexture("diffuseSampler", this.particleTexture);
  62017. effect.setMatrix("view", viewMatrix);
  62018. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  62019. if (this._isAnimationSheetEnabled && this.particleTexture) {
  62020. var baseSize = this.particleTexture.getBaseSize();
  62021. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  62022. }
  62023. effect.setVector2("translationPivot", this.translationPivot);
  62024. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  62025. if (this._isBillboardBased) {
  62026. var camera = this._scene.activeCamera;
  62027. effect.setVector3("eyePosition", camera.globalPosition);
  62028. }
  62029. if (this._rampGradientsTexture) {
  62030. effect.setTexture("rampSampler", this._rampGradientsTexture);
  62031. }
  62032. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  62033. var invView = viewMatrix.clone();
  62034. invView.invert();
  62035. effect.setMatrix("invView", invView);
  62036. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  62037. }
  62038. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  62039. // image processing
  62040. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  62041. this._imageProcessingConfiguration.bind(effect);
  62042. }
  62043. // Draw order
  62044. switch (blendMode) {
  62045. case ParticleSystem.BLENDMODE_ADD:
  62046. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  62047. break;
  62048. case ParticleSystem.BLENDMODE_ONEONE:
  62049. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  62050. break;
  62051. case ParticleSystem.BLENDMODE_STANDARD:
  62052. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  62053. break;
  62054. case ParticleSystem.BLENDMODE_MULTIPLY:
  62055. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  62056. break;
  62057. }
  62058. if (this._useInstancing) {
  62059. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  62060. }
  62061. else {
  62062. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  62063. }
  62064. return this._particles.length;
  62065. };
  62066. /**
  62067. * Renders the particle system in its current state.
  62068. * @returns the current number of particles
  62069. */
  62070. ParticleSystem.prototype.render = function () {
  62071. // Check
  62072. if (!this.isReady() || !this._particles.length) {
  62073. return 0;
  62074. }
  62075. var engine = this._scene.getEngine();
  62076. engine.setState(false);
  62077. if (this.forceDepthWrite) {
  62078. engine.setDepthWrite(true);
  62079. }
  62080. var outparticles = 0;
  62081. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62082. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  62083. }
  62084. outparticles = this._render(this.blendMode);
  62085. engine.unbindInstanceAttributes();
  62086. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  62087. return outparticles;
  62088. };
  62089. /**
  62090. * Disposes the particle system and free the associated resources
  62091. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62092. */
  62093. ParticleSystem.prototype.dispose = function (disposeTexture) {
  62094. if (disposeTexture === void 0) { disposeTexture = true; }
  62095. if (this._vertexBuffer) {
  62096. this._vertexBuffer.dispose();
  62097. this._vertexBuffer = null;
  62098. }
  62099. if (this._spriteBuffer) {
  62100. this._spriteBuffer.dispose();
  62101. this._spriteBuffer = null;
  62102. }
  62103. if (this._indexBuffer) {
  62104. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  62105. this._indexBuffer = null;
  62106. }
  62107. if (disposeTexture && this.particleTexture) {
  62108. this.particleTexture.dispose();
  62109. this.particleTexture = null;
  62110. }
  62111. if (disposeTexture && this.noiseTexture) {
  62112. this.noiseTexture.dispose();
  62113. this.noiseTexture = null;
  62114. }
  62115. if (this._rampGradientsTexture) {
  62116. this._rampGradientsTexture.dispose();
  62117. this._rampGradientsTexture = null;
  62118. }
  62119. this._removeFromRoot();
  62120. if (this._subEmitters && this._subEmitters.length) {
  62121. for (var index = 0; index < this._subEmitters.length; index++) {
  62122. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  62123. var subEmitter = _a[_i];
  62124. subEmitter.dispose();
  62125. }
  62126. }
  62127. this._subEmitters = [];
  62128. this.subEmitters = [];
  62129. }
  62130. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  62131. this.emitter.dispose(true);
  62132. }
  62133. // Remove from scene
  62134. var index = this._scene.particleSystems.indexOf(this);
  62135. if (index > -1) {
  62136. this._scene.particleSystems.splice(index, 1);
  62137. }
  62138. this._scene._activeParticleSystems.dispose();
  62139. // Callback
  62140. this.onDisposeObservable.notifyObservers(this);
  62141. this.onDisposeObservable.clear();
  62142. this.reset();
  62143. };
  62144. // Clone
  62145. /**
  62146. * Clones the particle system.
  62147. * @param name The name of the cloned object
  62148. * @param newEmitter The new emitter to use
  62149. * @returns the cloned particle system
  62150. */
  62151. ParticleSystem.prototype.clone = function (name, newEmitter) {
  62152. var custom = null;
  62153. var program = null;
  62154. if (this.customShader != null) {
  62155. program = this.customShader;
  62156. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62157. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62158. }
  62159. else if (this._customEffect) {
  62160. custom = this._customEffect;
  62161. }
  62162. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  62163. result.customShader = program;
  62164. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  62165. if (newEmitter === undefined) {
  62166. newEmitter = this.emitter;
  62167. }
  62168. result.noiseTexture = this.noiseTexture;
  62169. result.emitter = newEmitter;
  62170. if (this.particleTexture) {
  62171. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  62172. }
  62173. // Clone gradients
  62174. if (this._colorGradients) {
  62175. this._colorGradients.forEach(function (v) {
  62176. result.addColorGradient(v.gradient, v.color1, v.color2);
  62177. });
  62178. }
  62179. if (this._dragGradients) {
  62180. this._dragGradients.forEach(function (v) {
  62181. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  62182. });
  62183. }
  62184. if (this._angularSpeedGradients) {
  62185. this._angularSpeedGradients.forEach(function (v) {
  62186. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  62187. });
  62188. }
  62189. if (this._emitRateGradients) {
  62190. this._emitRateGradients.forEach(function (v) {
  62191. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  62192. });
  62193. }
  62194. if (this._lifeTimeGradients) {
  62195. this._lifeTimeGradients.forEach(function (v) {
  62196. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  62197. });
  62198. }
  62199. if (this._limitVelocityGradients) {
  62200. this._limitVelocityGradients.forEach(function (v) {
  62201. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  62202. });
  62203. }
  62204. if (this._sizeGradients) {
  62205. this._sizeGradients.forEach(function (v) {
  62206. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  62207. });
  62208. }
  62209. if (this._startSizeGradients) {
  62210. this._startSizeGradients.forEach(function (v) {
  62211. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  62212. });
  62213. }
  62214. if (this._velocityGradients) {
  62215. this._velocityGradients.forEach(function (v) {
  62216. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  62217. });
  62218. }
  62219. if (this._rampGradients) {
  62220. this._rampGradients.forEach(function (v) {
  62221. result.addRampGradient(v.gradient, v.color);
  62222. });
  62223. }
  62224. if (this._colorRemapGradients) {
  62225. this._colorRemapGradients.forEach(function (v) {
  62226. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  62227. });
  62228. }
  62229. if (this._alphaRemapGradients) {
  62230. this._alphaRemapGradients.forEach(function (v) {
  62231. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  62232. });
  62233. }
  62234. if (!this.preventAutoStart) {
  62235. result.start();
  62236. }
  62237. return result;
  62238. };
  62239. /**
  62240. * Serializes the particle system to a JSON object.
  62241. * @returns the JSON object
  62242. */
  62243. ParticleSystem.prototype.serialize = function () {
  62244. var serializationObject = {};
  62245. ParticleSystem._Serialize(serializationObject, this);
  62246. serializationObject.textureMask = this.textureMask.asArray();
  62247. serializationObject.customShader = this.customShader;
  62248. serializationObject.preventAutoStart = this.preventAutoStart;
  62249. // SubEmitters
  62250. if (this.subEmitters) {
  62251. serializationObject.subEmitters = [];
  62252. if (!this._subEmitters) {
  62253. this._prepareSubEmitterInternalArray();
  62254. }
  62255. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  62256. var subs = _a[_i];
  62257. var cell = [];
  62258. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  62259. var sub = subs_1[_b];
  62260. cell.push(sub.serialize());
  62261. }
  62262. serializationObject.subEmitters.push(cell);
  62263. }
  62264. }
  62265. return serializationObject;
  62266. };
  62267. /** @hidden */
  62268. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  62269. serializationObject.name = particleSystem.name;
  62270. serializationObject.id = particleSystem.id;
  62271. serializationObject.capacity = particleSystem.getCapacity();
  62272. // Emitter
  62273. if (particleSystem.emitter.position) {
  62274. var emitterMesh = particleSystem.emitter;
  62275. serializationObject.emitterId = emitterMesh.id;
  62276. }
  62277. else {
  62278. var emitterPosition = particleSystem.emitter;
  62279. serializationObject.emitter = emitterPosition.asArray();
  62280. }
  62281. // Emitter
  62282. if (particleSystem.particleEmitterType) {
  62283. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  62284. }
  62285. if (particleSystem.particleTexture) {
  62286. serializationObject.textureName = particleSystem.particleTexture.name;
  62287. serializationObject.invertY = particleSystem.particleTexture._invertY;
  62288. }
  62289. // Animations
  62290. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  62291. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  62292. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  62293. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  62294. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  62295. // Particle system
  62296. serializationObject.startDelay = particleSystem.startDelay;
  62297. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  62298. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  62299. serializationObject.billboardMode = particleSystem.billboardMode;
  62300. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  62301. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  62302. serializationObject.minSize = particleSystem.minSize;
  62303. serializationObject.maxSize = particleSystem.maxSize;
  62304. serializationObject.minScaleX = particleSystem.minScaleX;
  62305. serializationObject.maxScaleX = particleSystem.maxScaleX;
  62306. serializationObject.minScaleY = particleSystem.minScaleY;
  62307. serializationObject.maxScaleY = particleSystem.maxScaleY;
  62308. serializationObject.minEmitPower = particleSystem.minEmitPower;
  62309. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  62310. serializationObject.minLifeTime = particleSystem.minLifeTime;
  62311. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  62312. serializationObject.emitRate = particleSystem.emitRate;
  62313. serializationObject.gravity = particleSystem.gravity.asArray();
  62314. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  62315. serializationObject.color1 = particleSystem.color1.asArray();
  62316. serializationObject.color2 = particleSystem.color2.asArray();
  62317. serializationObject.colorDead = particleSystem.colorDead.asArray();
  62318. serializationObject.updateSpeed = particleSystem.updateSpeed;
  62319. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  62320. serializationObject.blendMode = particleSystem.blendMode;
  62321. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  62322. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  62323. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  62324. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  62325. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  62326. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  62327. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  62328. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  62329. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  62330. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  62331. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  62332. var colorGradients = particleSystem.getColorGradients();
  62333. if (colorGradients) {
  62334. serializationObject.colorGradients = [];
  62335. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  62336. var colorGradient = colorGradients_1[_i];
  62337. var serializedGradient = {
  62338. gradient: colorGradient.gradient,
  62339. color1: colorGradient.color1.asArray()
  62340. };
  62341. if (colorGradient.color2) {
  62342. serializedGradient.color2 = colorGradient.color2.asArray();
  62343. }
  62344. serializationObject.colorGradients.push(serializedGradient);
  62345. }
  62346. }
  62347. var rampGradients = particleSystem.getRampGradients();
  62348. if (rampGradients) {
  62349. serializationObject.rampGradients = [];
  62350. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  62351. var rampGradient = rampGradients_1[_a];
  62352. var serializedGradient = {
  62353. gradient: rampGradient.gradient,
  62354. color: rampGradient.color.asArray()
  62355. };
  62356. serializationObject.rampGradients.push(serializedGradient);
  62357. }
  62358. serializationObject.useRampGradients = particleSystem.useRampGradients;
  62359. }
  62360. var colorRemapGradients = particleSystem.getColorRemapGradients();
  62361. if (colorRemapGradients) {
  62362. serializationObject.colorRemapGradients = [];
  62363. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  62364. var colorRemapGradient = colorRemapGradients_1[_b];
  62365. var serializedGradient = {
  62366. gradient: colorRemapGradient.gradient,
  62367. factor1: colorRemapGradient.factor1
  62368. };
  62369. if (colorRemapGradient.factor2 !== undefined) {
  62370. serializedGradient.factor2 = colorRemapGradient.factor2;
  62371. }
  62372. serializationObject.colorRemapGradients.push(serializedGradient);
  62373. }
  62374. }
  62375. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  62376. if (alphaRemapGradients) {
  62377. serializationObject.alphaRemapGradients = [];
  62378. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  62379. var alphaRemapGradient = alphaRemapGradients_1[_c];
  62380. var serializedGradient = {
  62381. gradient: alphaRemapGradient.gradient,
  62382. factor1: alphaRemapGradient.factor1
  62383. };
  62384. if (alphaRemapGradient.factor2 !== undefined) {
  62385. serializedGradient.factor2 = alphaRemapGradient.factor2;
  62386. }
  62387. serializationObject.alphaRemapGradients.push(serializedGradient);
  62388. }
  62389. }
  62390. var sizeGradients = particleSystem.getSizeGradients();
  62391. if (sizeGradients) {
  62392. serializationObject.sizeGradients = [];
  62393. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  62394. var sizeGradient = sizeGradients_1[_d];
  62395. var serializedGradient = {
  62396. gradient: sizeGradient.gradient,
  62397. factor1: sizeGradient.factor1
  62398. };
  62399. if (sizeGradient.factor2 !== undefined) {
  62400. serializedGradient.factor2 = sizeGradient.factor2;
  62401. }
  62402. serializationObject.sizeGradients.push(serializedGradient);
  62403. }
  62404. }
  62405. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  62406. if (angularSpeedGradients) {
  62407. serializationObject.angularSpeedGradients = [];
  62408. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  62409. var angularSpeedGradient = angularSpeedGradients_1[_e];
  62410. var serializedGradient = {
  62411. gradient: angularSpeedGradient.gradient,
  62412. factor1: angularSpeedGradient.factor1
  62413. };
  62414. if (angularSpeedGradient.factor2 !== undefined) {
  62415. serializedGradient.factor2 = angularSpeedGradient.factor2;
  62416. }
  62417. serializationObject.angularSpeedGradients.push(serializedGradient);
  62418. }
  62419. }
  62420. var velocityGradients = particleSystem.getVelocityGradients();
  62421. if (velocityGradients) {
  62422. serializationObject.velocityGradients = [];
  62423. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  62424. var velocityGradient = velocityGradients_1[_f];
  62425. var serializedGradient = {
  62426. gradient: velocityGradient.gradient,
  62427. factor1: velocityGradient.factor1
  62428. };
  62429. if (velocityGradient.factor2 !== undefined) {
  62430. serializedGradient.factor2 = velocityGradient.factor2;
  62431. }
  62432. serializationObject.velocityGradients.push(serializedGradient);
  62433. }
  62434. }
  62435. var dragGradients = particleSystem.getDragGradients();
  62436. if (dragGradients) {
  62437. serializationObject.dragyGradients = [];
  62438. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  62439. var dragGradient = dragGradients_1[_g];
  62440. var serializedGradient = {
  62441. gradient: dragGradient.gradient,
  62442. factor1: dragGradient.factor1
  62443. };
  62444. if (dragGradient.factor2 !== undefined) {
  62445. serializedGradient.factor2 = dragGradient.factor2;
  62446. }
  62447. serializationObject.dragGradients.push(serializedGradient);
  62448. }
  62449. }
  62450. var emitRateGradients = particleSystem.getEmitRateGradients();
  62451. if (emitRateGradients) {
  62452. serializationObject.emitRateGradients = [];
  62453. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  62454. var emitRateGradient = emitRateGradients_1[_h];
  62455. var serializedGradient = {
  62456. gradient: emitRateGradient.gradient,
  62457. factor1: emitRateGradient.factor1
  62458. };
  62459. if (emitRateGradient.factor2 !== undefined) {
  62460. serializedGradient.factor2 = emitRateGradient.factor2;
  62461. }
  62462. serializationObject.emitRateGradients.push(serializedGradient);
  62463. }
  62464. }
  62465. var startSizeGradients = particleSystem.getStartSizeGradients();
  62466. if (startSizeGradients) {
  62467. serializationObject.startSizeGradients = [];
  62468. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  62469. var startSizeGradient = startSizeGradients_1[_j];
  62470. var serializedGradient = {
  62471. gradient: startSizeGradient.gradient,
  62472. factor1: startSizeGradient.factor1
  62473. };
  62474. if (startSizeGradient.factor2 !== undefined) {
  62475. serializedGradient.factor2 = startSizeGradient.factor2;
  62476. }
  62477. serializationObject.startSizeGradients.push(serializedGradient);
  62478. }
  62479. }
  62480. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  62481. if (lifeTimeGradients) {
  62482. serializationObject.lifeTimeGradients = [];
  62483. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  62484. var lifeTimeGradient = lifeTimeGradients_1[_k];
  62485. var serializedGradient = {
  62486. gradient: lifeTimeGradient.gradient,
  62487. factor1: lifeTimeGradient.factor1
  62488. };
  62489. if (lifeTimeGradient.factor2 !== undefined) {
  62490. serializedGradient.factor2 = lifeTimeGradient.factor2;
  62491. }
  62492. serializationObject.lifeTimeGradients.push(serializedGradient);
  62493. }
  62494. }
  62495. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  62496. if (limitVelocityGradients) {
  62497. serializationObject.limitVelocityGradients = [];
  62498. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  62499. var limitVelocityGradient = limitVelocityGradients_1[_l];
  62500. var serializedGradient = {
  62501. gradient: limitVelocityGradient.gradient,
  62502. factor1: limitVelocityGradient.factor1
  62503. };
  62504. if (limitVelocityGradient.factor2 !== undefined) {
  62505. serializedGradient.factor2 = limitVelocityGradient.factor2;
  62506. }
  62507. serializationObject.limitVelocityGradients.push(serializedGradient);
  62508. }
  62509. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  62510. }
  62511. if (particleSystem.noiseTexture) {
  62512. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  62513. }
  62514. };
  62515. /** @hidden */
  62516. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  62517. // Texture
  62518. if (parsedParticleSystem.textureName) {
  62519. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  62520. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  62521. }
  62522. // Emitter
  62523. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  62524. particleSystem.emitter = BABYLON.Vector3.Zero();
  62525. }
  62526. else if (parsedParticleSystem.emitterId) {
  62527. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  62528. }
  62529. else {
  62530. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  62531. }
  62532. // Misc.
  62533. if (parsedParticleSystem.renderingGroupId !== undefined) {
  62534. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  62535. }
  62536. if (parsedParticleSystem.isBillboardBased !== undefined) {
  62537. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  62538. }
  62539. if (parsedParticleSystem.billboardMode !== undefined) {
  62540. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  62541. }
  62542. // Animations
  62543. if (parsedParticleSystem.animations) {
  62544. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  62545. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  62546. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  62547. }
  62548. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  62549. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  62550. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  62551. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  62552. }
  62553. if (parsedParticleSystem.autoAnimate) {
  62554. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  62555. }
  62556. // Particle system
  62557. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  62558. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  62559. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  62560. particleSystem.minSize = parsedParticleSystem.minSize;
  62561. particleSystem.maxSize = parsedParticleSystem.maxSize;
  62562. if (parsedParticleSystem.minScaleX) {
  62563. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  62564. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  62565. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  62566. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  62567. }
  62568. if (parsedParticleSystem.preWarmCycles !== undefined) {
  62569. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  62570. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  62571. }
  62572. if (parsedParticleSystem.minInitialRotation !== undefined) {
  62573. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  62574. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  62575. }
  62576. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  62577. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  62578. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  62579. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  62580. particleSystem.emitRate = parsedParticleSystem.emitRate;
  62581. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  62582. if (parsedParticleSystem.noiseStrength) {
  62583. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  62584. }
  62585. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  62586. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  62587. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  62588. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  62589. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  62590. particleSystem.blendMode = parsedParticleSystem.blendMode;
  62591. if (parsedParticleSystem.colorGradients) {
  62592. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  62593. var colorGradient = _a[_i];
  62594. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  62595. }
  62596. }
  62597. if (parsedParticleSystem.rampGradients) {
  62598. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  62599. var rampGradient = _c[_b];
  62600. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  62601. }
  62602. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  62603. }
  62604. if (parsedParticleSystem.colorRemapGradients) {
  62605. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  62606. var colorRemapGradient = _e[_d];
  62607. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  62608. }
  62609. }
  62610. if (parsedParticleSystem.alphaRemapGradients) {
  62611. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  62612. var alphaRemapGradient = _g[_f];
  62613. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  62614. }
  62615. }
  62616. if (parsedParticleSystem.sizeGradients) {
  62617. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  62618. var sizeGradient = _j[_h];
  62619. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62620. }
  62621. }
  62622. if (parsedParticleSystem.sizeGradients) {
  62623. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  62624. var sizeGradient = _l[_k];
  62625. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62626. }
  62627. }
  62628. if (parsedParticleSystem.angularSpeedGradients) {
  62629. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  62630. var angularSpeedGradient = _o[_m];
  62631. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  62632. }
  62633. }
  62634. if (parsedParticleSystem.velocityGradients) {
  62635. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  62636. var velocityGradient = _q[_p];
  62637. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  62638. }
  62639. }
  62640. if (parsedParticleSystem.dragGradients) {
  62641. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  62642. var dragGradient = _s[_r];
  62643. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  62644. }
  62645. }
  62646. if (parsedParticleSystem.emitRateGradients) {
  62647. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  62648. var emitRateGradient = _u[_t];
  62649. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  62650. }
  62651. }
  62652. if (parsedParticleSystem.startSizeGradients) {
  62653. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  62654. var startSizeGradient = _w[_v];
  62655. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  62656. }
  62657. }
  62658. if (parsedParticleSystem.lifeTimeGradients) {
  62659. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  62660. var lifeTimeGradient = _y[_x];
  62661. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  62662. }
  62663. }
  62664. if (parsedParticleSystem.limitVelocityGradients) {
  62665. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  62666. var limitVelocityGradient = _0[_z];
  62667. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  62668. }
  62669. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  62670. }
  62671. if (parsedParticleSystem.noiseTexture) {
  62672. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  62673. }
  62674. // Emitter
  62675. var emitterType;
  62676. if (parsedParticleSystem.particleEmitterType) {
  62677. switch (parsedParticleSystem.particleEmitterType.type) {
  62678. case "SphereParticleEmitter":
  62679. emitterType = new BABYLON.SphereParticleEmitter();
  62680. break;
  62681. case "SphereDirectedParticleEmitter":
  62682. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  62683. break;
  62684. case "ConeEmitter":
  62685. case "ConeParticleEmitter":
  62686. emitterType = new BABYLON.ConeParticleEmitter();
  62687. break;
  62688. case "CylinderParticleEmitter":
  62689. emitterType = new BABYLON.CylinderParticleEmitter();
  62690. break;
  62691. case "HemisphericParticleEmitter":
  62692. emitterType = new BABYLON.HemisphericParticleEmitter();
  62693. break;
  62694. case "BoxEmitter":
  62695. case "BoxParticleEmitter":
  62696. default:
  62697. emitterType = new BABYLON.BoxParticleEmitter();
  62698. break;
  62699. }
  62700. emitterType.parse(parsedParticleSystem.particleEmitterType);
  62701. }
  62702. else {
  62703. emitterType = new BABYLON.BoxParticleEmitter();
  62704. emitterType.parse(parsedParticleSystem);
  62705. }
  62706. particleSystem.particleEmitterType = emitterType;
  62707. // Animation sheet
  62708. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  62709. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  62710. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  62711. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  62712. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  62713. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  62714. };
  62715. /**
  62716. * Parses a JSON object to create a particle system.
  62717. * @param parsedParticleSystem The JSON object to parse
  62718. * @param scene The scene to create the particle system in
  62719. * @param rootUrl The root url to use to load external dependencies like texture
  62720. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  62721. * @returns the Parsed particle system
  62722. */
  62723. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  62724. if (doNotStart === void 0) { doNotStart = false; }
  62725. var name = parsedParticleSystem.name;
  62726. var custom = null;
  62727. var program = null;
  62728. if (parsedParticleSystem.customShader) {
  62729. program = parsedParticleSystem.customShader;
  62730. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62731. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62732. }
  62733. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  62734. particleSystem.customShader = program;
  62735. if (parsedParticleSystem.id) {
  62736. particleSystem.id = parsedParticleSystem.id;
  62737. }
  62738. // SubEmitters
  62739. if (parsedParticleSystem.subEmitters) {
  62740. particleSystem.subEmitters = [];
  62741. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  62742. var cell = _a[_i];
  62743. var cellArray = [];
  62744. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  62745. var sub = cell_1[_b];
  62746. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  62747. }
  62748. particleSystem.subEmitters.push(cellArray);
  62749. }
  62750. }
  62751. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  62752. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  62753. // Auto start
  62754. if (parsedParticleSystem.preventAutoStart) {
  62755. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  62756. }
  62757. if (!doNotStart && !particleSystem.preventAutoStart) {
  62758. particleSystem.start();
  62759. }
  62760. return particleSystem;
  62761. };
  62762. /**
  62763. * Billboard mode will only apply to Y axis
  62764. */
  62765. ParticleSystem.BILLBOARDMODE_Y = 2;
  62766. /**
  62767. * Billboard mode will apply to all axes
  62768. */
  62769. ParticleSystem.BILLBOARDMODE_ALL = 7;
  62770. /**
  62771. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  62772. */
  62773. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  62774. return ParticleSystem;
  62775. }(BABYLON.BaseParticleSystem));
  62776. BABYLON.ParticleSystem = ParticleSystem;
  62777. })(BABYLON || (BABYLON = {}));
  62778. //# sourceMappingURL=babylon.particleSystem.js.map
  62779. var BABYLON;
  62780. (function (BABYLON) {
  62781. /**
  62782. * Particle emitter emitting particles from the inside of a box.
  62783. * It emits the particles randomly between 2 given directions.
  62784. */
  62785. var BoxParticleEmitter = /** @class */ (function () {
  62786. /**
  62787. * Creates a new instance BoxParticleEmitter
  62788. */
  62789. function BoxParticleEmitter() {
  62790. /**
  62791. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  62792. */
  62793. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  62794. /**
  62795. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  62796. */
  62797. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  62798. /**
  62799. * 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.
  62800. */
  62801. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  62802. /**
  62803. * 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.
  62804. */
  62805. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  62806. }
  62807. /**
  62808. * Called by the particle System when the direction is computed for the created particle.
  62809. * @param worldMatrix is the world matrix of the particle system
  62810. * @param directionToUpdate is the direction vector to update with the result
  62811. * @param particle is the particle we are computed the direction for
  62812. */
  62813. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62814. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  62815. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  62816. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  62817. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  62818. };
  62819. /**
  62820. * Called by the particle System when the position is computed for the created particle.
  62821. * @param worldMatrix is the world matrix of the particle system
  62822. * @param positionToUpdate is the position vector to update with the result
  62823. * @param particle is the particle we are computed the position for
  62824. */
  62825. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62826. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  62827. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  62828. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  62829. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  62830. };
  62831. /**
  62832. * Clones the current emitter and returns a copy of it
  62833. * @returns the new emitter
  62834. */
  62835. BoxParticleEmitter.prototype.clone = function () {
  62836. var newOne = new BoxParticleEmitter();
  62837. BABYLON.Tools.DeepCopy(this, newOne);
  62838. return newOne;
  62839. };
  62840. /**
  62841. * Called by the GPUParticleSystem to setup the update shader
  62842. * @param effect defines the update shader
  62843. */
  62844. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  62845. effect.setVector3("direction1", this.direction1);
  62846. effect.setVector3("direction2", this.direction2);
  62847. effect.setVector3("minEmitBox", this.minEmitBox);
  62848. effect.setVector3("maxEmitBox", this.maxEmitBox);
  62849. };
  62850. /**
  62851. * Returns a string to use to update the GPU particles update shader
  62852. * @returns a string containng the defines string
  62853. */
  62854. BoxParticleEmitter.prototype.getEffectDefines = function () {
  62855. return "#define BOXEMITTER";
  62856. };
  62857. /**
  62858. * Returns the string "BoxParticleEmitter"
  62859. * @returns a string containing the class name
  62860. */
  62861. BoxParticleEmitter.prototype.getClassName = function () {
  62862. return "BoxParticleEmitter";
  62863. };
  62864. /**
  62865. * Serializes the particle system to a JSON object.
  62866. * @returns the JSON object
  62867. */
  62868. BoxParticleEmitter.prototype.serialize = function () {
  62869. var serializationObject = {};
  62870. serializationObject.type = this.getClassName();
  62871. serializationObject.direction1 = this.direction1.asArray();
  62872. serializationObject.direction2 = this.direction2.asArray();
  62873. serializationObject.minEmitBox = this.minEmitBox.asArray();
  62874. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  62875. return serializationObject;
  62876. };
  62877. /**
  62878. * Parse properties from a JSON object
  62879. * @param serializationObject defines the JSON object
  62880. */
  62881. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  62882. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  62883. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  62884. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  62885. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  62886. };
  62887. return BoxParticleEmitter;
  62888. }());
  62889. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  62890. })(BABYLON || (BABYLON = {}));
  62891. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  62892. var BABYLON;
  62893. (function (BABYLON) {
  62894. /**
  62895. * Particle emitter emitting particles from the inside of a cylinder.
  62896. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  62897. */
  62898. var CylinderParticleEmitter = /** @class */ (function () {
  62899. /**
  62900. * Creates a new instance CylinderParticleEmitter
  62901. * @param radius the radius of the emission cylinder (1 by default)
  62902. * @param height the height of the emission cylinder (1 by default)
  62903. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  62904. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  62905. */
  62906. function CylinderParticleEmitter(
  62907. /**
  62908. * The radius of the emission cylinder.
  62909. */
  62910. radius,
  62911. /**
  62912. * The height of the emission cylinder.
  62913. */
  62914. height,
  62915. /**
  62916. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  62917. */
  62918. radiusRange,
  62919. /**
  62920. * How much to randomize the particle direction [0-1].
  62921. */
  62922. directionRandomizer) {
  62923. if (radius === void 0) { radius = 1; }
  62924. if (height === void 0) { height = 1; }
  62925. if (radiusRange === void 0) { radiusRange = 1; }
  62926. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  62927. this.radius = radius;
  62928. this.height = height;
  62929. this.radiusRange = radiusRange;
  62930. this.directionRandomizer = directionRandomizer;
  62931. }
  62932. /**
  62933. * Called by the particle System when the direction is computed for the created particle.
  62934. * @param worldMatrix is the world matrix of the particle system
  62935. * @param directionToUpdate is the direction vector to update with the result
  62936. * @param particle is the particle we are computed the direction for
  62937. */
  62938. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62939. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  62940. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  62941. var angle = Math.atan2(direction.x, direction.z);
  62942. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  62943. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  62944. direction.x = Math.sin(angle);
  62945. direction.z = Math.cos(angle);
  62946. direction.normalize();
  62947. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  62948. };
  62949. /**
  62950. * Called by the particle System when the position is computed for the created particle.
  62951. * @param worldMatrix is the world matrix of the particle system
  62952. * @param positionToUpdate is the position vector to update with the result
  62953. * @param particle is the particle we are computed the position for
  62954. */
  62955. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62956. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  62957. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  62958. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  62959. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  62960. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  62961. var xPos = positionRadius * Math.cos(angle);
  62962. var zPos = positionRadius * Math.sin(angle);
  62963. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  62964. };
  62965. /**
  62966. * Clones the current emitter and returns a copy of it
  62967. * @returns the new emitter
  62968. */
  62969. CylinderParticleEmitter.prototype.clone = function () {
  62970. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  62971. BABYLON.Tools.DeepCopy(this, newOne);
  62972. return newOne;
  62973. };
  62974. /**
  62975. * Called by the GPUParticleSystem to setup the update shader
  62976. * @param effect defines the update shader
  62977. */
  62978. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  62979. effect.setFloat("radius", this.radius);
  62980. effect.setFloat("height", this.height);
  62981. effect.setFloat("radiusRange", this.radiusRange);
  62982. effect.setFloat("directionRandomizer", this.directionRandomizer);
  62983. };
  62984. /**
  62985. * Returns a string to use to update the GPU particles update shader
  62986. * @returns a string containng the defines string
  62987. */
  62988. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  62989. return "#define CYLINDEREMITTER";
  62990. };
  62991. /**
  62992. * Returns the string "CylinderParticleEmitter"
  62993. * @returns a string containing the class name
  62994. */
  62995. CylinderParticleEmitter.prototype.getClassName = function () {
  62996. return "CylinderParticleEmitter";
  62997. };
  62998. /**
  62999. * Serializes the particle system to a JSON object.
  63000. * @returns the JSON object
  63001. */
  63002. CylinderParticleEmitter.prototype.serialize = function () {
  63003. var serializationObject = {};
  63004. serializationObject.type = this.getClassName();
  63005. serializationObject.radius = this.radius;
  63006. serializationObject.height = this.height;
  63007. serializationObject.radiusRange = this.radiusRange;
  63008. serializationObject.directionRandomizer = this.directionRandomizer;
  63009. return serializationObject;
  63010. };
  63011. /**
  63012. * Parse properties from a JSON object
  63013. * @param serializationObject defines the JSON object
  63014. */
  63015. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  63016. this.radius = serializationObject.radius;
  63017. this.height = serializationObject.height;
  63018. this.radiusRange = serializationObject.radiusRange;
  63019. this.directionRandomizer = serializationObject.directionRandomizer;
  63020. };
  63021. return CylinderParticleEmitter;
  63022. }());
  63023. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  63024. /**
  63025. * Particle emitter emitting particles from the inside of a cylinder.
  63026. * It emits the particles randomly between two vectors.
  63027. */
  63028. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  63029. __extends(CylinderDirectedParticleEmitter, _super);
  63030. /**
  63031. * Creates a new instance CylinderDirectedParticleEmitter
  63032. * @param radius the radius of the emission cylinder (1 by default)
  63033. * @param height the height of the emission cylinder (1 by default)
  63034. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63035. * @param direction1 the min limit of the emission direction (up vector by default)
  63036. * @param direction2 the max limit of the emission direction (up vector by default)
  63037. */
  63038. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  63039. /**
  63040. * The min limit of the emission direction.
  63041. */
  63042. direction1,
  63043. /**
  63044. * The max limit of the emission direction.
  63045. */
  63046. direction2) {
  63047. if (radius === void 0) { radius = 1; }
  63048. if (height === void 0) { height = 1; }
  63049. if (radiusRange === void 0) { radiusRange = 1; }
  63050. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63051. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63052. var _this = _super.call(this, radius, height, radiusRange) || this;
  63053. _this.direction1 = direction1;
  63054. _this.direction2 = direction2;
  63055. return _this;
  63056. }
  63057. /**
  63058. * Called by the particle System when the direction is computed for the created particle.
  63059. * @param worldMatrix is the world matrix of the particle system
  63060. * @param directionToUpdate is the direction vector to update with the result
  63061. * @param particle is the particle we are computed the direction for
  63062. */
  63063. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63064. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63065. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63066. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63067. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63068. };
  63069. /**
  63070. * Clones the current emitter and returns a copy of it
  63071. * @returns the new emitter
  63072. */
  63073. CylinderDirectedParticleEmitter.prototype.clone = function () {
  63074. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  63075. BABYLON.Tools.DeepCopy(this, newOne);
  63076. return newOne;
  63077. };
  63078. /**
  63079. * Called by the GPUParticleSystem to setup the update shader
  63080. * @param effect defines the update shader
  63081. */
  63082. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63083. effect.setFloat("radius", this.radius);
  63084. effect.setFloat("height", this.height);
  63085. effect.setFloat("radiusRange", this.radiusRange);
  63086. effect.setVector3("direction1", this.direction1);
  63087. effect.setVector3("direction2", this.direction2);
  63088. };
  63089. /**
  63090. * Returns a string to use to update the GPU particles update shader
  63091. * @returns a string containng the defines string
  63092. */
  63093. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63094. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  63095. };
  63096. /**
  63097. * Returns the string "CylinderDirectedParticleEmitter"
  63098. * @returns a string containing the class name
  63099. */
  63100. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  63101. return "CylinderDirectedParticleEmitter";
  63102. };
  63103. /**
  63104. * Serializes the particle system to a JSON object.
  63105. * @returns the JSON object
  63106. */
  63107. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  63108. var serializationObject = _super.prototype.serialize.call(this);
  63109. serializationObject.direction1 = this.direction1.asArray();
  63110. serializationObject.direction2 = this.direction2.asArray();
  63111. return serializationObject;
  63112. };
  63113. /**
  63114. * Parse properties from a JSON object
  63115. * @param serializationObject defines the JSON object
  63116. */
  63117. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63118. _super.prototype.parse.call(this, serializationObject);
  63119. this.direction1.copyFrom(serializationObject.direction1);
  63120. this.direction2.copyFrom(serializationObject.direction2);
  63121. };
  63122. return CylinderDirectedParticleEmitter;
  63123. }(CylinderParticleEmitter));
  63124. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  63125. })(BABYLON || (BABYLON = {}));
  63126. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  63127. var BABYLON;
  63128. (function (BABYLON) {
  63129. /**
  63130. * Particle emitter emitting particles from the inside of a cone.
  63131. * It emits the particles alongside the cone volume from the base to the particle.
  63132. * The emission direction might be randomized.
  63133. */
  63134. var ConeParticleEmitter = /** @class */ (function () {
  63135. /**
  63136. * Creates a new instance ConeParticleEmitter
  63137. * @param radius the radius of the emission cone (1 by default)
  63138. * @param angles the cone base angle (PI by default)
  63139. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  63140. */
  63141. function ConeParticleEmitter(radius, angle,
  63142. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  63143. directionRandomizer) {
  63144. if (radius === void 0) { radius = 1; }
  63145. if (angle === void 0) { angle = Math.PI; }
  63146. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63147. this.directionRandomizer = directionRandomizer;
  63148. /**
  63149. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  63150. */
  63151. this.radiusRange = 1;
  63152. /**
  63153. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  63154. */
  63155. this.heightRange = 1;
  63156. /**
  63157. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  63158. */
  63159. this.emitFromSpawnPointOnly = false;
  63160. this.angle = angle;
  63161. this.radius = radius;
  63162. }
  63163. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  63164. /**
  63165. * Gets or sets the radius of the emission cone
  63166. */
  63167. get: function () {
  63168. return this._radius;
  63169. },
  63170. set: function (value) {
  63171. this._radius = value;
  63172. this._buildHeight();
  63173. },
  63174. enumerable: true,
  63175. configurable: true
  63176. });
  63177. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  63178. /**
  63179. * Gets or sets the angle of the emission cone
  63180. */
  63181. get: function () {
  63182. return this._angle;
  63183. },
  63184. set: function (value) {
  63185. this._angle = value;
  63186. this._buildHeight();
  63187. },
  63188. enumerable: true,
  63189. configurable: true
  63190. });
  63191. ConeParticleEmitter.prototype._buildHeight = function () {
  63192. if (this._angle !== 0) {
  63193. this._height = this._radius / Math.tan(this._angle / 2);
  63194. }
  63195. else {
  63196. this._height = 1;
  63197. }
  63198. };
  63199. /**
  63200. * Called by the particle System when the direction is computed for the created particle.
  63201. * @param worldMatrix is the world matrix of the particle system
  63202. * @param directionToUpdate is the direction vector to update with the result
  63203. * @param particle is the particle we are computed the direction for
  63204. */
  63205. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63206. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  63207. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  63208. }
  63209. else {
  63210. // measure the direction Vector from the emitter to the particle.
  63211. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63212. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63213. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63214. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63215. direction.x += randX;
  63216. direction.y += randY;
  63217. direction.z += randZ;
  63218. direction.normalize();
  63219. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63220. }
  63221. };
  63222. /**
  63223. * Called by the particle System when the position is computed for the created particle.
  63224. * @param worldMatrix is the world matrix of the particle system
  63225. * @param positionToUpdate is the position vector to update with the result
  63226. * @param particle is the particle we are computed the position for
  63227. */
  63228. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63229. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  63230. var h;
  63231. if (!this.emitFromSpawnPointOnly) {
  63232. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  63233. // Better distribution in a cone at normal angles.
  63234. h = 1 - h * h;
  63235. }
  63236. else {
  63237. h = 0.0001;
  63238. }
  63239. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  63240. radius = radius * h;
  63241. var randX = radius * Math.sin(s);
  63242. var randZ = radius * Math.cos(s);
  63243. var randY = h * this._height;
  63244. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63245. };
  63246. /**
  63247. * Clones the current emitter and returns a copy of it
  63248. * @returns the new emitter
  63249. */
  63250. ConeParticleEmitter.prototype.clone = function () {
  63251. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  63252. BABYLON.Tools.DeepCopy(this, newOne);
  63253. return newOne;
  63254. };
  63255. /**
  63256. * Called by the GPUParticleSystem to setup the update shader
  63257. * @param effect defines the update shader
  63258. */
  63259. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  63260. effect.setFloat2("radius", this._radius, this.radiusRange);
  63261. effect.setFloat("coneAngle", this._angle);
  63262. effect.setFloat2("height", this._height, this.heightRange);
  63263. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63264. };
  63265. /**
  63266. * Returns a string to use to update the GPU particles update shader
  63267. * @returns a string containng the defines string
  63268. */
  63269. ConeParticleEmitter.prototype.getEffectDefines = function () {
  63270. var defines = "#define CONEEMITTER";
  63271. if (this.emitFromSpawnPointOnly) {
  63272. defines += "\n#define CONEEMITTERSPAWNPOINT";
  63273. }
  63274. return defines;
  63275. };
  63276. /**
  63277. * Returns the string "ConeParticleEmitter"
  63278. * @returns a string containing the class name
  63279. */
  63280. ConeParticleEmitter.prototype.getClassName = function () {
  63281. return "ConeParticleEmitter";
  63282. };
  63283. /**
  63284. * Serializes the particle system to a JSON object.
  63285. * @returns the JSON object
  63286. */
  63287. ConeParticleEmitter.prototype.serialize = function () {
  63288. var serializationObject = {};
  63289. serializationObject.type = this.getClassName();
  63290. serializationObject.radius = this._radius;
  63291. serializationObject.angle = this._angle;
  63292. serializationObject.directionRandomizer = this.directionRandomizer;
  63293. return serializationObject;
  63294. };
  63295. /**
  63296. * Parse properties from a JSON object
  63297. * @param serializationObject defines the JSON object
  63298. */
  63299. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  63300. this.radius = serializationObject.radius;
  63301. this.angle = serializationObject.angle;
  63302. this.directionRandomizer = serializationObject.directionRandomizer;
  63303. };
  63304. return ConeParticleEmitter;
  63305. }());
  63306. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  63307. })(BABYLON || (BABYLON = {}));
  63308. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  63309. var BABYLON;
  63310. (function (BABYLON) {
  63311. /**
  63312. * Particle emitter emitting particles from the inside of a sphere.
  63313. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  63314. */
  63315. var SphereParticleEmitter = /** @class */ (function () {
  63316. /**
  63317. * Creates a new instance SphereParticleEmitter
  63318. * @param radius the radius of the emission sphere (1 by default)
  63319. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63320. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63321. */
  63322. function SphereParticleEmitter(
  63323. /**
  63324. * The radius of the emission sphere.
  63325. */
  63326. radius,
  63327. /**
  63328. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63329. */
  63330. radiusRange,
  63331. /**
  63332. * How much to randomize the particle direction [0-1].
  63333. */
  63334. directionRandomizer) {
  63335. if (radius === void 0) { radius = 1; }
  63336. if (radiusRange === void 0) { radiusRange = 1; }
  63337. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63338. this.radius = radius;
  63339. this.radiusRange = radiusRange;
  63340. this.directionRandomizer = directionRandomizer;
  63341. }
  63342. /**
  63343. * Called by the particle System when the direction is computed for the created particle.
  63344. * @param worldMatrix is the world matrix of the particle system
  63345. * @param directionToUpdate is the direction vector to update with the result
  63346. * @param particle is the particle we are computed the direction for
  63347. */
  63348. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63349. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63350. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63351. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63352. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63353. direction.x += randX;
  63354. direction.y += randY;
  63355. direction.z += randZ;
  63356. direction.normalize();
  63357. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63358. };
  63359. /**
  63360. * Called by the particle System when the position is computed for the created particle.
  63361. * @param worldMatrix is the world matrix of the particle system
  63362. * @param positionToUpdate is the position vector to update with the result
  63363. * @param particle is the particle we are computed the position for
  63364. */
  63365. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63366. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63367. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63368. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63369. var theta = Math.acos(2 * v - 1);
  63370. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63371. var randY = randRadius * Math.cos(theta);
  63372. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63373. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63374. };
  63375. /**
  63376. * Clones the current emitter and returns a copy of it
  63377. * @returns the new emitter
  63378. */
  63379. SphereParticleEmitter.prototype.clone = function () {
  63380. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  63381. BABYLON.Tools.DeepCopy(this, newOne);
  63382. return newOne;
  63383. };
  63384. /**
  63385. * Called by the GPUParticleSystem to setup the update shader
  63386. * @param effect defines the update shader
  63387. */
  63388. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  63389. effect.setFloat("radius", this.radius);
  63390. effect.setFloat("radiusRange", this.radiusRange);
  63391. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63392. };
  63393. /**
  63394. * Returns a string to use to update the GPU particles update shader
  63395. * @returns a string containng the defines string
  63396. */
  63397. SphereParticleEmitter.prototype.getEffectDefines = function () {
  63398. return "#define SPHEREEMITTER";
  63399. };
  63400. /**
  63401. * Returns the string "SphereParticleEmitter"
  63402. * @returns a string containing the class name
  63403. */
  63404. SphereParticleEmitter.prototype.getClassName = function () {
  63405. return "SphereParticleEmitter";
  63406. };
  63407. /**
  63408. * Serializes the particle system to a JSON object.
  63409. * @returns the JSON object
  63410. */
  63411. SphereParticleEmitter.prototype.serialize = function () {
  63412. var serializationObject = {};
  63413. serializationObject.type = this.getClassName();
  63414. serializationObject.radius = this.radius;
  63415. serializationObject.radiusRange = this.radiusRange;
  63416. serializationObject.directionRandomizer = this.directionRandomizer;
  63417. return serializationObject;
  63418. };
  63419. /**
  63420. * Parse properties from a JSON object
  63421. * @param serializationObject defines the JSON object
  63422. */
  63423. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  63424. this.radius = serializationObject.radius;
  63425. this.radiusRange = serializationObject.radiusRange;
  63426. this.directionRandomizer = serializationObject.directionRandomizer;
  63427. };
  63428. return SphereParticleEmitter;
  63429. }());
  63430. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  63431. /**
  63432. * Particle emitter emitting particles from the inside of a sphere.
  63433. * It emits the particles randomly between two vectors.
  63434. */
  63435. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  63436. __extends(SphereDirectedParticleEmitter, _super);
  63437. /**
  63438. * Creates a new instance SphereDirectedParticleEmitter
  63439. * @param radius the radius of the emission sphere (1 by default)
  63440. * @param direction1 the min limit of the emission direction (up vector by default)
  63441. * @param direction2 the max limit of the emission direction (up vector by default)
  63442. */
  63443. function SphereDirectedParticleEmitter(radius,
  63444. /**
  63445. * The min limit of the emission direction.
  63446. */
  63447. direction1,
  63448. /**
  63449. * The max limit of the emission direction.
  63450. */
  63451. direction2) {
  63452. if (radius === void 0) { radius = 1; }
  63453. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63454. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63455. var _this = _super.call(this, radius) || this;
  63456. _this.direction1 = direction1;
  63457. _this.direction2 = direction2;
  63458. return _this;
  63459. }
  63460. /**
  63461. * Called by the particle System when the direction is computed for the created particle.
  63462. * @param worldMatrix is the world matrix of the particle system
  63463. * @param directionToUpdate is the direction vector to update with the result
  63464. * @param particle is the particle we are computed the direction for
  63465. */
  63466. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63467. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63468. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63469. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63470. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63471. };
  63472. /**
  63473. * Clones the current emitter and returns a copy of it
  63474. * @returns the new emitter
  63475. */
  63476. SphereDirectedParticleEmitter.prototype.clone = function () {
  63477. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  63478. BABYLON.Tools.DeepCopy(this, newOne);
  63479. return newOne;
  63480. };
  63481. /**
  63482. * Called by the GPUParticleSystem to setup the update shader
  63483. * @param effect defines the update shader
  63484. */
  63485. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63486. effect.setFloat("radius", this.radius);
  63487. effect.setFloat("radiusRange", this.radiusRange);
  63488. effect.setVector3("direction1", this.direction1);
  63489. effect.setVector3("direction2", this.direction2);
  63490. };
  63491. /**
  63492. * Returns a string to use to update the GPU particles update shader
  63493. * @returns a string containng the defines string
  63494. */
  63495. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63496. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  63497. };
  63498. /**
  63499. * Returns the string "SphereDirectedParticleEmitter"
  63500. * @returns a string containing the class name
  63501. */
  63502. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  63503. return "SphereDirectedParticleEmitter";
  63504. };
  63505. /**
  63506. * Serializes the particle system to a JSON object.
  63507. * @returns the JSON object
  63508. */
  63509. SphereDirectedParticleEmitter.prototype.serialize = function () {
  63510. var serializationObject = _super.prototype.serialize.call(this);
  63511. serializationObject.direction1 = this.direction1.asArray();
  63512. serializationObject.direction2 = this.direction2.asArray();
  63513. return serializationObject;
  63514. };
  63515. /**
  63516. * Parse properties from a JSON object
  63517. * @param serializationObject defines the JSON object
  63518. */
  63519. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63520. _super.prototype.parse.call(this, serializationObject);
  63521. this.direction1.copyFrom(serializationObject.direction1);
  63522. this.direction2.copyFrom(serializationObject.direction2);
  63523. };
  63524. return SphereDirectedParticleEmitter;
  63525. }(SphereParticleEmitter));
  63526. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  63527. })(BABYLON || (BABYLON = {}));
  63528. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  63529. var BABYLON;
  63530. (function (BABYLON) {
  63531. /**
  63532. * Particle emitter emitting particles from the inside of a hemisphere.
  63533. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  63534. */
  63535. var HemisphericParticleEmitter = /** @class */ (function () {
  63536. /**
  63537. * Creates a new instance HemisphericParticleEmitter
  63538. * @param radius the radius of the emission hemisphere (1 by default)
  63539. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63540. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63541. */
  63542. function HemisphericParticleEmitter(
  63543. /**
  63544. * The radius of the emission hemisphere.
  63545. */
  63546. radius,
  63547. /**
  63548. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63549. */
  63550. radiusRange,
  63551. /**
  63552. * How much to randomize the particle direction [0-1].
  63553. */
  63554. directionRandomizer) {
  63555. if (radius === void 0) { radius = 1; }
  63556. if (radiusRange === void 0) { radiusRange = 1; }
  63557. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63558. this.radius = radius;
  63559. this.radiusRange = radiusRange;
  63560. this.directionRandomizer = directionRandomizer;
  63561. }
  63562. /**
  63563. * Called by the particle System when the direction is computed for the created particle.
  63564. * @param worldMatrix is the world matrix of the particle system
  63565. * @param directionToUpdate is the direction vector to update with the result
  63566. * @param particle is the particle we are computed the direction for
  63567. */
  63568. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63569. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63570. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63571. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63572. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63573. direction.x += randX;
  63574. direction.y += randY;
  63575. direction.z += randZ;
  63576. direction.normalize();
  63577. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63578. };
  63579. /**
  63580. * Called by the particle System when the position is computed for the created particle.
  63581. * @param worldMatrix is the world matrix of the particle system
  63582. * @param positionToUpdate is the position vector to update with the result
  63583. * @param particle is the particle we are computed the position for
  63584. */
  63585. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63586. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63587. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63588. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63589. var theta = Math.acos(2 * v - 1);
  63590. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63591. var randY = randRadius * Math.cos(theta);
  63592. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63593. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  63594. };
  63595. /**
  63596. * Clones the current emitter and returns a copy of it
  63597. * @returns the new emitter
  63598. */
  63599. HemisphericParticleEmitter.prototype.clone = function () {
  63600. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  63601. BABYLON.Tools.DeepCopy(this, newOne);
  63602. return newOne;
  63603. };
  63604. /**
  63605. * Called by the GPUParticleSystem to setup the update shader
  63606. * @param effect defines the update shader
  63607. */
  63608. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  63609. effect.setFloat("radius", this.radius);
  63610. effect.setFloat("radiusRange", this.radiusRange);
  63611. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63612. };
  63613. /**
  63614. * Returns a string to use to update the GPU particles update shader
  63615. * @returns a string containng the defines string
  63616. */
  63617. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  63618. return "#define HEMISPHERICEMITTER";
  63619. };
  63620. /**
  63621. * Returns the string "HemisphericParticleEmitter"
  63622. * @returns a string containing the class name
  63623. */
  63624. HemisphericParticleEmitter.prototype.getClassName = function () {
  63625. return "HemisphericParticleEmitter";
  63626. };
  63627. /**
  63628. * Serializes the particle system to a JSON object.
  63629. * @returns the JSON object
  63630. */
  63631. HemisphericParticleEmitter.prototype.serialize = function () {
  63632. var serializationObject = {};
  63633. serializationObject.type = this.getClassName();
  63634. serializationObject.radius = this.radius;
  63635. serializationObject.radiusRange = this.radiusRange;
  63636. serializationObject.directionRandomizer = this.directionRandomizer;
  63637. return serializationObject;
  63638. };
  63639. /**
  63640. * Parse properties from a JSON object
  63641. * @param serializationObject defines the JSON object
  63642. */
  63643. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  63644. this.radius = serializationObject.radius;
  63645. this.radiusRange = serializationObject.radiusRange;
  63646. this.directionRandomizer = serializationObject.directionRandomizer;
  63647. };
  63648. return HemisphericParticleEmitter;
  63649. }());
  63650. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  63651. })(BABYLON || (BABYLON = {}));
  63652. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  63653. var BABYLON;
  63654. (function (BABYLON) {
  63655. /**
  63656. * Particle emitter emitting particles from a point.
  63657. * It emits the particles randomly between 2 given directions.
  63658. */
  63659. var PointParticleEmitter = /** @class */ (function () {
  63660. /**
  63661. * Creates a new instance PointParticleEmitter
  63662. */
  63663. function PointParticleEmitter() {
  63664. /**
  63665. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63666. */
  63667. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63668. /**
  63669. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63670. */
  63671. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63672. }
  63673. /**
  63674. * Called by the particle System when the direction is computed for the created particle.
  63675. * @param worldMatrix is the world matrix of the particle system
  63676. * @param directionToUpdate is the direction vector to update with the result
  63677. * @param particle is the particle we are computed the direction for
  63678. */
  63679. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63680. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63681. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63682. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63683. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63684. };
  63685. /**
  63686. * Called by the particle System when the position is computed for the created particle.
  63687. * @param worldMatrix is the world matrix of the particle system
  63688. * @param positionToUpdate is the position vector to update with the result
  63689. * @param particle is the particle we are computed the position for
  63690. */
  63691. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63692. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  63693. };
  63694. /**
  63695. * Clones the current emitter and returns a copy of it
  63696. * @returns the new emitter
  63697. */
  63698. PointParticleEmitter.prototype.clone = function () {
  63699. var newOne = new PointParticleEmitter();
  63700. BABYLON.Tools.DeepCopy(this, newOne);
  63701. return newOne;
  63702. };
  63703. /**
  63704. * Called by the GPUParticleSystem to setup the update shader
  63705. * @param effect defines the update shader
  63706. */
  63707. PointParticleEmitter.prototype.applyToShader = function (effect) {
  63708. effect.setVector3("direction1", this.direction1);
  63709. effect.setVector3("direction2", this.direction2);
  63710. };
  63711. /**
  63712. * Returns a string to use to update the GPU particles update shader
  63713. * @returns a string containng the defines string
  63714. */
  63715. PointParticleEmitter.prototype.getEffectDefines = function () {
  63716. return "#define POINTEMITTER";
  63717. };
  63718. /**
  63719. * Returns the string "PointParticleEmitter"
  63720. * @returns a string containing the class name
  63721. */
  63722. PointParticleEmitter.prototype.getClassName = function () {
  63723. return "PointParticleEmitter";
  63724. };
  63725. /**
  63726. * Serializes the particle system to a JSON object.
  63727. * @returns the JSON object
  63728. */
  63729. PointParticleEmitter.prototype.serialize = function () {
  63730. var serializationObject = {};
  63731. serializationObject.type = this.getClassName();
  63732. serializationObject.direction1 = this.direction1.asArray();
  63733. serializationObject.direction2 = this.direction2.asArray();
  63734. return serializationObject;
  63735. };
  63736. /**
  63737. * Parse properties from a JSON object
  63738. * @param serializationObject defines the JSON object
  63739. */
  63740. PointParticleEmitter.prototype.parse = function (serializationObject) {
  63741. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63742. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63743. };
  63744. return PointParticleEmitter;
  63745. }());
  63746. BABYLON.PointParticleEmitter = PointParticleEmitter;
  63747. })(BABYLON || (BABYLON = {}));
  63748. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  63749. var BABYLON;
  63750. (function (BABYLON) {
  63751. // Adds the parsers to the scene parsers.
  63752. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  63753. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  63754. if (!individualParser) {
  63755. return;
  63756. }
  63757. // Particles Systems
  63758. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  63759. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  63760. var parsedParticleSystem = parsedData.particleSystems[index];
  63761. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  63762. }
  63763. }
  63764. });
  63765. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  63766. if (parsedParticleSystem.activeParticleCount) {
  63767. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  63768. return ps;
  63769. }
  63770. else {
  63771. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  63772. return ps;
  63773. }
  63774. });
  63775. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  63776. if (uniformsNames === void 0) { uniformsNames = []; }
  63777. if (samplers === void 0) { samplers = []; }
  63778. if (defines === void 0) { defines = ""; }
  63779. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  63780. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  63781. if (defines.indexOf(" BILLBOARD") === -1) {
  63782. defines += "\n#define BILLBOARD\n";
  63783. }
  63784. if (samplers.indexOf("diffuseSampler") === -1) {
  63785. samplers.push("diffuseSampler");
  63786. }
  63787. return this.createEffect({
  63788. vertex: "particles",
  63789. fragmentElement: fragmentName
  63790. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  63791. };
  63792. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  63793. var results = new Array();
  63794. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  63795. var particleSystem = this.getScene().particleSystems[index];
  63796. if (particleSystem.emitter === this) {
  63797. results.push(particleSystem);
  63798. }
  63799. }
  63800. return results;
  63801. };
  63802. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  63803. var results = new Array();
  63804. var descendants = this.getDescendants();
  63805. descendants.push(this);
  63806. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  63807. var particleSystem = this.getScene().particleSystems[index];
  63808. var emitter = particleSystem.emitter;
  63809. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  63810. results.push(particleSystem);
  63811. }
  63812. }
  63813. return results;
  63814. };
  63815. })(BABYLON || (BABYLON = {}));
  63816. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  63817. var BABYLON;
  63818. (function (BABYLON) {
  63819. /**
  63820. * Type of sub emitter
  63821. */
  63822. var SubEmitterType;
  63823. (function (SubEmitterType) {
  63824. /**
  63825. * Attached to the particle over it's lifetime
  63826. */
  63827. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  63828. /**
  63829. * Created when the particle dies
  63830. */
  63831. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  63832. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  63833. /**
  63834. * Sub emitter class used to emit particles from an existing particle
  63835. */
  63836. var SubEmitter = /** @class */ (function () {
  63837. /**
  63838. * Creates a sub emitter
  63839. * @param particleSystem the particle system to be used by the sub emitter
  63840. */
  63841. function SubEmitter(
  63842. /**
  63843. * the particle system to be used by the sub emitter
  63844. */
  63845. particleSystem) {
  63846. this.particleSystem = particleSystem;
  63847. /**
  63848. * Type of the submitter (Default: END)
  63849. */
  63850. this.type = SubEmitterType.END;
  63851. /**
  63852. * 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)
  63853. * Note: This only is supported when using an emitter of type Mesh
  63854. */
  63855. this.inheritDirection = false;
  63856. /**
  63857. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  63858. */
  63859. this.inheritedVelocityAmount = 0;
  63860. // Create mesh as emitter to support rotation
  63861. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  63862. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  63863. }
  63864. // Automatically dispose of subemitter when system is disposed
  63865. particleSystem.onDisposeObservable.add(function () {
  63866. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  63867. particleSystem.emitter.dispose();
  63868. }
  63869. });
  63870. }
  63871. /**
  63872. * Clones the sub emitter
  63873. * @returns the cloned sub emitter
  63874. */
  63875. SubEmitter.prototype.clone = function () {
  63876. // Clone particle system
  63877. var emitter = this.particleSystem.emitter;
  63878. if (!emitter) {
  63879. emitter = new BABYLON.Vector3();
  63880. }
  63881. else if (emitter instanceof BABYLON.Vector3) {
  63882. emitter = emitter.clone();
  63883. }
  63884. else if (emitter instanceof BABYLON.AbstractMesh) {
  63885. emitter = new BABYLON.Mesh("", emitter.getScene());
  63886. emitter.isVisible = false;
  63887. }
  63888. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  63889. // Clone properties
  63890. clone.type = this.type;
  63891. clone.inheritDirection = this.inheritDirection;
  63892. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  63893. clone.particleSystem._disposeEmitterOnDispose = true;
  63894. clone.particleSystem.disposeOnStop = true;
  63895. return clone;
  63896. };
  63897. /**
  63898. * Serialize current object to a JSON object
  63899. * @returns the serialized object
  63900. */
  63901. SubEmitter.prototype.serialize = function () {
  63902. var serializationObject = {};
  63903. serializationObject.type = this.type;
  63904. serializationObject.inheritDirection = this.inheritDirection;
  63905. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  63906. serializationObject.particleSystem = this.particleSystem.serialize();
  63907. return serializationObject;
  63908. };
  63909. /**
  63910. * Creates a new SubEmitter from a serialized JSON version
  63911. * @param serializationObject defines the JSON object to read from
  63912. * @param scene defines the hosting scene
  63913. * @param rootUrl defines the rootUrl for data loading
  63914. * @returns a new SubEmitter
  63915. */
  63916. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  63917. var system = serializationObject.particleSystem;
  63918. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  63919. subEmitter.type = serializationObject.type;
  63920. subEmitter.inheritDirection = serializationObject.inheritDirection;
  63921. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  63922. subEmitter.particleSystem._isSubEmitter = true;
  63923. return subEmitter;
  63924. };
  63925. /** Release associated resources */
  63926. SubEmitter.prototype.dispose = function () {
  63927. this.particleSystem.dispose();
  63928. };
  63929. return SubEmitter;
  63930. }());
  63931. BABYLON.SubEmitter = SubEmitter;
  63932. })(BABYLON || (BABYLON = {}));
  63933. //# sourceMappingURL=babylon.subEmitter.js.map
  63934. var BABYLON;
  63935. (function (BABYLON) {
  63936. /**
  63937. * 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.
  63938. *
  63939. * This returned material effects how the mesh will look based on the code in the shaders.
  63940. *
  63941. * @see http://doc.babylonjs.com/how_to/shader_material
  63942. */
  63943. var ShaderMaterial = /** @class */ (function (_super) {
  63944. __extends(ShaderMaterial, _super);
  63945. /**
  63946. * Instantiate a new shader material.
  63947. * 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.
  63948. * This returned material effects how the mesh will look based on the code in the shaders.
  63949. * @see http://doc.babylonjs.com/how_to/shader_material
  63950. * @param name Define the name of the material in the scene
  63951. * @param scene Define the scene the material belongs to
  63952. * @param shaderPath Defines the route to the shader code in one of three ways:
  63953. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  63954. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  63955. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  63956. * @param options Define the options used to create the shader
  63957. */
  63958. function ShaderMaterial(name, scene, shaderPath, options) {
  63959. if (options === void 0) { options = {}; }
  63960. var _this = _super.call(this, name, scene) || this;
  63961. _this._textures = {};
  63962. _this._textureArrays = {};
  63963. _this._floats = {};
  63964. _this._ints = {};
  63965. _this._floatsArrays = {};
  63966. _this._colors3 = {};
  63967. _this._colors3Arrays = {};
  63968. _this._colors4 = {};
  63969. _this._vectors2 = {};
  63970. _this._vectors3 = {};
  63971. _this._vectors4 = {};
  63972. _this._matrices = {};
  63973. _this._matrices3x3 = {};
  63974. _this._matrices2x2 = {};
  63975. _this._vectors2Arrays = {};
  63976. _this._vectors3Arrays = {};
  63977. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  63978. _this._shaderPath = shaderPath;
  63979. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  63980. return _this;
  63981. }
  63982. /**
  63983. * Gets the current class name of the material e.g. "ShaderMaterial"
  63984. * Mainly use in serialization.
  63985. * @returns the class name
  63986. */
  63987. ShaderMaterial.prototype.getClassName = function () {
  63988. return "ShaderMaterial";
  63989. };
  63990. /**
  63991. * Specifies if the material will require alpha blending
  63992. * @returns a boolean specifying if alpha blending is needed
  63993. */
  63994. ShaderMaterial.prototype.needAlphaBlending = function () {
  63995. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  63996. };
  63997. /**
  63998. * Specifies if this material should be rendered in alpha test mode
  63999. * @returns a boolean specifying if an alpha test is needed.
  64000. */
  64001. ShaderMaterial.prototype.needAlphaTesting = function () {
  64002. return this._options.needAlphaTesting;
  64003. };
  64004. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  64005. if (this._options.uniforms.indexOf(uniformName) === -1) {
  64006. this._options.uniforms.push(uniformName);
  64007. }
  64008. };
  64009. /**
  64010. * Set a texture in the shader.
  64011. * @param name Define the name of the uniform samplers as defined in the shader
  64012. * @param texture Define the texture to bind to this sampler
  64013. * @return the material itself allowing "fluent" like uniform updates
  64014. */
  64015. ShaderMaterial.prototype.setTexture = function (name, texture) {
  64016. if (this._options.samplers.indexOf(name) === -1) {
  64017. this._options.samplers.push(name);
  64018. }
  64019. this._textures[name] = texture;
  64020. return this;
  64021. };
  64022. /**
  64023. * Set a texture array in the shader.
  64024. * @param name Define the name of the uniform sampler array as defined in the shader
  64025. * @param textures Define the list of textures to bind to this sampler
  64026. * @return the material itself allowing "fluent" like uniform updates
  64027. */
  64028. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  64029. if (this._options.samplers.indexOf(name) === -1) {
  64030. this._options.samplers.push(name);
  64031. }
  64032. this._checkUniform(name);
  64033. this._textureArrays[name] = textures;
  64034. return this;
  64035. };
  64036. /**
  64037. * Set a float in the shader.
  64038. * @param name Define the name of the uniform as defined in the shader
  64039. * @param value Define the value to give to the uniform
  64040. * @return the material itself allowing "fluent" like uniform updates
  64041. */
  64042. ShaderMaterial.prototype.setFloat = function (name, value) {
  64043. this._checkUniform(name);
  64044. this._floats[name] = value;
  64045. return this;
  64046. };
  64047. /**
  64048. * Set a int in the shader.
  64049. * @param name Define the name of the uniform as defined in the shader
  64050. * @param value Define the value to give to the uniform
  64051. * @return the material itself allowing "fluent" like uniform updates
  64052. */
  64053. ShaderMaterial.prototype.setInt = function (name, value) {
  64054. this._checkUniform(name);
  64055. this._ints[name] = value;
  64056. return this;
  64057. };
  64058. /**
  64059. * Set an array of floats in the shader.
  64060. * @param name Define the name of the uniform as defined in the shader
  64061. * @param value Define the value to give to the uniform
  64062. * @return the material itself allowing "fluent" like uniform updates
  64063. */
  64064. ShaderMaterial.prototype.setFloats = function (name, value) {
  64065. this._checkUniform(name);
  64066. this._floatsArrays[name] = value;
  64067. return this;
  64068. };
  64069. /**
  64070. * Set a vec3 in the shader from a Color3.
  64071. * @param name Define the name of the uniform as defined in the shader
  64072. * @param value Define the value to give to the uniform
  64073. * @return the material itself allowing "fluent" like uniform updates
  64074. */
  64075. ShaderMaterial.prototype.setColor3 = function (name, value) {
  64076. this._checkUniform(name);
  64077. this._colors3[name] = value;
  64078. return this;
  64079. };
  64080. /**
  64081. * Set a vec3 array in the shader from a Color3 array.
  64082. * @param name Define the name of the uniform as defined in the shader
  64083. * @param value Define the value to give to the uniform
  64084. * @return the material itself allowing "fluent" like uniform updates
  64085. */
  64086. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  64087. this._checkUniform(name);
  64088. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  64089. color.toArray(arr, arr.length);
  64090. return arr;
  64091. }, []);
  64092. return this;
  64093. };
  64094. /**
  64095. * Set a vec4 in the shader from a Color4.
  64096. * @param name Define the name of the uniform as defined in the shader
  64097. * @param value Define the value to give to the uniform
  64098. * @return the material itself allowing "fluent" like uniform updates
  64099. */
  64100. ShaderMaterial.prototype.setColor4 = function (name, value) {
  64101. this._checkUniform(name);
  64102. this._colors4[name] = value;
  64103. return this;
  64104. };
  64105. /**
  64106. * Set a vec2 in the shader from a Vector2.
  64107. * @param name Define the name of the uniform as defined in the shader
  64108. * @param value Define the value to give to the uniform
  64109. * @return the material itself allowing "fluent" like uniform updates
  64110. */
  64111. ShaderMaterial.prototype.setVector2 = function (name, value) {
  64112. this._checkUniform(name);
  64113. this._vectors2[name] = value;
  64114. return this;
  64115. };
  64116. /**
  64117. * Set a vec3 in the shader from a Vector3.
  64118. * @param name Define the name of the uniform as defined in the shader
  64119. * @param value Define the value to give to the uniform
  64120. * @return the material itself allowing "fluent" like uniform updates
  64121. */
  64122. ShaderMaterial.prototype.setVector3 = function (name, value) {
  64123. this._checkUniform(name);
  64124. this._vectors3[name] = value;
  64125. return this;
  64126. };
  64127. /**
  64128. * Set a vec4 in the shader from a Vector4.
  64129. * @param name Define the name of the uniform as defined in the shader
  64130. * @param value Define the value to give to the uniform
  64131. * @return the material itself allowing "fluent" like uniform updates
  64132. */
  64133. ShaderMaterial.prototype.setVector4 = function (name, value) {
  64134. this._checkUniform(name);
  64135. this._vectors4[name] = value;
  64136. return this;
  64137. };
  64138. /**
  64139. * Set a mat4 in the shader from a Matrix.
  64140. * @param name Define the name of the uniform as defined in the shader
  64141. * @param value Define the value to give to the uniform
  64142. * @return the material itself allowing "fluent" like uniform updates
  64143. */
  64144. ShaderMaterial.prototype.setMatrix = function (name, value) {
  64145. this._checkUniform(name);
  64146. this._matrices[name] = value;
  64147. return this;
  64148. };
  64149. /**
  64150. * Set a mat3 in the shader from a Float32Array.
  64151. * @param name Define the name of the uniform as defined in the shader
  64152. * @param value Define the value to give to the uniform
  64153. * @return the material itself allowing "fluent" like uniform updates
  64154. */
  64155. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  64156. this._checkUniform(name);
  64157. this._matrices3x3[name] = value;
  64158. return this;
  64159. };
  64160. /**
  64161. * Set a mat2 in the shader from a Float32Array.
  64162. * @param name Define the name of the uniform as defined in the shader
  64163. * @param value Define the value to give to the uniform
  64164. * @return the material itself allowing "fluent" like uniform updates
  64165. */
  64166. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  64167. this._checkUniform(name);
  64168. this._matrices2x2[name] = value;
  64169. return this;
  64170. };
  64171. /**
  64172. * Set a vec2 array in the shader from a number array.
  64173. * @param name Define the name of the uniform as defined in the shader
  64174. * @param value Define the value to give to the uniform
  64175. * @return the material itself allowing "fluent" like uniform updates
  64176. */
  64177. ShaderMaterial.prototype.setArray2 = function (name, value) {
  64178. this._checkUniform(name);
  64179. this._vectors2Arrays[name] = value;
  64180. return this;
  64181. };
  64182. /**
  64183. * Set a vec3 array in the shader from a number array.
  64184. * @param name Define the name of the uniform as defined in the shader
  64185. * @param value Define the value to give to the uniform
  64186. * @return the material itself allowing "fluent" like uniform updates
  64187. */
  64188. ShaderMaterial.prototype.setArray3 = function (name, value) {
  64189. this._checkUniform(name);
  64190. this._vectors3Arrays[name] = value;
  64191. return this;
  64192. };
  64193. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  64194. if (!mesh) {
  64195. return true;
  64196. }
  64197. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  64198. return false;
  64199. }
  64200. return false;
  64201. };
  64202. /**
  64203. * Checks if the material is ready to render the requested mesh
  64204. * @param mesh Define the mesh to render
  64205. * @param useInstances Define whether or not the material is used with instances
  64206. * @returns true if ready, otherwise false
  64207. */
  64208. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  64209. var scene = this.getScene();
  64210. var engine = scene.getEngine();
  64211. if (!this.checkReadyOnEveryCall) {
  64212. if (this._renderId === scene.getRenderId()) {
  64213. if (this._checkCache(scene, mesh, useInstances)) {
  64214. return true;
  64215. }
  64216. }
  64217. }
  64218. // Instances
  64219. var defines = [];
  64220. var attribs = [];
  64221. var fallbacks = new BABYLON.EffectFallbacks();
  64222. for (var index = 0; index < this._options.defines.length; index++) {
  64223. defines.push(this._options.defines[index]);
  64224. }
  64225. for (var index = 0; index < this._options.attributes.length; index++) {
  64226. attribs.push(this._options.attributes[index]);
  64227. }
  64228. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  64229. attribs.push(BABYLON.VertexBuffer.ColorKind);
  64230. defines.push("#define VERTEXCOLOR");
  64231. }
  64232. if (useInstances) {
  64233. defines.push("#define INSTANCES");
  64234. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  64235. }
  64236. // Bones
  64237. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  64238. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  64239. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  64240. if (mesh.numBoneInfluencers > 4) {
  64241. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  64242. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  64243. }
  64244. var skeleton = mesh.skeleton;
  64245. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  64246. fallbacks.addCPUSkinningFallback(0, mesh);
  64247. if (skeleton.isUsingTextureForMatrices) {
  64248. defines.push("#define BONETEXTURE");
  64249. if (this._options.uniforms.indexOf("boneTextureWidth") === -1) {
  64250. this._options.uniforms.push("boneTextureWidth");
  64251. }
  64252. if (this._options.samplers.indexOf("boneSampler") === -1) {
  64253. this._options.samplers.push("boneSampler");
  64254. }
  64255. }
  64256. else {
  64257. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  64258. if (this._options.uniforms.indexOf("mBones") === -1) {
  64259. this._options.uniforms.push("mBones");
  64260. }
  64261. }
  64262. }
  64263. else {
  64264. defines.push("#define NUM_BONE_INFLUENCERS 0");
  64265. }
  64266. // Textures
  64267. for (var name in this._textures) {
  64268. if (!this._textures[name].isReady()) {
  64269. return false;
  64270. }
  64271. }
  64272. // Alpha test
  64273. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  64274. defines.push("#define ALPHATEST");
  64275. }
  64276. var previousEffect = this._effect;
  64277. var join = defines.join("\n");
  64278. this._effect = engine.createEffect(this._shaderPath, {
  64279. attributes: attribs,
  64280. uniformsNames: this._options.uniforms,
  64281. uniformBuffersNames: this._options.uniformBuffers,
  64282. samplers: this._options.samplers,
  64283. defines: join,
  64284. fallbacks: fallbacks,
  64285. onCompiled: this.onCompiled,
  64286. onError: this.onError
  64287. }, engine);
  64288. if (!this._effect.isReady()) {
  64289. return false;
  64290. }
  64291. if (previousEffect !== this._effect) {
  64292. scene.resetCachedMaterial();
  64293. }
  64294. this._renderId = scene.getRenderId();
  64295. return true;
  64296. };
  64297. /**
  64298. * Binds the world matrix to the material
  64299. * @param world defines the world transformation matrix
  64300. */
  64301. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  64302. var scene = this.getScene();
  64303. if (!this._effect) {
  64304. return;
  64305. }
  64306. if (this._options.uniforms.indexOf("world") !== -1) {
  64307. this._effect.setMatrix("world", world);
  64308. }
  64309. if (this._options.uniforms.indexOf("worldView") !== -1) {
  64310. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  64311. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  64312. }
  64313. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  64314. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  64315. }
  64316. };
  64317. /**
  64318. * Binds the material to the mesh
  64319. * @param world defines the world transformation matrix
  64320. * @param mesh defines the mesh to bind the material to
  64321. */
  64322. ShaderMaterial.prototype.bind = function (world, mesh) {
  64323. // Std values
  64324. this.bindOnlyWorldMatrix(world);
  64325. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  64326. if (this._options.uniforms.indexOf("view") !== -1) {
  64327. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  64328. }
  64329. if (this._options.uniforms.indexOf("projection") !== -1) {
  64330. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  64331. }
  64332. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  64333. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  64334. }
  64335. // Bones
  64336. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  64337. var name;
  64338. // Texture
  64339. for (name in this._textures) {
  64340. this._effect.setTexture(name, this._textures[name]);
  64341. }
  64342. // Texture arrays
  64343. for (name in this._textureArrays) {
  64344. this._effect.setTextureArray(name, this._textureArrays[name]);
  64345. }
  64346. // Int
  64347. for (name in this._ints) {
  64348. this._effect.setInt(name, this._ints[name]);
  64349. }
  64350. // Float
  64351. for (name in this._floats) {
  64352. this._effect.setFloat(name, this._floats[name]);
  64353. }
  64354. // Floats
  64355. for (name in this._floatsArrays) {
  64356. this._effect.setArray(name, this._floatsArrays[name]);
  64357. }
  64358. // Color3
  64359. for (name in this._colors3) {
  64360. this._effect.setColor3(name, this._colors3[name]);
  64361. }
  64362. for (name in this._colors3Arrays) {
  64363. this._effect.setArray3(name, this._colors3Arrays[name]);
  64364. }
  64365. // Color4
  64366. for (name in this._colors4) {
  64367. var color = this._colors4[name];
  64368. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  64369. }
  64370. // Vector2
  64371. for (name in this._vectors2) {
  64372. this._effect.setVector2(name, this._vectors2[name]);
  64373. }
  64374. // Vector3
  64375. for (name in this._vectors3) {
  64376. this._effect.setVector3(name, this._vectors3[name]);
  64377. }
  64378. // Vector4
  64379. for (name in this._vectors4) {
  64380. this._effect.setVector4(name, this._vectors4[name]);
  64381. }
  64382. // Matrix
  64383. for (name in this._matrices) {
  64384. this._effect.setMatrix(name, this._matrices[name]);
  64385. }
  64386. // Matrix 3x3
  64387. for (name in this._matrices3x3) {
  64388. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  64389. }
  64390. // Matrix 2x2
  64391. for (name in this._matrices2x2) {
  64392. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  64393. }
  64394. // Vector2Array
  64395. for (name in this._vectors2Arrays) {
  64396. this._effect.setArray2(name, this._vectors2Arrays[name]);
  64397. }
  64398. // Vector3Array
  64399. for (name in this._vectors3Arrays) {
  64400. this._effect.setArray3(name, this._vectors3Arrays[name]);
  64401. }
  64402. }
  64403. this._afterBind(mesh);
  64404. };
  64405. /**
  64406. * Gets the active textures from the material
  64407. * @returns an array of textures
  64408. */
  64409. ShaderMaterial.prototype.getActiveTextures = function () {
  64410. var activeTextures = _super.prototype.getActiveTextures.call(this);
  64411. for (var name in this._textures) {
  64412. activeTextures.push(this._textures[name]);
  64413. }
  64414. for (var name in this._textureArrays) {
  64415. var array = this._textureArrays[name];
  64416. for (var index = 0; index < array.length; index++) {
  64417. activeTextures.push(array[index]);
  64418. }
  64419. }
  64420. return activeTextures;
  64421. };
  64422. /**
  64423. * Specifies if the material uses a texture
  64424. * @param texture defines the texture to check against the material
  64425. * @returns a boolean specifying if the material uses the texture
  64426. */
  64427. ShaderMaterial.prototype.hasTexture = function (texture) {
  64428. if (_super.prototype.hasTexture.call(this, texture)) {
  64429. return true;
  64430. }
  64431. for (var name in this._textures) {
  64432. if (this._textures[name] === texture) {
  64433. return true;
  64434. }
  64435. }
  64436. for (var name in this._textureArrays) {
  64437. var array = this._textureArrays[name];
  64438. for (var index = 0; index < array.length; index++) {
  64439. if (array[index] === texture) {
  64440. return true;
  64441. }
  64442. }
  64443. }
  64444. return false;
  64445. };
  64446. /**
  64447. * Makes a duplicate of the material, and gives it a new name
  64448. * @param name defines the new name for the duplicated material
  64449. * @returns the cloned material
  64450. */
  64451. ShaderMaterial.prototype.clone = function (name) {
  64452. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  64453. return newShaderMaterial;
  64454. };
  64455. /**
  64456. * Disposes the material
  64457. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  64458. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  64459. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  64460. */
  64461. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  64462. if (forceDisposeTextures) {
  64463. var name;
  64464. for (name in this._textures) {
  64465. this._textures[name].dispose();
  64466. }
  64467. for (name in this._textureArrays) {
  64468. var array = this._textureArrays[name];
  64469. for (var index = 0; index < array.length; index++) {
  64470. array[index].dispose();
  64471. }
  64472. }
  64473. }
  64474. this._textures = {};
  64475. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures, notBoundToMesh);
  64476. };
  64477. /**
  64478. * Serializes this material in a JSON representation
  64479. * @returns the serialized material object
  64480. */
  64481. ShaderMaterial.prototype.serialize = function () {
  64482. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  64483. serializationObject.customType = "BABYLON.ShaderMaterial";
  64484. serializationObject.options = this._options;
  64485. serializationObject.shaderPath = this._shaderPath;
  64486. var name;
  64487. // Texture
  64488. serializationObject.textures = {};
  64489. for (name in this._textures) {
  64490. serializationObject.textures[name] = this._textures[name].serialize();
  64491. }
  64492. // Texture arrays
  64493. serializationObject.textureArrays = {};
  64494. for (name in this._textureArrays) {
  64495. serializationObject.textureArrays[name] = [];
  64496. var array = this._textureArrays[name];
  64497. for (var index = 0; index < array.length; index++) {
  64498. serializationObject.textureArrays[name].push(array[index].serialize());
  64499. }
  64500. }
  64501. // Float
  64502. serializationObject.floats = {};
  64503. for (name in this._floats) {
  64504. serializationObject.floats[name] = this._floats[name];
  64505. }
  64506. // Float s
  64507. serializationObject.FloatArrays = {};
  64508. for (name in this._floatsArrays) {
  64509. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  64510. }
  64511. // Color3
  64512. serializationObject.colors3 = {};
  64513. for (name in this._colors3) {
  64514. serializationObject.colors3[name] = this._colors3[name].asArray();
  64515. }
  64516. // Color3 array
  64517. serializationObject.colors3Arrays = {};
  64518. for (name in this._colors3Arrays) {
  64519. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  64520. }
  64521. // Color4
  64522. serializationObject.colors4 = {};
  64523. for (name in this._colors4) {
  64524. serializationObject.colors4[name] = this._colors4[name].asArray();
  64525. }
  64526. // Vector2
  64527. serializationObject.vectors2 = {};
  64528. for (name in this._vectors2) {
  64529. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  64530. }
  64531. // Vector3
  64532. serializationObject.vectors3 = {};
  64533. for (name in this._vectors3) {
  64534. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  64535. }
  64536. // Vector4
  64537. serializationObject.vectors4 = {};
  64538. for (name in this._vectors4) {
  64539. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  64540. }
  64541. // Matrix
  64542. serializationObject.matrices = {};
  64543. for (name in this._matrices) {
  64544. serializationObject.matrices[name] = this._matrices[name].asArray();
  64545. }
  64546. // Matrix 3x3
  64547. serializationObject.matrices3x3 = {};
  64548. for (name in this._matrices3x3) {
  64549. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  64550. }
  64551. // Matrix 2x2
  64552. serializationObject.matrices2x2 = {};
  64553. for (name in this._matrices2x2) {
  64554. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  64555. }
  64556. // Vector2Array
  64557. serializationObject.vectors2Arrays = {};
  64558. for (name in this._vectors2Arrays) {
  64559. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  64560. }
  64561. // Vector3Array
  64562. serializationObject.vectors3Arrays = {};
  64563. for (name in this._vectors3Arrays) {
  64564. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  64565. }
  64566. return serializationObject;
  64567. };
  64568. /**
  64569. * Creates a shader material from parsed shader material data
  64570. * @param source defines the JSON represnetation of the material
  64571. * @param scene defines the hosting scene
  64572. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  64573. * @returns a new material
  64574. */
  64575. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  64576. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  64577. var name;
  64578. // Texture
  64579. for (name in source.textures) {
  64580. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  64581. }
  64582. // Texture arrays
  64583. for (name in source.textureArrays) {
  64584. var array = source.textureArrays[name];
  64585. var textureArray = new Array();
  64586. for (var index = 0; index < array.length; index++) {
  64587. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  64588. }
  64589. material.setTextureArray(name, textureArray);
  64590. }
  64591. // Float
  64592. for (name in source.floats) {
  64593. material.setFloat(name, source.floats[name]);
  64594. }
  64595. // Float s
  64596. for (name in source.floatsArrays) {
  64597. material.setFloats(name, source.floatsArrays[name]);
  64598. }
  64599. // Color3
  64600. for (name in source.colors3) {
  64601. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  64602. }
  64603. // Color3 arrays
  64604. for (name in source.colors3Arrays) {
  64605. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  64606. if (i % 3 === 0) {
  64607. arr.push([num]);
  64608. }
  64609. else {
  64610. arr[arr.length - 1].push(num);
  64611. }
  64612. return arr;
  64613. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  64614. material.setColor3Array(name, colors);
  64615. }
  64616. // Color4
  64617. for (name in source.colors4) {
  64618. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  64619. }
  64620. // Vector2
  64621. for (name in source.vectors2) {
  64622. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  64623. }
  64624. // Vector3
  64625. for (name in source.vectors3) {
  64626. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  64627. }
  64628. // Vector4
  64629. for (name in source.vectors4) {
  64630. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  64631. }
  64632. // Matrix
  64633. for (name in source.matrices) {
  64634. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  64635. }
  64636. // Matrix 3x3
  64637. for (name in source.matrices3x3) {
  64638. material.setMatrix3x3(name, source.matrices3x3[name]);
  64639. }
  64640. // Matrix 2x2
  64641. for (name in source.matrices2x2) {
  64642. material.setMatrix2x2(name, source.matrices2x2[name]);
  64643. }
  64644. // Vector2Array
  64645. for (name in source.vectors2Arrays) {
  64646. material.setArray2(name, source.vectors2Arrays[name]);
  64647. }
  64648. // Vector3Array
  64649. for (name in source.vectors3Arrays) {
  64650. material.setArray3(name, source.vectors3Arrays[name]);
  64651. }
  64652. return material;
  64653. };
  64654. return ShaderMaterial;
  64655. }(BABYLON.Material));
  64656. BABYLON.ShaderMaterial = ShaderMaterial;
  64657. })(BABYLON || (BABYLON = {}));
  64658. //# sourceMappingURL=babylon.shaderMaterial.js.map
  64659. var BABYLON;
  64660. (function (BABYLON) {
  64661. /**
  64662. * Mesh representing the gorund
  64663. */
  64664. var GroundMesh = /** @class */ (function (_super) {
  64665. __extends(GroundMesh, _super);
  64666. function GroundMesh(name, scene) {
  64667. var _this = _super.call(this, name, scene) || this;
  64668. /** If octree should be generated */
  64669. _this.generateOctree = false;
  64670. return _this;
  64671. }
  64672. /**
  64673. * "GroundMesh"
  64674. * @returns "GroundMesh"
  64675. */
  64676. GroundMesh.prototype.getClassName = function () {
  64677. return "GroundMesh";
  64678. };
  64679. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  64680. /**
  64681. * The minimum of x and y subdivisions
  64682. */
  64683. get: function () {
  64684. return Math.min(this._subdivisionsX, this._subdivisionsY);
  64685. },
  64686. enumerable: true,
  64687. configurable: true
  64688. });
  64689. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  64690. /**
  64691. * X subdivisions
  64692. */
  64693. get: function () {
  64694. return this._subdivisionsX;
  64695. },
  64696. enumerable: true,
  64697. configurable: true
  64698. });
  64699. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  64700. /**
  64701. * Y subdivisions
  64702. */
  64703. get: function () {
  64704. return this._subdivisionsY;
  64705. },
  64706. enumerable: true,
  64707. configurable: true
  64708. });
  64709. /**
  64710. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  64711. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  64712. * @param chunksCount the number of subdivisions for x and y
  64713. * @param octreeBlocksSize (Default: 32)
  64714. */
  64715. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  64716. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  64717. this._subdivisionsX = chunksCount;
  64718. this._subdivisionsY = chunksCount;
  64719. this.subdivide(chunksCount);
  64720. // Call the octree system optimization if it is defined.
  64721. var thisAsAny = this;
  64722. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  64723. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  64724. }
  64725. };
  64726. /**
  64727. * Returns a height (y) value in the Worl system :
  64728. * the ground altitude at the coordinates (x, z) expressed in the World system.
  64729. * @param x x coordinate
  64730. * @param z z coordinate
  64731. * @returns the ground y position if (x, z) are outside the ground surface.
  64732. */
  64733. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  64734. var world = this.getWorldMatrix();
  64735. var invMat = BABYLON.Tmp.Matrix[5];
  64736. world.invertToRef(invMat);
  64737. var tmpVect = BABYLON.Tmp.Vector3[8];
  64738. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  64739. x = tmpVect.x;
  64740. z = tmpVect.z;
  64741. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  64742. return this.position.y;
  64743. }
  64744. if (!this._heightQuads || this._heightQuads.length == 0) {
  64745. this._initHeightQuads();
  64746. this._computeHeightQuads();
  64747. }
  64748. var facet = this._getFacetAt(x, z);
  64749. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  64750. // return y in the World system
  64751. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  64752. return tmpVect.y;
  64753. };
  64754. /**
  64755. * Returns a normalized vector (Vector3) orthogonal to the ground
  64756. * at the ground coordinates (x, z) expressed in the World system.
  64757. * @param x x coordinate
  64758. * @param z z coordinate
  64759. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  64760. */
  64761. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  64762. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  64763. this.getNormalAtCoordinatesToRef(x, z, normal);
  64764. return normal;
  64765. };
  64766. /**
  64767. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  64768. * at the ground coordinates (x, z) expressed in the World system.
  64769. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  64770. * @param x x coordinate
  64771. * @param z z coordinate
  64772. * @param ref vector to store the result
  64773. * @returns the GroundMesh.
  64774. */
  64775. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  64776. var world = this.getWorldMatrix();
  64777. var tmpMat = BABYLON.Tmp.Matrix[5];
  64778. world.invertToRef(tmpMat);
  64779. var tmpVect = BABYLON.Tmp.Vector3[8];
  64780. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  64781. x = tmpVect.x;
  64782. z = tmpVect.z;
  64783. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  64784. return this;
  64785. }
  64786. if (!this._heightQuads || this._heightQuads.length == 0) {
  64787. this._initHeightQuads();
  64788. this._computeHeightQuads();
  64789. }
  64790. var facet = this._getFacetAt(x, z);
  64791. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  64792. return this;
  64793. };
  64794. /**
  64795. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  64796. * if the ground has been updated.
  64797. * This can be used in the render loop.
  64798. * @returns the GroundMesh.
  64799. */
  64800. GroundMesh.prototype.updateCoordinateHeights = function () {
  64801. if (!this._heightQuads || this._heightQuads.length == 0) {
  64802. this._initHeightQuads();
  64803. }
  64804. this._computeHeightQuads();
  64805. return this;
  64806. };
  64807. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  64808. GroundMesh.prototype._getFacetAt = function (x, z) {
  64809. // retrieve col and row from x, z coordinates in the ground local system
  64810. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  64811. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  64812. var quad = this._heightQuads[row * this._subdivisionsX + col];
  64813. var facet;
  64814. if (z < quad.slope.x * x + quad.slope.y) {
  64815. facet = quad.facet1;
  64816. }
  64817. else {
  64818. facet = quad.facet2;
  64819. }
  64820. return facet;
  64821. };
  64822. // Creates and populates the heightMap array with "facet" elements :
  64823. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  64824. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  64825. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  64826. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  64827. // Returns the GroundMesh.
  64828. GroundMesh.prototype._initHeightQuads = function () {
  64829. var subdivisionsX = this._subdivisionsX;
  64830. var subdivisionsY = this._subdivisionsY;
  64831. this._heightQuads = new Array();
  64832. for (var row = 0; row < subdivisionsY; row++) {
  64833. for (var col = 0; col < subdivisionsX; col++) {
  64834. 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) };
  64835. this._heightQuads[row * subdivisionsX + col] = quad;
  64836. }
  64837. }
  64838. return this;
  64839. };
  64840. // Compute each quad element values and update the the heightMap array :
  64841. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  64842. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  64843. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  64844. // Returns the GroundMesh.
  64845. GroundMesh.prototype._computeHeightQuads = function () {
  64846. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  64847. if (!positions) {
  64848. return this;
  64849. }
  64850. var v1 = BABYLON.Tmp.Vector3[3];
  64851. var v2 = BABYLON.Tmp.Vector3[2];
  64852. var v3 = BABYLON.Tmp.Vector3[1];
  64853. var v4 = BABYLON.Tmp.Vector3[0];
  64854. var v1v2 = BABYLON.Tmp.Vector3[4];
  64855. var v1v3 = BABYLON.Tmp.Vector3[5];
  64856. var v1v4 = BABYLON.Tmp.Vector3[6];
  64857. var norm1 = BABYLON.Tmp.Vector3[7];
  64858. var norm2 = BABYLON.Tmp.Vector3[8];
  64859. var i = 0;
  64860. var j = 0;
  64861. var k = 0;
  64862. var cd = 0; // 2D slope coefficient : z = cd * x + h
  64863. var h = 0;
  64864. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  64865. var d2 = 0;
  64866. var subdivisionsX = this._subdivisionsX;
  64867. var subdivisionsY = this._subdivisionsY;
  64868. for (var row = 0; row < subdivisionsY; row++) {
  64869. for (var col = 0; col < subdivisionsX; col++) {
  64870. i = col * 3;
  64871. j = row * (subdivisionsX + 1) * 3;
  64872. k = (row + 1) * (subdivisionsX + 1) * 3;
  64873. v1.x = positions[j + i];
  64874. v1.y = positions[j + i + 1];
  64875. v1.z = positions[j + i + 2];
  64876. v2.x = positions[j + i + 3];
  64877. v2.y = positions[j + i + 4];
  64878. v2.z = positions[j + i + 5];
  64879. v3.x = positions[k + i];
  64880. v3.y = positions[k + i + 1];
  64881. v3.z = positions[k + i + 2];
  64882. v4.x = positions[k + i + 3];
  64883. v4.y = positions[k + i + 4];
  64884. v4.z = positions[k + i + 5];
  64885. // 2D slope V1V4
  64886. cd = (v4.z - v1.z) / (v4.x - v1.x);
  64887. h = v1.z - cd * v1.x; // v1 belongs to the slope
  64888. // facet equations :
  64889. // we compute each facet normal vector
  64890. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  64891. // we compute the value d by applying the equation to v1 which belongs to the plane
  64892. // then we store the facet equation in a Vector4
  64893. v2.subtractToRef(v1, v1v2);
  64894. v3.subtractToRef(v1, v1v3);
  64895. v4.subtractToRef(v1, v1v4);
  64896. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  64897. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  64898. norm1.normalize();
  64899. norm2.normalize();
  64900. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  64901. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  64902. var quad = this._heightQuads[row * subdivisionsX + col];
  64903. quad.slope.copyFromFloats(cd, h);
  64904. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  64905. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  64906. }
  64907. }
  64908. return this;
  64909. };
  64910. /**
  64911. * Serializes this ground mesh
  64912. * @param serializationObject object to write serialization to
  64913. */
  64914. GroundMesh.prototype.serialize = function (serializationObject) {
  64915. _super.prototype.serialize.call(this, serializationObject);
  64916. serializationObject.subdivisionsX = this._subdivisionsX;
  64917. serializationObject.subdivisionsY = this._subdivisionsY;
  64918. serializationObject.minX = this._minX;
  64919. serializationObject.maxX = this._maxX;
  64920. serializationObject.minZ = this._minZ;
  64921. serializationObject.maxZ = this._maxZ;
  64922. serializationObject.width = this._width;
  64923. serializationObject.height = this._height;
  64924. };
  64925. /**
  64926. * Parses a serialized ground mesh
  64927. * @param parsedMesh the serialized mesh
  64928. * @param scene the scene to create the ground mesh in
  64929. * @returns the created ground mesh
  64930. */
  64931. GroundMesh.Parse = function (parsedMesh, scene) {
  64932. var result = new GroundMesh(parsedMesh.name, scene);
  64933. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  64934. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  64935. result._minX = parsedMesh.minX;
  64936. result._maxX = parsedMesh.maxX;
  64937. result._minZ = parsedMesh.minZ;
  64938. result._maxZ = parsedMesh.maxZ;
  64939. result._width = parsedMesh.width;
  64940. result._height = parsedMesh.height;
  64941. return result;
  64942. };
  64943. return GroundMesh;
  64944. }(BABYLON.Mesh));
  64945. BABYLON.GroundMesh = GroundMesh;
  64946. })(BABYLON || (BABYLON = {}));
  64947. //# sourceMappingURL=babylon.groundMesh.js.map
  64948. var BABYLON;
  64949. (function (BABYLON) {
  64950. /**
  64951. * Creates an instance based on a source mesh.
  64952. */
  64953. var InstancedMesh = /** @class */ (function (_super) {
  64954. __extends(InstancedMesh, _super);
  64955. function InstancedMesh(name, source) {
  64956. var _this = _super.call(this, name, source.getScene()) || this;
  64957. /** @hidden */
  64958. _this._indexInSourceMeshInstanceArray = -1;
  64959. source.addInstance(_this);
  64960. _this._sourceMesh = source;
  64961. _this.position.copyFrom(source.position);
  64962. _this.rotation.copyFrom(source.rotation);
  64963. _this.scaling.copyFrom(source.scaling);
  64964. if (source.rotationQuaternion) {
  64965. _this.rotationQuaternion = source.rotationQuaternion.clone();
  64966. }
  64967. _this.infiniteDistance = source.infiniteDistance;
  64968. _this.setPivotMatrix(source.getPivotMatrix());
  64969. _this.refreshBoundingInfo();
  64970. _this._syncSubMeshes();
  64971. return _this;
  64972. }
  64973. /**
  64974. * Returns the string "InstancedMesh".
  64975. */
  64976. InstancedMesh.prototype.getClassName = function () {
  64977. return "InstancedMesh";
  64978. };
  64979. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  64980. // Methods
  64981. /**
  64982. * If the source mesh receives shadows
  64983. */
  64984. get: function () {
  64985. return this._sourceMesh.receiveShadows;
  64986. },
  64987. enumerable: true,
  64988. configurable: true
  64989. });
  64990. Object.defineProperty(InstancedMesh.prototype, "material", {
  64991. /**
  64992. * The material of the source mesh
  64993. */
  64994. get: function () {
  64995. return this._sourceMesh.material;
  64996. },
  64997. enumerable: true,
  64998. configurable: true
  64999. });
  65000. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  65001. /**
  65002. * Visibility of the source mesh
  65003. */
  65004. get: function () {
  65005. return this._sourceMesh.visibility;
  65006. },
  65007. enumerable: true,
  65008. configurable: true
  65009. });
  65010. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  65011. /**
  65012. * Skeleton of the source mesh
  65013. */
  65014. get: function () {
  65015. return this._sourceMesh.skeleton;
  65016. },
  65017. enumerable: true,
  65018. configurable: true
  65019. });
  65020. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  65021. /**
  65022. * Rendering ground id of the source mesh
  65023. */
  65024. get: function () {
  65025. return this._sourceMesh.renderingGroupId;
  65026. },
  65027. set: function (value) {
  65028. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  65029. return;
  65030. }
  65031. //no-op with warning
  65032. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  65033. },
  65034. enumerable: true,
  65035. configurable: true
  65036. });
  65037. /**
  65038. * Returns the total number of vertices (integer).
  65039. */
  65040. InstancedMesh.prototype.getTotalVertices = function () {
  65041. return this._sourceMesh.getTotalVertices();
  65042. };
  65043. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  65044. /**
  65045. * The source mesh of the instance
  65046. */
  65047. get: function () {
  65048. return this._sourceMesh;
  65049. },
  65050. enumerable: true,
  65051. configurable: true
  65052. });
  65053. /**
  65054. * Is this node ready to be used/rendered
  65055. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  65056. * @return {boolean} is it ready
  65057. */
  65058. InstancedMesh.prototype.isReady = function (completeCheck) {
  65059. if (completeCheck === void 0) { completeCheck = false; }
  65060. return this._sourceMesh.isReady(completeCheck, true);
  65061. };
  65062. /**
  65063. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  65064. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  65065. * @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.
  65066. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  65067. */
  65068. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  65069. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  65070. };
  65071. /**
  65072. * Sets the vertex data of the mesh geometry for the requested `kind`.
  65073. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  65074. * The `data` are either a numeric array either a Float32Array.
  65075. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  65076. * 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).
  65077. * Note that a new underlying VertexBuffer object is created each call.
  65078. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  65079. *
  65080. * Possible `kind` values :
  65081. * - BABYLON.VertexBuffer.PositionKind
  65082. * - BABYLON.VertexBuffer.UVKind
  65083. * - BABYLON.VertexBuffer.UV2Kind
  65084. * - BABYLON.VertexBuffer.UV3Kind
  65085. * - BABYLON.VertexBuffer.UV4Kind
  65086. * - BABYLON.VertexBuffer.UV5Kind
  65087. * - BABYLON.VertexBuffer.UV6Kind
  65088. * - BABYLON.VertexBuffer.ColorKind
  65089. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65090. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65091. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65092. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65093. *
  65094. * Returns the Mesh.
  65095. */
  65096. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  65097. if (this.sourceMesh) {
  65098. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  65099. }
  65100. return this.sourceMesh;
  65101. };
  65102. /**
  65103. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  65104. * If the mesh has no geometry, it is simply returned as it is.
  65105. * The `data` are either a numeric array either a Float32Array.
  65106. * No new underlying VertexBuffer object is created.
  65107. * 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.
  65108. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  65109. *
  65110. * Possible `kind` values :
  65111. * - BABYLON.VertexBuffer.PositionKind
  65112. * - BABYLON.VertexBuffer.UVKind
  65113. * - BABYLON.VertexBuffer.UV2Kind
  65114. * - BABYLON.VertexBuffer.UV3Kind
  65115. * - BABYLON.VertexBuffer.UV4Kind
  65116. * - BABYLON.VertexBuffer.UV5Kind
  65117. * - BABYLON.VertexBuffer.UV6Kind
  65118. * - BABYLON.VertexBuffer.ColorKind
  65119. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65120. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65121. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65122. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65123. *
  65124. * Returns the Mesh.
  65125. */
  65126. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  65127. if (this.sourceMesh) {
  65128. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  65129. }
  65130. return this.sourceMesh;
  65131. };
  65132. /**
  65133. * Sets the mesh indices.
  65134. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  65135. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  65136. * This method creates a new index buffer each call.
  65137. * Returns the Mesh.
  65138. */
  65139. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  65140. if (totalVertices === void 0) { totalVertices = null; }
  65141. if (this.sourceMesh) {
  65142. this.sourceMesh.setIndices(indices, totalVertices);
  65143. }
  65144. return this.sourceMesh;
  65145. };
  65146. /**
  65147. * Boolean : True if the mesh owns the requested kind of data.
  65148. */
  65149. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  65150. return this._sourceMesh.isVerticesDataPresent(kind);
  65151. };
  65152. /**
  65153. * Returns an array of indices (IndicesArray).
  65154. */
  65155. InstancedMesh.prototype.getIndices = function () {
  65156. return this._sourceMesh.getIndices();
  65157. };
  65158. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  65159. get: function () {
  65160. return this._sourceMesh._positions;
  65161. },
  65162. enumerable: true,
  65163. configurable: true
  65164. });
  65165. /**
  65166. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  65167. * This means the mesh underlying bounding box and sphere are recomputed.
  65168. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  65169. * @returns the current mesh
  65170. */
  65171. InstancedMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  65172. if (applySkeleton === void 0) { applySkeleton = false; }
  65173. if (this._boundingInfo && this._boundingInfo.isLocked) {
  65174. return this;
  65175. }
  65176. var bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;
  65177. this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton), bias);
  65178. return this;
  65179. };
  65180. /** @hidden */
  65181. InstancedMesh.prototype._preActivate = function () {
  65182. if (this._currentLOD) {
  65183. this._currentLOD._preActivate();
  65184. }
  65185. return this;
  65186. };
  65187. /** @hidden */
  65188. InstancedMesh.prototype._activate = function (renderId) {
  65189. if (this._currentLOD) {
  65190. this._currentLOD._registerInstanceForRenderId(this, renderId);
  65191. }
  65192. return this;
  65193. };
  65194. /**
  65195. * Returns the current associated LOD AbstractMesh.
  65196. */
  65197. InstancedMesh.prototype.getLOD = function (camera) {
  65198. if (!camera) {
  65199. return this;
  65200. }
  65201. var boundingInfo = this.getBoundingInfo();
  65202. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  65203. if (this._currentLOD === this.sourceMesh) {
  65204. return this;
  65205. }
  65206. return this._currentLOD;
  65207. };
  65208. /** @hidden */
  65209. InstancedMesh.prototype._syncSubMeshes = function () {
  65210. this.releaseSubMeshes();
  65211. if (this._sourceMesh.subMeshes) {
  65212. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  65213. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  65214. }
  65215. }
  65216. return this;
  65217. };
  65218. /** @hidden */
  65219. InstancedMesh.prototype._generatePointsArray = function () {
  65220. return this._sourceMesh._generatePointsArray();
  65221. };
  65222. /**
  65223. * Creates a new InstancedMesh from the current mesh.
  65224. * - name (string) : the cloned mesh name
  65225. * - newParent (optional Node) : the optional Node to parent the clone to.
  65226. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  65227. *
  65228. * Returns the clone.
  65229. */
  65230. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65231. var result = this._sourceMesh.createInstance(name);
  65232. // Deep copy
  65233. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  65234. // Bounding info
  65235. this.refreshBoundingInfo();
  65236. // Parent
  65237. if (newParent) {
  65238. result.parent = newParent;
  65239. }
  65240. if (!doNotCloneChildren) {
  65241. // Children
  65242. for (var index = 0; index < this.getScene().meshes.length; index++) {
  65243. var mesh = this.getScene().meshes[index];
  65244. if (mesh.parent === this) {
  65245. mesh.clone(mesh.name, result);
  65246. }
  65247. }
  65248. }
  65249. result.computeWorldMatrix(true);
  65250. return result;
  65251. };
  65252. /**
  65253. * Disposes the InstancedMesh.
  65254. * Returns nothing.
  65255. */
  65256. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  65257. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  65258. // Remove from mesh
  65259. this._sourceMesh.removeInstance(this);
  65260. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  65261. };
  65262. return InstancedMesh;
  65263. }(BABYLON.AbstractMesh));
  65264. BABYLON.InstancedMesh = InstancedMesh;
  65265. })(BABYLON || (BABYLON = {}));
  65266. //# sourceMappingURL=babylon.instancedMesh.js.map
  65267. var BABYLON;
  65268. (function (BABYLON) {
  65269. /**
  65270. * Line mesh
  65271. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  65272. */
  65273. var LinesMesh = /** @class */ (function (_super) {
  65274. __extends(LinesMesh, _super);
  65275. /**
  65276. * Creates a new LinesMesh
  65277. * @param name defines the name
  65278. * @param scene defines the hosting scene
  65279. * @param parent defines the parent mesh if any
  65280. * @param source defines the optional source LinesMesh used to clone data from
  65281. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  65282. * When false, achieved by calling a clone(), also passing False.
  65283. * This will make creation of children, recursive.
  65284. * @param useVertexColor defines if this LinesMesh supports vertex color
  65285. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  65286. */
  65287. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  65288. /**
  65289. * If vertex color should be applied to the mesh
  65290. */
  65291. useVertexColor,
  65292. /**
  65293. * If vertex alpha should be applied to the mesh
  65294. */
  65295. useVertexAlpha) {
  65296. if (scene === void 0) { scene = null; }
  65297. if (parent === void 0) { parent = null; }
  65298. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  65299. _this.useVertexColor = useVertexColor;
  65300. _this.useVertexAlpha = useVertexAlpha;
  65301. /**
  65302. * Color of the line (Default: White)
  65303. */
  65304. _this.color = new BABYLON.Color3(1, 1, 1);
  65305. /**
  65306. * Alpha of the line (Default: 1)
  65307. */
  65308. _this.alpha = 1;
  65309. if (source) {
  65310. _this.color = source.color.clone();
  65311. _this.alpha = source.alpha;
  65312. _this.useVertexColor = source.useVertexColor;
  65313. _this.useVertexAlpha = source.useVertexAlpha;
  65314. }
  65315. _this.intersectionThreshold = 0.1;
  65316. var defines = [];
  65317. var options = {
  65318. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  65319. uniforms: ["world", "viewProjection"],
  65320. needAlphaBlending: true,
  65321. defines: defines
  65322. };
  65323. if (useVertexAlpha === false) {
  65324. options.needAlphaBlending = false;
  65325. }
  65326. if (!useVertexColor) {
  65327. options.uniforms.push("color");
  65328. }
  65329. else {
  65330. options.defines.push("#define VERTEXCOLOR");
  65331. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  65332. }
  65333. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  65334. return _this;
  65335. }
  65336. /**
  65337. * Returns the string "LineMesh"
  65338. */
  65339. LinesMesh.prototype.getClassName = function () {
  65340. return "LinesMesh";
  65341. };
  65342. Object.defineProperty(LinesMesh.prototype, "material", {
  65343. /**
  65344. * @hidden
  65345. */
  65346. get: function () {
  65347. return this._colorShader;
  65348. },
  65349. /**
  65350. * @hidden
  65351. */
  65352. set: function (value) {
  65353. // Do nothing
  65354. },
  65355. enumerable: true,
  65356. configurable: true
  65357. });
  65358. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  65359. /**
  65360. * @hidden
  65361. */
  65362. get: function () {
  65363. return false;
  65364. },
  65365. enumerable: true,
  65366. configurable: true
  65367. });
  65368. /** @hidden */
  65369. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  65370. if (!this._geometry) {
  65371. return this;
  65372. }
  65373. // VBOs
  65374. this._geometry._bind(this._colorShader.getEffect());
  65375. // Color
  65376. if (!this.useVertexColor) {
  65377. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  65378. }
  65379. return this;
  65380. };
  65381. /** @hidden */
  65382. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  65383. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  65384. return this;
  65385. }
  65386. var engine = this.getScene().getEngine();
  65387. // Draw order
  65388. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  65389. return this;
  65390. };
  65391. /**
  65392. * Disposes of the line mesh
  65393. * @param doNotRecurse If children should be disposed
  65394. */
  65395. LinesMesh.prototype.dispose = function (doNotRecurse) {
  65396. this._colorShader.dispose(false, false, true);
  65397. _super.prototype.dispose.call(this, doNotRecurse);
  65398. };
  65399. /**
  65400. * Returns a new LineMesh object cloned from the current one.
  65401. */
  65402. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65403. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  65404. };
  65405. /**
  65406. * Creates a new InstancedLinesMesh object from the mesh model.
  65407. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  65408. * @param name defines the name of the new instance
  65409. * @returns a new InstancedLinesMesh
  65410. */
  65411. LinesMesh.prototype.createInstance = function (name) {
  65412. return new InstancedLinesMesh(name, this);
  65413. };
  65414. return LinesMesh;
  65415. }(BABYLON.Mesh));
  65416. BABYLON.LinesMesh = LinesMesh;
  65417. /**
  65418. * Creates an instance based on a source LinesMesh
  65419. */
  65420. var InstancedLinesMesh = /** @class */ (function (_super) {
  65421. __extends(InstancedLinesMesh, _super);
  65422. function InstancedLinesMesh(name, source) {
  65423. var _this = _super.call(this, name, source) || this;
  65424. _this.intersectionThreshold = source.intersectionThreshold;
  65425. return _this;
  65426. }
  65427. /**
  65428. * Returns the string "InstancedLinesMesh".
  65429. */
  65430. InstancedLinesMesh.prototype.getClassName = function () {
  65431. return "InstancedLinesMesh";
  65432. };
  65433. return InstancedLinesMesh;
  65434. }(BABYLON.InstancedMesh));
  65435. BABYLON.InstancedLinesMesh = InstancedLinesMesh;
  65436. })(BABYLON || (BABYLON = {}));
  65437. //# sourceMappingURL=babylon.linesMesh.js.map
  65438. var BABYLON;
  65439. (function (BABYLON) {
  65440. /**
  65441. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65442. * The underlying implementation relies on an associative array to ensure the best performances.
  65443. * The value can be anything including 'null' but except 'undefined'
  65444. */
  65445. var StringDictionary = /** @class */ (function () {
  65446. function StringDictionary() {
  65447. this._count = 0;
  65448. this._data = {};
  65449. }
  65450. /**
  65451. * This will clear this dictionary and copy the content from the 'source' one.
  65452. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65453. * @param source the dictionary to take the content from and copy to this dictionary
  65454. */
  65455. StringDictionary.prototype.copyFrom = function (source) {
  65456. var _this = this;
  65457. this.clear();
  65458. source.forEach(function (t, v) { return _this.add(t, v); });
  65459. };
  65460. /**
  65461. * Get a value based from its key
  65462. * @param key the given key to get the matching value from
  65463. * @return the value if found, otherwise undefined is returned
  65464. */
  65465. StringDictionary.prototype.get = function (key) {
  65466. var val = this._data[key];
  65467. if (val !== undefined) {
  65468. return val;
  65469. }
  65470. return undefined;
  65471. };
  65472. /**
  65473. * Get a value from its key or add it if it doesn't exist.
  65474. * This method will ensure you that a given key/data will be present in the dictionary.
  65475. * @param key the given key to get the matching value from
  65476. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65477. * The factory will only be invoked if there's no data for the given key.
  65478. * @return the value corresponding to the key.
  65479. */
  65480. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  65481. var val = this.get(key);
  65482. if (val !== undefined) {
  65483. return val;
  65484. }
  65485. val = factory(key);
  65486. if (val) {
  65487. this.add(key, val);
  65488. }
  65489. return val;
  65490. };
  65491. /**
  65492. * Get a value from its key if present in the dictionary otherwise add it
  65493. * @param key the key to get the value from
  65494. * @param val if there's no such key/value pair in the dictionary add it with this value
  65495. * @return the value corresponding to the key
  65496. */
  65497. StringDictionary.prototype.getOrAdd = function (key, val) {
  65498. var curVal = this.get(key);
  65499. if (curVal !== undefined) {
  65500. return curVal;
  65501. }
  65502. this.add(key, val);
  65503. return val;
  65504. };
  65505. /**
  65506. * Check if there's a given key in the dictionary
  65507. * @param key the key to check for
  65508. * @return true if the key is present, false otherwise
  65509. */
  65510. StringDictionary.prototype.contains = function (key) {
  65511. return this._data[key] !== undefined;
  65512. };
  65513. /**
  65514. * Add a new key and its corresponding value
  65515. * @param key the key to add
  65516. * @param value the value corresponding to the key
  65517. * @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
  65518. */
  65519. StringDictionary.prototype.add = function (key, value) {
  65520. if (this._data[key] !== undefined) {
  65521. return false;
  65522. }
  65523. this._data[key] = value;
  65524. ++this._count;
  65525. return true;
  65526. };
  65527. /**
  65528. * Update a specific value associated to a key
  65529. * @param key defines the key to use
  65530. * @param value defines the value to store
  65531. * @returns true if the value was updated (or false if the key was not found)
  65532. */
  65533. StringDictionary.prototype.set = function (key, value) {
  65534. if (this._data[key] === undefined) {
  65535. return false;
  65536. }
  65537. this._data[key] = value;
  65538. return true;
  65539. };
  65540. /**
  65541. * Get the element of the given key and remove it from the dictionary
  65542. * @param key defines the key to search
  65543. * @returns the value associated with the key or null if not found
  65544. */
  65545. StringDictionary.prototype.getAndRemove = function (key) {
  65546. var val = this.get(key);
  65547. if (val !== undefined) {
  65548. delete this._data[key];
  65549. --this._count;
  65550. return val;
  65551. }
  65552. return null;
  65553. };
  65554. /**
  65555. * Remove a key/value from the dictionary.
  65556. * @param key the key to remove
  65557. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65558. */
  65559. StringDictionary.prototype.remove = function (key) {
  65560. if (this.contains(key)) {
  65561. delete this._data[key];
  65562. --this._count;
  65563. return true;
  65564. }
  65565. return false;
  65566. };
  65567. /**
  65568. * Clear the whole content of the dictionary
  65569. */
  65570. StringDictionary.prototype.clear = function () {
  65571. this._data = {};
  65572. this._count = 0;
  65573. };
  65574. Object.defineProperty(StringDictionary.prototype, "count", {
  65575. /**
  65576. * Gets the current count
  65577. */
  65578. get: function () {
  65579. return this._count;
  65580. },
  65581. enumerable: true,
  65582. configurable: true
  65583. });
  65584. /**
  65585. * Execute a callback on each key/val of the dictionary.
  65586. * Note that you can remove any element in this dictionary in the callback implementation
  65587. * @param callback the callback to execute on a given key/value pair
  65588. */
  65589. StringDictionary.prototype.forEach = function (callback) {
  65590. for (var cur in this._data) {
  65591. var val = this._data[cur];
  65592. callback(cur, val);
  65593. }
  65594. };
  65595. /**
  65596. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65597. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65598. * Note that you can remove any element in this dictionary in the callback implementation
  65599. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65600. * @returns the first item
  65601. */
  65602. StringDictionary.prototype.first = function (callback) {
  65603. for (var cur in this._data) {
  65604. var val = this._data[cur];
  65605. var res = callback(cur, val);
  65606. if (res) {
  65607. return res;
  65608. }
  65609. }
  65610. return null;
  65611. };
  65612. return StringDictionary;
  65613. }());
  65614. BABYLON.StringDictionary = StringDictionary;
  65615. })(BABYLON || (BABYLON = {}));
  65616. //# sourceMappingURL=babylon.stringDictionary.js.map
  65617. var BABYLON;
  65618. (function (BABYLON) {
  65619. var Debug;
  65620. (function (Debug) {
  65621. /**
  65622. * Class used to render a debug view of a given skeleton
  65623. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  65624. */
  65625. var SkeletonViewer = /** @class */ (function () {
  65626. /**
  65627. * Creates a new SkeletonViewer
  65628. * @param skeleton defines the skeleton to render
  65629. * @param mesh defines the mesh attached to the skeleton
  65630. * @param scene defines the hosting scene
  65631. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  65632. * @param renderingGroupId defines the rendering group id to use with the viewer
  65633. * @param utilityLayerRenderer defines an optional utility layer to render the helper on
  65634. */
  65635. function SkeletonViewer(
  65636. /** defines the skeleton to render */
  65637. skeleton,
  65638. /** defines the mesh attached to the skeleton */
  65639. mesh, scene,
  65640. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  65641. autoUpdateBonesMatrices,
  65642. /** defines the rendering group id to use with the viewer */
  65643. renderingGroupId,
  65644. /** defines an optional utility layer to render the helper on */
  65645. utilityLayerRenderer) {
  65646. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  65647. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  65648. this.skeleton = skeleton;
  65649. this.mesh = mesh;
  65650. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  65651. this.renderingGroupId = renderingGroupId;
  65652. this.utilityLayerRenderer = utilityLayerRenderer;
  65653. /** Gets or sets the color used to render the skeleton */
  65654. this.color = BABYLON.Color3.White();
  65655. this._debugLines = new Array();
  65656. this._isEnabled = false;
  65657. this._scene = scene;
  65658. this.update();
  65659. this._renderFunction = this.update.bind(this);
  65660. }
  65661. Object.defineProperty(SkeletonViewer.prototype, "debugMesh", {
  65662. /**
  65663. * Returns the mesh used to render the bones
  65664. */
  65665. get: function () {
  65666. return this._debugMesh;
  65667. },
  65668. enumerable: true,
  65669. configurable: true
  65670. });
  65671. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  65672. get: function () {
  65673. return this._isEnabled;
  65674. },
  65675. /** Gets or sets a boolean indicating if the viewer is enabled */
  65676. set: function (value) {
  65677. if (this._isEnabled === value) {
  65678. return;
  65679. }
  65680. this._isEnabled = value;
  65681. if (value) {
  65682. this._scene.registerBeforeRender(this._renderFunction);
  65683. }
  65684. else {
  65685. this._scene.unregisterBeforeRender(this._renderFunction);
  65686. }
  65687. },
  65688. enumerable: true,
  65689. configurable: true
  65690. });
  65691. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  65692. if (x === void 0) { x = 0; }
  65693. if (y === void 0) { y = 0; }
  65694. if (z === void 0) { z = 0; }
  65695. var tmat = BABYLON.Tmp.Matrix[0];
  65696. var parentBone = bone.getParent();
  65697. tmat.copyFrom(bone.getLocalMatrix());
  65698. if (x !== 0 || y !== 0 || z !== 0) {
  65699. var tmat2 = BABYLON.Tmp.Matrix[1];
  65700. BABYLON.Matrix.IdentityToRef(tmat2);
  65701. tmat2.setTranslationFromFloats(x, y, z);
  65702. tmat2.multiplyToRef(tmat, tmat);
  65703. }
  65704. if (parentBone) {
  65705. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  65706. }
  65707. tmat.multiplyToRef(meshMat, tmat);
  65708. position.x = tmat.m[12];
  65709. position.y = tmat.m[13];
  65710. position.z = tmat.m[14];
  65711. };
  65712. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  65713. var len = bones.length;
  65714. var meshPos = this.mesh.position;
  65715. for (var i = 0; i < len; i++) {
  65716. var bone = bones[i];
  65717. var points = this._debugLines[i];
  65718. if (!points) {
  65719. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65720. this._debugLines[i] = points;
  65721. }
  65722. this._getBonePosition(points[0], bone, meshMat);
  65723. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  65724. points[0].subtractInPlace(meshPos);
  65725. points[1].subtractInPlace(meshPos);
  65726. }
  65727. };
  65728. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  65729. var len = bones.length;
  65730. var boneNum = 0;
  65731. var meshPos = this.mesh.position;
  65732. for (var i = len - 1; i >= 0; i--) {
  65733. var childBone = bones[i];
  65734. var parentBone = childBone.getParent();
  65735. if (!parentBone) {
  65736. continue;
  65737. }
  65738. var points = this._debugLines[boneNum];
  65739. if (!points) {
  65740. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65741. this._debugLines[boneNum] = points;
  65742. }
  65743. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  65744. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  65745. points[0].subtractInPlace(meshPos);
  65746. points[1].subtractInPlace(meshPos);
  65747. boneNum++;
  65748. }
  65749. };
  65750. /** Update the viewer to sync with current skeleton state */
  65751. SkeletonViewer.prototype.update = function () {
  65752. if (this.autoUpdateBonesMatrices) {
  65753. this.skeleton.computeAbsoluteTransforms();
  65754. }
  65755. if (this.skeleton.bones[0].length === undefined) {
  65756. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  65757. }
  65758. else {
  65759. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  65760. }
  65761. var targetScene = this.utilityLayerRenderer ? this.utilityLayerRenderer.utilityLayerScene : this._scene;
  65762. if (!this._debugMesh) {
  65763. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, targetScene);
  65764. this._debugMesh.renderingGroupId = this.renderingGroupId;
  65765. }
  65766. else {
  65767. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);
  65768. }
  65769. this._debugMesh.position.copyFrom(this.mesh.position);
  65770. this._debugMesh.color = this.color;
  65771. };
  65772. /** Release associated resources */
  65773. SkeletonViewer.prototype.dispose = function () {
  65774. if (this._debugMesh) {
  65775. this.isEnabled = false;
  65776. this._debugMesh.dispose();
  65777. this._debugMesh = null;
  65778. }
  65779. };
  65780. return SkeletonViewer;
  65781. }());
  65782. Debug.SkeletonViewer = SkeletonViewer;
  65783. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65784. })(BABYLON || (BABYLON = {}));
  65785. //# sourceMappingURL=babylon.skeletonViewer.js.map
  65786. /**
  65787. * Module Debug contains the (visual) components to debug a scene correctly
  65788. */
  65789. var BABYLON;
  65790. (function (BABYLON) {
  65791. var Debug;
  65792. (function (Debug) {
  65793. /**
  65794. * The Axes viewer will show 3 axes in a specific point in space
  65795. */
  65796. var AxesViewer = /** @class */ (function () {
  65797. /**
  65798. * Creates a new AxesViewer
  65799. * @param scene defines the hosting scene
  65800. * @param scaleLines defines a number used to scale line length (1 by default)
  65801. */
  65802. function AxesViewer(scene, scaleLines) {
  65803. if (scaleLines === void 0) { scaleLines = 1; }
  65804. this._xline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65805. this._yline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65806. this._zline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65807. /**
  65808. * Gets or sets a number used to scale line length
  65809. */
  65810. this.scaleLines = 1;
  65811. this.scaleLines = scaleLines;
  65812. this._xmesh = BABYLON.Mesh.CreateLines("xline", this._xline, scene, true);
  65813. this._ymesh = BABYLON.Mesh.CreateLines("yline", this._yline, scene, true);
  65814. this._zmesh = BABYLON.Mesh.CreateLines("zline", this._zline, scene, true);
  65815. this._xmesh.renderingGroupId = 2;
  65816. this._ymesh.renderingGroupId = 2;
  65817. this._zmesh.renderingGroupId = 2;
  65818. this._xmesh.material.checkReadyOnlyOnce = true;
  65819. this._xmesh.color = new BABYLON.Color3(1, 0, 0);
  65820. this._ymesh.material.checkReadyOnlyOnce = true;
  65821. this._ymesh.color = new BABYLON.Color3(0, 1, 0);
  65822. this._zmesh.material.checkReadyOnlyOnce = true;
  65823. this._zmesh.color = new BABYLON.Color3(0, 0, 1);
  65824. this.scene = scene;
  65825. }
  65826. /**
  65827. * Force the viewer to update
  65828. * @param position defines the position of the viewer
  65829. * @param xaxis defines the x axis of the viewer
  65830. * @param yaxis defines the y axis of the viewer
  65831. * @param zaxis defines the z axis of the viewer
  65832. */
  65833. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  65834. var scaleLines = this.scaleLines;
  65835. if (this._xmesh) {
  65836. this._xmesh.position.copyFrom(position);
  65837. }
  65838. if (this._ymesh) {
  65839. this._ymesh.position.copyFrom(position);
  65840. }
  65841. if (this._zmesh) {
  65842. this._zmesh.position.copyFrom(position);
  65843. }
  65844. var point2 = this._xline[1];
  65845. point2.x = xaxis.x * scaleLines;
  65846. point2.y = xaxis.y * scaleLines;
  65847. point2.z = xaxis.z * scaleLines;
  65848. BABYLON.Mesh.CreateLines("", this._xline, null, false, this._xmesh);
  65849. point2 = this._yline[1];
  65850. point2.x = yaxis.x * scaleLines;
  65851. point2.y = yaxis.y * scaleLines;
  65852. point2.z = yaxis.z * scaleLines;
  65853. BABYLON.Mesh.CreateLines("", this._yline, null, false, this._ymesh);
  65854. point2 = this._zline[1];
  65855. point2.x = zaxis.x * scaleLines;
  65856. point2.y = zaxis.y * scaleLines;
  65857. point2.z = zaxis.z * scaleLines;
  65858. BABYLON.Mesh.CreateLines("", this._zline, null, false, this._zmesh);
  65859. };
  65860. /** Releases resources */
  65861. AxesViewer.prototype.dispose = function () {
  65862. if (this._xmesh) {
  65863. this._xmesh.dispose();
  65864. }
  65865. if (this._ymesh) {
  65866. this._ymesh.dispose();
  65867. }
  65868. if (this._zmesh) {
  65869. this._zmesh.dispose();
  65870. }
  65871. this._xmesh = null;
  65872. this._ymesh = null;
  65873. this._zmesh = null;
  65874. this.scene = null;
  65875. };
  65876. return AxesViewer;
  65877. }());
  65878. Debug.AxesViewer = AxesViewer;
  65879. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65880. })(BABYLON || (BABYLON = {}));
  65881. //# sourceMappingURL=babylon.axesViewer.js.map
  65882. var BABYLON;
  65883. (function (BABYLON) {
  65884. var Debug;
  65885. (function (Debug) {
  65886. /**
  65887. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  65888. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  65889. */
  65890. var BoneAxesViewer = /** @class */ (function (_super) {
  65891. __extends(BoneAxesViewer, _super);
  65892. /**
  65893. * Creates a new BoneAxesViewer
  65894. * @param scene defines the hosting scene
  65895. * @param bone defines the target bone
  65896. * @param mesh defines the target mesh
  65897. * @param scaleLines defines a scaling factor for line length (1 by default)
  65898. */
  65899. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  65900. if (scaleLines === void 0) { scaleLines = 1; }
  65901. var _this = _super.call(this, scene, scaleLines) || this;
  65902. /** Gets current position */
  65903. _this.pos = BABYLON.Vector3.Zero();
  65904. /** Gets direction of X axis */
  65905. _this.xaxis = BABYLON.Vector3.Zero();
  65906. /** Gets direction of Y axis */
  65907. _this.yaxis = BABYLON.Vector3.Zero();
  65908. /** Gets direction of Z axis */
  65909. _this.zaxis = BABYLON.Vector3.Zero();
  65910. _this.mesh = mesh;
  65911. _this.bone = bone;
  65912. return _this;
  65913. }
  65914. /**
  65915. * Force the viewer to update
  65916. */
  65917. BoneAxesViewer.prototype.update = function () {
  65918. if (!this.mesh || !this.bone) {
  65919. return;
  65920. }
  65921. var bone = this.bone;
  65922. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  65923. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  65924. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  65925. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  65926. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  65927. };
  65928. /** Releases resources */
  65929. BoneAxesViewer.prototype.dispose = function () {
  65930. if (this.mesh) {
  65931. this.mesh = null;
  65932. this.bone = null;
  65933. _super.prototype.dispose.call(this);
  65934. }
  65935. };
  65936. return BoneAxesViewer;
  65937. }(Debug.AxesViewer));
  65938. Debug.BoneAxesViewer = BoneAxesViewer;
  65939. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65940. })(BABYLON || (BABYLON = {}));
  65941. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  65942. var BABYLON;
  65943. (function (BABYLON) {
  65944. /**
  65945. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  65946. * in order to better appreciate the issue one might have.
  65947. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  65948. */
  65949. var RayHelper = /** @class */ (function () {
  65950. /**
  65951. * Instantiate a new ray helper.
  65952. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  65953. * in order to better appreciate the issue one might have.
  65954. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  65955. * @param ray Defines the ray we are currently tryin to visualize
  65956. */
  65957. function RayHelper(ray) {
  65958. this.ray = ray;
  65959. }
  65960. /**
  65961. * Helper function to create a colored helper in a scene in one line.
  65962. * @param ray Defines the ray we are currently tryin to visualize
  65963. * @param scene Defines the scene the ray is used in
  65964. * @param color Defines the color we want to see the ray in
  65965. * @returns The newly created ray helper.
  65966. */
  65967. RayHelper.CreateAndShow = function (ray, scene, color) {
  65968. var helper = new RayHelper(ray);
  65969. helper.show(scene, color);
  65970. return helper;
  65971. };
  65972. /**
  65973. * Shows the ray we are willing to debug.
  65974. * @param scene Defines the scene the ray needs to be rendered in
  65975. * @param color Defines the color the ray needs to be rendered in
  65976. */
  65977. RayHelper.prototype.show = function (scene, color) {
  65978. if (!this._renderFunction && this.ray) {
  65979. var ray = this.ray;
  65980. this._renderFunction = this._render.bind(this);
  65981. this._scene = scene;
  65982. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  65983. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  65984. if (this._renderFunction) {
  65985. this._scene.registerBeforeRender(this._renderFunction);
  65986. }
  65987. }
  65988. if (color && this._renderLine) {
  65989. this._renderLine.color.copyFrom(color);
  65990. }
  65991. };
  65992. /**
  65993. * Hides the ray we are debugging.
  65994. */
  65995. RayHelper.prototype.hide = function () {
  65996. if (this._renderFunction && this._scene) {
  65997. this._scene.unregisterBeforeRender(this._renderFunction);
  65998. this._scene = null;
  65999. this._renderFunction = null;
  66000. if (this._renderLine) {
  66001. this._renderLine.dispose();
  66002. this._renderLine = null;
  66003. }
  66004. this._renderPoints = [];
  66005. }
  66006. };
  66007. RayHelper.prototype._render = function () {
  66008. var ray = this.ray;
  66009. if (!ray) {
  66010. return;
  66011. }
  66012. var point = this._renderPoints[1];
  66013. var len = Math.min(ray.length, 1000000);
  66014. point.copyFrom(ray.direction);
  66015. point.scaleInPlace(len);
  66016. point.addInPlace(ray.origin);
  66017. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  66018. };
  66019. /**
  66020. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  66021. * @param mesh Defines the mesh we want the helper attached to
  66022. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  66023. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  66024. * @param length Defines the length of the ray
  66025. */
  66026. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  66027. this._attachedToMesh = mesh;
  66028. var ray = this.ray;
  66029. if (!ray) {
  66030. return;
  66031. }
  66032. if (!ray.direction) {
  66033. ray.direction = BABYLON.Vector3.Zero();
  66034. }
  66035. if (!ray.origin) {
  66036. ray.origin = BABYLON.Vector3.Zero();
  66037. }
  66038. if (length) {
  66039. ray.length = length;
  66040. }
  66041. if (!meshSpaceOrigin) {
  66042. meshSpaceOrigin = BABYLON.Vector3.Zero();
  66043. }
  66044. if (!meshSpaceDirection) {
  66045. // -1 so that this will work with Mesh.lookAt
  66046. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  66047. }
  66048. if (!this._meshSpaceDirection) {
  66049. this._meshSpaceDirection = meshSpaceDirection.clone();
  66050. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  66051. }
  66052. else {
  66053. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  66054. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  66055. }
  66056. if (!this._updateToMeshFunction) {
  66057. this._updateToMeshFunction = this._updateToMesh.bind(this);
  66058. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  66059. }
  66060. this._updateToMesh();
  66061. };
  66062. /**
  66063. * Detach the ray helper from the mesh it has previously been attached to.
  66064. */
  66065. RayHelper.prototype.detachFromMesh = function () {
  66066. if (this._attachedToMesh) {
  66067. if (this._updateToMeshFunction) {
  66068. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  66069. }
  66070. this._attachedToMesh = null;
  66071. this._updateToMeshFunction = null;
  66072. }
  66073. };
  66074. RayHelper.prototype._updateToMesh = function () {
  66075. var ray = this.ray;
  66076. if (!this._attachedToMesh || !ray) {
  66077. return;
  66078. }
  66079. if (this._attachedToMesh._isDisposed) {
  66080. this.detachFromMesh();
  66081. return;
  66082. }
  66083. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  66084. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  66085. };
  66086. /**
  66087. * Dispose the helper and release its associated resources.
  66088. */
  66089. RayHelper.prototype.dispose = function () {
  66090. this.hide();
  66091. this.detachFromMesh();
  66092. this.ray = null;
  66093. };
  66094. return RayHelper;
  66095. }());
  66096. BABYLON.RayHelper = RayHelper;
  66097. })(BABYLON || (BABYLON = {}));
  66098. //# sourceMappingURL=babylon.rayHelper.js.map
  66099. var BABYLON;
  66100. (function (BABYLON) {
  66101. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  66102. get: function () {
  66103. if (!this._debugLayer) {
  66104. this._debugLayer = new DebugLayer(this);
  66105. }
  66106. return this._debugLayer;
  66107. },
  66108. enumerable: true,
  66109. configurable: true
  66110. });
  66111. /**
  66112. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66113. * what is happening in your scene
  66114. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66115. */
  66116. var DebugLayer = /** @class */ (function () {
  66117. /**
  66118. * Instantiates a new debug layer.
  66119. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66120. * what is happening in your scene
  66121. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66122. * @param scene Defines the scene to inspect
  66123. */
  66124. function DebugLayer(scene) {
  66125. var _this = this;
  66126. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66127. /**
  66128. * Observable triggered when a property is changed through the inspector.
  66129. */
  66130. this.onPropertyChangedObservable = new BABYLON.Observable();
  66131. this._scene = scene;
  66132. this._scene.onDisposeObservable.add(function () {
  66133. // Debug layer
  66134. if (_this._scene._debugLayer) {
  66135. _this._scene._debugLayer.hide();
  66136. }
  66137. });
  66138. }
  66139. /** Creates the inspector window. */
  66140. DebugLayer.prototype._createInspector = function (config) {
  66141. if (config === void 0) { config = {}; }
  66142. var popup = config.popup || false;
  66143. var initialTab = config.initialTab || 0;
  66144. var parentElement = config.parentElement || null;
  66145. if (!this._inspector) {
  66146. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66147. this._inspector = new this.BJSINSPECTOR.Inspector(this._scene, popup, initialTab, parentElement, config.newColors);
  66148. } // else nothing to do as instance is already created
  66149. };
  66150. /**
  66151. * Get if the inspector is visible or not.
  66152. * @returns true if visible otherwise, false
  66153. */
  66154. DebugLayer.prototype.isVisible = function () {
  66155. if (!this._inspector) {
  66156. return false;
  66157. }
  66158. return true;
  66159. };
  66160. /**
  66161. * Hide the inspector and close its window.
  66162. */
  66163. DebugLayer.prototype.hide = function () {
  66164. if (this._inspector) {
  66165. try {
  66166. this._inspector.dispose();
  66167. }
  66168. catch (e) {
  66169. // If the inspector has been removed directly from the inspector tool
  66170. }
  66171. this.onPropertyChangedObservable.clear();
  66172. this._inspector = null;
  66173. }
  66174. };
  66175. /**
  66176. *
  66177. * Launch the debugLayer.
  66178. *
  66179. * initialTab:
  66180. * | Value | Tab Name |
  66181. * | --- | --- |
  66182. * | 0 | Scene |
  66183. * | 1 | Console |
  66184. * | 2 | Stats |
  66185. * | 3 | Textures |
  66186. * | 4 | Mesh |
  66187. * | 5 | Light |
  66188. * | 6 | Material |
  66189. * | 7 | GLTF |
  66190. * | 8 | GUI |
  66191. * | 9 | Physics |
  66192. * | 10 | Camera |
  66193. * | 11 | Audio |
  66194. *
  66195. * @param config Define the configuration of the inspector
  66196. */
  66197. DebugLayer.prototype.show = function (config) {
  66198. if (config === void 0) { config = {}; }
  66199. if (typeof this.BJSINSPECTOR == 'undefined') {
  66200. // Load inspector and add it to the DOM
  66201. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  66202. }
  66203. else {
  66204. // Otherwise creates the inspector
  66205. this._createInspector(config);
  66206. }
  66207. };
  66208. /**
  66209. * Gets the active tab
  66210. * @return the index of the active tab or -1 if the inspector is hidden
  66211. */
  66212. DebugLayer.prototype.getActiveTab = function () {
  66213. return this._inspector ? this._inspector.getActiveTabIndex() : -1;
  66214. };
  66215. /**
  66216. * Define the url to get the inspector script from.
  66217. * By default it uses the babylonjs CDN.
  66218. * @ignoreNaming
  66219. */
  66220. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  66221. return DebugLayer;
  66222. }());
  66223. BABYLON.DebugLayer = DebugLayer;
  66224. })(BABYLON || (BABYLON = {}));
  66225. //# sourceMappingURL=babylon.debugLayer.js.map
  66226. var BABYLON;
  66227. (function (BABYLON) {
  66228. var Debug;
  66229. (function (Debug) {
  66230. /**
  66231. * Used to show the physics impostor around the specific mesh
  66232. */
  66233. var PhysicsViewer = /** @class */ (function () {
  66234. /**
  66235. * Creates a new PhysicsViewer
  66236. * @param scene defines the hosting scene
  66237. */
  66238. function PhysicsViewer(scene) {
  66239. /** @hidden */
  66240. this._impostors = [];
  66241. /** @hidden */
  66242. this._meshes = [];
  66243. /** @hidden */
  66244. this._numMeshes = 0;
  66245. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66246. var physicEngine = this._scene.getPhysicsEngine();
  66247. if (physicEngine) {
  66248. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  66249. }
  66250. }
  66251. /** @hidden */
  66252. PhysicsViewer.prototype._updateDebugMeshes = function () {
  66253. var plugin = this._physicsEnginePlugin;
  66254. for (var i = 0; i < this._numMeshes; i++) {
  66255. var impostor = this._impostors[i];
  66256. if (!impostor) {
  66257. continue;
  66258. }
  66259. if (impostor.isDisposed) {
  66260. this.hideImpostor(this._impostors[i--]);
  66261. }
  66262. else {
  66263. var mesh = this._meshes[i];
  66264. if (mesh && plugin) {
  66265. plugin.syncMeshWithImpostor(mesh, impostor);
  66266. }
  66267. }
  66268. }
  66269. };
  66270. /**
  66271. * Renders a specified physic impostor
  66272. * @param impostor defines the impostor to render
  66273. */
  66274. PhysicsViewer.prototype.showImpostor = function (impostor) {
  66275. if (!this._scene) {
  66276. return;
  66277. }
  66278. for (var i = 0; i < this._numMeshes; i++) {
  66279. if (this._impostors[i] == impostor) {
  66280. return;
  66281. }
  66282. }
  66283. var debugMesh = this._getDebugMesh(impostor, this._scene);
  66284. if (debugMesh) {
  66285. this._impostors[this._numMeshes] = impostor;
  66286. this._meshes[this._numMeshes] = debugMesh;
  66287. if (this._numMeshes === 0) {
  66288. this._renderFunction = this._updateDebugMeshes.bind(this);
  66289. this._scene.registerBeforeRender(this._renderFunction);
  66290. }
  66291. this._numMeshes++;
  66292. }
  66293. };
  66294. /**
  66295. * Hides a specified physic impostor
  66296. * @param impostor defines the impostor to hide
  66297. */
  66298. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  66299. if (!impostor || !this._scene) {
  66300. return;
  66301. }
  66302. var removed = false;
  66303. for (var i = 0; i < this._numMeshes; i++) {
  66304. if (this._impostors[i] == impostor) {
  66305. var mesh = this._meshes[i];
  66306. if (!mesh) {
  66307. continue;
  66308. }
  66309. this._scene.removeMesh(mesh);
  66310. mesh.dispose();
  66311. this._numMeshes--;
  66312. if (this._numMeshes > 0) {
  66313. this._meshes[i] = this._meshes[this._numMeshes];
  66314. this._impostors[i] = this._impostors[this._numMeshes];
  66315. this._meshes[this._numMeshes] = null;
  66316. this._impostors[this._numMeshes] = null;
  66317. }
  66318. else {
  66319. this._meshes[0] = null;
  66320. this._impostors[0] = null;
  66321. }
  66322. removed = true;
  66323. break;
  66324. }
  66325. }
  66326. if (removed && this._numMeshes === 0) {
  66327. this._scene.unregisterBeforeRender(this._renderFunction);
  66328. }
  66329. };
  66330. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  66331. if (!this._debugMaterial) {
  66332. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  66333. this._debugMaterial.wireframe = true;
  66334. }
  66335. return this._debugMaterial;
  66336. };
  66337. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  66338. if (!this._debugBoxMesh) {
  66339. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  66340. this._debugBoxMesh.renderingGroupId = 1;
  66341. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66342. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  66343. scene.removeMesh(this._debugBoxMesh);
  66344. }
  66345. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  66346. };
  66347. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  66348. if (!this._debugSphereMesh) {
  66349. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  66350. this._debugSphereMesh.renderingGroupId = 1;
  66351. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66352. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  66353. scene.removeMesh(this._debugSphereMesh);
  66354. }
  66355. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  66356. };
  66357. PhysicsViewer.prototype._getDebugMesh = function (impostor, scene) {
  66358. var mesh = null;
  66359. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  66360. mesh = this._getDebugBoxMesh(scene);
  66361. impostor.getBoxSizeToRef(mesh.scaling);
  66362. }
  66363. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  66364. mesh = this._getDebugSphereMesh(scene);
  66365. var radius = impostor.getRadius();
  66366. mesh.scaling.x = radius * 2;
  66367. mesh.scaling.y = radius * 2;
  66368. mesh.scaling.z = radius * 2;
  66369. }
  66370. return mesh;
  66371. };
  66372. /** Releases all resources */
  66373. PhysicsViewer.prototype.dispose = function () {
  66374. for (var i = 0; i < this._numMeshes; i++) {
  66375. this.hideImpostor(this._impostors[i]);
  66376. }
  66377. if (this._debugBoxMesh) {
  66378. this._debugBoxMesh.dispose();
  66379. }
  66380. if (this._debugSphereMesh) {
  66381. this._debugSphereMesh.dispose();
  66382. }
  66383. if (this._debugMaterial) {
  66384. this._debugMaterial.dispose();
  66385. }
  66386. this._impostors.length = 0;
  66387. this._scene = null;
  66388. this._physicsEnginePlugin = null;
  66389. };
  66390. return PhysicsViewer;
  66391. }());
  66392. Debug.PhysicsViewer = PhysicsViewer;
  66393. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66394. })(BABYLON || (BABYLON = {}));
  66395. //# sourceMappingURL=babylon.physicsViewer.js.map
  66396. var BABYLON;
  66397. (function (BABYLON) {
  66398. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  66399. get: function () {
  66400. return this._forceShowBoundingBoxes || false;
  66401. },
  66402. set: function (value) {
  66403. this._forceShowBoundingBoxes = value;
  66404. // Lazyly creates a BB renderer if needed.
  66405. if (value) {
  66406. this.getBoundingBoxRenderer();
  66407. }
  66408. },
  66409. enumerable: true,
  66410. configurable: true
  66411. });
  66412. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  66413. if (!this._boundingBoxRenderer) {
  66414. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  66415. }
  66416. return this._boundingBoxRenderer;
  66417. };
  66418. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  66419. get: function () {
  66420. return this._showBoundingBox || false;
  66421. },
  66422. set: function (value) {
  66423. this._showBoundingBox = value;
  66424. // Lazyly creates a BB renderer if needed.
  66425. if (value) {
  66426. this.getScene().getBoundingBoxRenderer();
  66427. }
  66428. },
  66429. enumerable: true,
  66430. configurable: true
  66431. });
  66432. /**
  66433. * Component responsible of rendering the bounding box of the meshes in a scene.
  66434. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66435. */
  66436. var BoundingBoxRenderer = /** @class */ (function () {
  66437. /**
  66438. * Instantiates a new bounding box renderer in a scene.
  66439. * @param scene the scene the renderer renders in
  66440. */
  66441. function BoundingBoxRenderer(scene) {
  66442. /**
  66443. * The component name helpfull to identify the component in the list of scene components.
  66444. */
  66445. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  66446. /**
  66447. * Color of the bounding box lines placed in front of an object
  66448. */
  66449. this.frontColor = new BABYLON.Color3(1, 1, 1);
  66450. /**
  66451. * Color of the bounding box lines placed behind an object
  66452. */
  66453. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  66454. /**
  66455. * Defines if the renderer should show the back lines or not
  66456. */
  66457. this.showBackLines = true;
  66458. /**
  66459. * @hidden
  66460. */
  66461. this.renderList = new BABYLON.SmartArray(32);
  66462. this._vertexBuffers = {};
  66463. this.scene = scene;
  66464. scene._addComponent(this);
  66465. }
  66466. /**
  66467. * Registers the component in a given scene
  66468. */
  66469. BoundingBoxRenderer.prototype.register = function () {
  66470. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  66471. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  66472. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  66473. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  66474. };
  66475. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  66476. if (mesh.showSubMeshesBoundingBox) {
  66477. var boundingInfo = subMesh.getBoundingInfo();
  66478. if (boundingInfo !== null && boundingInfo !== undefined) {
  66479. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66480. this.renderList.push(boundingInfo.boundingBox);
  66481. }
  66482. }
  66483. };
  66484. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  66485. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  66486. var boundingInfo = sourceMesh.getBoundingInfo();
  66487. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66488. this.renderList.push(boundingInfo.boundingBox);
  66489. }
  66490. };
  66491. BoundingBoxRenderer.prototype._prepareRessources = function () {
  66492. if (this._colorShader) {
  66493. return;
  66494. }
  66495. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  66496. attributes: [BABYLON.VertexBuffer.PositionKind],
  66497. uniforms: ["world", "viewProjection", "color"]
  66498. });
  66499. var engine = this.scene.getEngine();
  66500. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  66501. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  66502. this._createIndexBuffer();
  66503. };
  66504. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  66505. var engine = this.scene.getEngine();
  66506. 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]);
  66507. };
  66508. /**
  66509. * Rebuilds the elements related to this component in case of
  66510. * context lost for instance.
  66511. */
  66512. BoundingBoxRenderer.prototype.rebuild = function () {
  66513. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66514. if (vb) {
  66515. vb._rebuild();
  66516. }
  66517. this._createIndexBuffer();
  66518. };
  66519. /**
  66520. * @hidden
  66521. */
  66522. BoundingBoxRenderer.prototype.reset = function () {
  66523. this.renderList.reset();
  66524. };
  66525. /**
  66526. * Render the bounding boxes of a specific rendering group
  66527. * @param renderingGroupId defines the rendering group to render
  66528. */
  66529. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  66530. if (this.renderList.length === 0) {
  66531. return;
  66532. }
  66533. this._prepareRessources();
  66534. if (!this._colorShader.isReady()) {
  66535. return;
  66536. }
  66537. var engine = this.scene.getEngine();
  66538. engine.setDepthWrite(false);
  66539. this._colorShader._preBind();
  66540. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  66541. var boundingBox = this.renderList.data[boundingBoxIndex];
  66542. if (boundingBox._tag !== renderingGroupId) {
  66543. continue;
  66544. }
  66545. var min = boundingBox.minimum;
  66546. var max = boundingBox.maximum;
  66547. var diff = max.subtract(min);
  66548. var median = min.add(diff.scale(0.5));
  66549. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66550. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66551. .multiply(boundingBox.getWorldMatrix());
  66552. // VBOs
  66553. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66554. if (this.showBackLines) {
  66555. // Back
  66556. engine.setDepthFunctionToGreaterOrEqual();
  66557. this.scene.resetCachedMaterial();
  66558. this._colorShader.setColor4("color", this.backColor.toColor4());
  66559. this._colorShader.bind(worldMatrix);
  66560. // Draw order
  66561. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66562. }
  66563. // Front
  66564. engine.setDepthFunctionToLess();
  66565. this.scene.resetCachedMaterial();
  66566. this._colorShader.setColor4("color", this.frontColor.toColor4());
  66567. this._colorShader.bind(worldMatrix);
  66568. // Draw order
  66569. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66570. }
  66571. this._colorShader.unbind();
  66572. engine.setDepthFunctionToLessOrEqual();
  66573. engine.setDepthWrite(true);
  66574. };
  66575. /**
  66576. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66577. * @param mesh Define the mesh to render the occlusion bounding box for
  66578. */
  66579. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  66580. this._prepareRessources();
  66581. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  66582. return;
  66583. }
  66584. var engine = this.scene.getEngine();
  66585. engine.setDepthWrite(false);
  66586. engine.setColorWrite(false);
  66587. this._colorShader._preBind();
  66588. var boundingBox = mesh._boundingInfo.boundingBox;
  66589. var min = boundingBox.minimum;
  66590. var max = boundingBox.maximum;
  66591. var diff = max.subtract(min);
  66592. var median = min.add(diff.scale(0.5));
  66593. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66594. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66595. .multiply(boundingBox.getWorldMatrix());
  66596. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66597. engine.setDepthFunctionToLess();
  66598. this.scene.resetCachedMaterial();
  66599. this._colorShader.bind(worldMatrix);
  66600. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66601. this._colorShader.unbind();
  66602. engine.setDepthFunctionToLessOrEqual();
  66603. engine.setDepthWrite(true);
  66604. engine.setColorWrite(true);
  66605. };
  66606. /**
  66607. * Dispose and release the resources attached to this renderer.
  66608. */
  66609. BoundingBoxRenderer.prototype.dispose = function () {
  66610. if (!this._colorShader) {
  66611. return;
  66612. }
  66613. this.renderList.dispose();
  66614. this._colorShader.dispose();
  66615. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66616. if (buffer) {
  66617. buffer.dispose();
  66618. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  66619. }
  66620. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  66621. };
  66622. return BoundingBoxRenderer;
  66623. }());
  66624. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  66625. })(BABYLON || (BABYLON = {}));
  66626. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  66627. var BABYLON;
  66628. (function (BABYLON) {
  66629. BABYLON.Engine.prototype.createTransformFeedback = function () {
  66630. return this._gl.createTransformFeedback();
  66631. };
  66632. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  66633. this._gl.deleteTransformFeedback(value);
  66634. };
  66635. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  66636. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  66637. };
  66638. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  66639. if (usePoints === void 0) { usePoints = true; }
  66640. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  66641. };
  66642. BABYLON.Engine.prototype.endTransformFeedback = function () {
  66643. this._gl.endTransformFeedback();
  66644. };
  66645. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  66646. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  66647. };
  66648. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  66649. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  66650. };
  66651. })(BABYLON || (BABYLON = {}));
  66652. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  66653. var BABYLON;
  66654. (function (BABYLON) {
  66655. /**
  66656. * This represents a GPU particle system in Babylon
  66657. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  66658. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  66659. */
  66660. var GPUParticleSystem = /** @class */ (function (_super) {
  66661. __extends(GPUParticleSystem, _super);
  66662. /**
  66663. * Instantiates a GPU particle system.
  66664. * 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.
  66665. * @param name The name of the particle system
  66666. * @param options The options used to create the system
  66667. * @param scene The scene the particle system belongs to
  66668. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  66669. */
  66670. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  66671. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  66672. var _this = _super.call(this, name) || this;
  66673. /**
  66674. * The layer mask we are rendering the particles through.
  66675. */
  66676. _this.layerMask = 0x0FFFFFFF;
  66677. _this._accumulatedCount = 0;
  66678. _this._targetIndex = 0;
  66679. _this._currentRenderId = -1;
  66680. _this._started = false;
  66681. _this._stopped = false;
  66682. _this._timeDelta = 0;
  66683. _this._actualFrame = 0;
  66684. _this._rawTextureWidth = 256;
  66685. /**
  66686. * An event triggered when the system is disposed.
  66687. */
  66688. _this.onDisposeObservable = new BABYLON.Observable();
  66689. /**
  66690. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  66691. * to override the particles.
  66692. */
  66693. _this.forceDepthWrite = false;
  66694. _this._preWarmDone = false;
  66695. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66696. // Setup the default processing configuration to the scene.
  66697. _this._attachImageProcessingConfiguration(null);
  66698. _this._engine = _this._scene.getEngine();
  66699. if (!options.randomTextureSize) {
  66700. delete options.randomTextureSize;
  66701. }
  66702. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  66703. var optionsAsNumber = options;
  66704. if (isFinite(optionsAsNumber)) {
  66705. fullOptions.capacity = optionsAsNumber;
  66706. }
  66707. _this._capacity = fullOptions.capacity;
  66708. _this._activeCount = fullOptions.capacity;
  66709. _this._currentActiveCount = 0;
  66710. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  66711. _this._scene.particleSystems.push(_this);
  66712. _this._updateEffectOptions = {
  66713. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  66714. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  66715. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  66716. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  66717. uniformBuffersNames: [],
  66718. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  66719. defines: "",
  66720. fallbacks: null,
  66721. onCompiled: null,
  66722. onError: null,
  66723. indexParameters: null,
  66724. maxSimultaneousLights: 0,
  66725. transformFeedbackVaryings: []
  66726. };
  66727. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  66728. // Random data
  66729. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  66730. var d = [];
  66731. for (var i = 0; i < maxTextureSize; ++i) {
  66732. d.push(Math.random());
  66733. d.push(Math.random());
  66734. d.push(Math.random());
  66735. d.push(Math.random());
  66736. }
  66737. _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);
  66738. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66739. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66740. d = [];
  66741. for (var i = 0; i < maxTextureSize; ++i) {
  66742. d.push(Math.random());
  66743. d.push(Math.random());
  66744. d.push(Math.random());
  66745. d.push(Math.random());
  66746. }
  66747. _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);
  66748. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66749. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66750. _this._randomTextureSize = maxTextureSize;
  66751. return _this;
  66752. }
  66753. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  66754. /**
  66755. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  66756. */
  66757. get: function () {
  66758. if (!BABYLON.Engine.LastCreatedEngine) {
  66759. return false;
  66760. }
  66761. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  66762. },
  66763. enumerable: true,
  66764. configurable: true
  66765. });
  66766. /**
  66767. * Gets the maximum number of particles active at the same time.
  66768. * @returns The max number of active particles.
  66769. */
  66770. GPUParticleSystem.prototype.getCapacity = function () {
  66771. return this._capacity;
  66772. };
  66773. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  66774. /**
  66775. * Gets or set the number of active particles
  66776. */
  66777. get: function () {
  66778. return this._activeCount;
  66779. },
  66780. set: function (value) {
  66781. this._activeCount = Math.min(value, this._capacity);
  66782. },
  66783. enumerable: true,
  66784. configurable: true
  66785. });
  66786. /**
  66787. * Is this system ready to be used/rendered
  66788. * @return true if the system is ready
  66789. */
  66790. GPUParticleSystem.prototype.isReady = function () {
  66791. if (!this._updateEffect) {
  66792. this._recreateUpdateEffect();
  66793. this._recreateRenderEffect();
  66794. return false;
  66795. }
  66796. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  66797. return false;
  66798. }
  66799. return true;
  66800. };
  66801. /**
  66802. * Gets if the system has been started. (Note: this will still be true after stop is called)
  66803. * @returns True if it has been started, otherwise false.
  66804. */
  66805. GPUParticleSystem.prototype.isStarted = function () {
  66806. return this._started;
  66807. };
  66808. /**
  66809. * Starts the particle system and begins to emit
  66810. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  66811. */
  66812. GPUParticleSystem.prototype.start = function (delay) {
  66813. var _this = this;
  66814. if (delay === void 0) { delay = this.startDelay; }
  66815. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  66816. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  66817. }
  66818. if (delay) {
  66819. setTimeout(function () {
  66820. _this.start(0);
  66821. }, delay);
  66822. return;
  66823. }
  66824. this._started = true;
  66825. this._stopped = false;
  66826. this._preWarmDone = false;
  66827. // Animations
  66828. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  66829. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  66830. }
  66831. };
  66832. /**
  66833. * Stops the particle system.
  66834. */
  66835. GPUParticleSystem.prototype.stop = function () {
  66836. this._stopped = true;
  66837. };
  66838. /**
  66839. * Remove all active particles
  66840. */
  66841. GPUParticleSystem.prototype.reset = function () {
  66842. this._releaseBuffers();
  66843. this._releaseVAOs();
  66844. this._currentActiveCount = 0;
  66845. this._targetIndex = 0;
  66846. };
  66847. /**
  66848. * Returns the string "GPUParticleSystem"
  66849. * @returns a string containing the class name
  66850. */
  66851. GPUParticleSystem.prototype.getClassName = function () {
  66852. return "GPUParticleSystem";
  66853. };
  66854. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  66855. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  66856. this._releaseBuffers();
  66857. return this;
  66858. };
  66859. /**
  66860. * Adds a new color gradient
  66861. * @param gradient defines the gradient to use (between 0 and 1)
  66862. * @param color1 defines the color to affect to the specified gradient
  66863. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  66864. * @returns the current particle system
  66865. */
  66866. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  66867. if (!this._colorGradients) {
  66868. this._colorGradients = [];
  66869. }
  66870. var colorGradient = new BABYLON.ColorGradient();
  66871. colorGradient.gradient = gradient;
  66872. colorGradient.color1 = color1;
  66873. this._colorGradients.push(colorGradient);
  66874. this._colorGradients.sort(function (a, b) {
  66875. if (a.gradient < b.gradient) {
  66876. return -1;
  66877. }
  66878. else if (a.gradient > b.gradient) {
  66879. return 1;
  66880. }
  66881. return 0;
  66882. });
  66883. if (this._colorGradientsTexture) {
  66884. this._colorGradientsTexture.dispose();
  66885. this._colorGradientsTexture = null;
  66886. }
  66887. this._releaseBuffers();
  66888. return this;
  66889. };
  66890. /**
  66891. * Remove a specific color gradient
  66892. * @param gradient defines the gradient to remove
  66893. * @returns the current particle system
  66894. */
  66895. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  66896. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  66897. this._colorGradientsTexture = null;
  66898. return this;
  66899. };
  66900. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  66901. var valueGradient = new BABYLON.FactorGradient();
  66902. valueGradient.gradient = gradient;
  66903. valueGradient.factor1 = factor;
  66904. factorGradients.push(valueGradient);
  66905. factorGradients.sort(function (a, b) {
  66906. if (a.gradient < b.gradient) {
  66907. return -1;
  66908. }
  66909. else if (a.gradient > b.gradient) {
  66910. return 1;
  66911. }
  66912. return 0;
  66913. });
  66914. this._releaseBuffers();
  66915. };
  66916. /**
  66917. * Adds a new size gradient
  66918. * @param gradient defines the gradient to use (between 0 and 1)
  66919. * @param factor defines the size factor to affect to the specified gradient
  66920. * @returns the current particle system
  66921. */
  66922. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  66923. if (!this._sizeGradients) {
  66924. this._sizeGradients = [];
  66925. }
  66926. this._addFactorGradient(this._sizeGradients, gradient, factor);
  66927. if (this._sizeGradientsTexture) {
  66928. this._sizeGradientsTexture.dispose();
  66929. this._sizeGradientsTexture = null;
  66930. }
  66931. this._releaseBuffers();
  66932. return this;
  66933. };
  66934. /**
  66935. * Remove a specific size gradient
  66936. * @param gradient defines the gradient to remove
  66937. * @returns the current particle system
  66938. */
  66939. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  66940. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  66941. this._sizeGradientsTexture = null;
  66942. return this;
  66943. };
  66944. /**
  66945. * Adds a new angular speed gradient
  66946. * @param gradient defines the gradient to use (between 0 and 1)
  66947. * @param factor defines the angular speed to affect to the specified gradient
  66948. * @returns the current particle system
  66949. */
  66950. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  66951. if (!this._angularSpeedGradients) {
  66952. this._angularSpeedGradients = [];
  66953. }
  66954. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  66955. if (this._angularSpeedGradientsTexture) {
  66956. this._angularSpeedGradientsTexture.dispose();
  66957. this._angularSpeedGradientsTexture = null;
  66958. }
  66959. this._releaseBuffers();
  66960. return this;
  66961. };
  66962. /**
  66963. * Remove a specific angular speed gradient
  66964. * @param gradient defines the gradient to remove
  66965. * @returns the current particle system
  66966. */
  66967. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  66968. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  66969. this._angularSpeedGradientsTexture = null;
  66970. return this;
  66971. };
  66972. /**
  66973. * Adds a new velocity gradient
  66974. * @param gradient defines the gradient to use (between 0 and 1)
  66975. * @param factor defines the velocity to affect to the specified gradient
  66976. * @returns the current particle system
  66977. */
  66978. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  66979. if (!this._velocityGradients) {
  66980. this._velocityGradients = [];
  66981. }
  66982. this._addFactorGradient(this._velocityGradients, gradient, factor);
  66983. if (this._velocityGradientsTexture) {
  66984. this._velocityGradientsTexture.dispose();
  66985. this._velocityGradientsTexture = null;
  66986. }
  66987. this._releaseBuffers();
  66988. return this;
  66989. };
  66990. /**
  66991. * Remove a specific velocity gradient
  66992. * @param gradient defines the gradient to remove
  66993. * @returns the current particle system
  66994. */
  66995. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  66996. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  66997. this._velocityGradientsTexture = null;
  66998. return this;
  66999. };
  67000. /**
  67001. * Adds a new limit velocity gradient
  67002. * @param gradient defines the gradient to use (between 0 and 1)
  67003. * @param factor defines the limit velocity value to affect to the specified gradient
  67004. * @returns the current particle system
  67005. */
  67006. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  67007. if (!this._limitVelocityGradients) {
  67008. this._limitVelocityGradients = [];
  67009. }
  67010. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  67011. if (this._limitVelocityGradientsTexture) {
  67012. this._limitVelocityGradientsTexture.dispose();
  67013. this._limitVelocityGradientsTexture = null;
  67014. }
  67015. this._releaseBuffers();
  67016. return this;
  67017. };
  67018. /**
  67019. * Remove a specific limit velocity gradient
  67020. * @param gradient defines the gradient to remove
  67021. * @returns the current particle system
  67022. */
  67023. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  67024. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  67025. this._limitVelocityGradientsTexture = null;
  67026. return this;
  67027. };
  67028. /**
  67029. * Adds a new drag gradient
  67030. * @param gradient defines the gradient to use (between 0 and 1)
  67031. * @param factor defines the drag value to affect to the specified gradient
  67032. * @returns the current particle system
  67033. */
  67034. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  67035. if (!this._dragGradients) {
  67036. this._dragGradients = [];
  67037. }
  67038. this._addFactorGradient(this._dragGradients, gradient, factor);
  67039. if (this._dragGradientsTexture) {
  67040. this._dragGradientsTexture.dispose();
  67041. this._dragGradientsTexture = null;
  67042. }
  67043. this._releaseBuffers();
  67044. return this;
  67045. };
  67046. /**
  67047. * Remove a specific drag gradient
  67048. * @param gradient defines the gradient to remove
  67049. * @returns the current particle system
  67050. */
  67051. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  67052. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  67053. this._dragGradientsTexture = null;
  67054. return this;
  67055. };
  67056. /**
  67057. * Not supported by GPUParticleSystem
  67058. * @param gradient defines the gradient to use (between 0 and 1)
  67059. * @param factor defines the emit rate value to affect to the specified gradient
  67060. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67061. * @returns the current particle system
  67062. */
  67063. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  67064. // Do nothing as emit rate is not supported by GPUParticleSystem
  67065. return this;
  67066. };
  67067. /**
  67068. * Not supported by GPUParticleSystem
  67069. * @param gradient defines the gradient to remove
  67070. * @returns the current particle system
  67071. */
  67072. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  67073. // Do nothing as emit rate is not supported by GPUParticleSystem
  67074. return this;
  67075. };
  67076. /**
  67077. * Not supported by GPUParticleSystem
  67078. * @param gradient defines the gradient to use (between 0 and 1)
  67079. * @param factor defines the start size value to affect to the specified gradient
  67080. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67081. * @returns the current particle system
  67082. */
  67083. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  67084. // Do nothing as start size is not supported by GPUParticleSystem
  67085. return this;
  67086. };
  67087. /**
  67088. * Not supported by GPUParticleSystem
  67089. * @param gradient defines the gradient to remove
  67090. * @returns the current particle system
  67091. */
  67092. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  67093. // Do nothing as start size is not supported by GPUParticleSystem
  67094. return this;
  67095. };
  67096. /**
  67097. * Not supported by GPUParticleSystem
  67098. * @param gradient defines the gradient to use (between 0 and 1)
  67099. * @param min defines the color remap minimal range
  67100. * @param max defines the color remap maximal range
  67101. * @returns the current particle system
  67102. */
  67103. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  67104. // Do nothing as start size is not supported by GPUParticleSystem
  67105. return this;
  67106. };
  67107. /**
  67108. * Not supported by GPUParticleSystem
  67109. * @param gradient defines the gradient to remove
  67110. * @returns the current particle system
  67111. */
  67112. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  67113. // Do nothing as start size is not supported by GPUParticleSystem
  67114. return this;
  67115. };
  67116. /**
  67117. * Not supported by GPUParticleSystem
  67118. * @param gradient defines the gradient to use (between 0 and 1)
  67119. * @param min defines the alpha remap minimal range
  67120. * @param max defines the alpha remap maximal range
  67121. * @returns the current particle system
  67122. */
  67123. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  67124. // Do nothing as start size is not supported by GPUParticleSystem
  67125. return this;
  67126. };
  67127. /**
  67128. * Not supported by GPUParticleSystem
  67129. * @param gradient defines the gradient to remove
  67130. * @returns the current particle system
  67131. */
  67132. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  67133. // Do nothing as start size is not supported by GPUParticleSystem
  67134. return this;
  67135. };
  67136. /**
  67137. * Not supported by GPUParticleSystem
  67138. * @param gradient defines the gradient to use (between 0 and 1)
  67139. * @param color defines the color to affect to the specified gradient
  67140. * @returns the current particle system
  67141. */
  67142. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  67143. //Not supported by GPUParticleSystem
  67144. return this;
  67145. };
  67146. /**
  67147. * Not supported by GPUParticleSystem
  67148. * @param gradient defines the gradient to remove
  67149. * @returns the current particle system
  67150. */
  67151. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  67152. //Not supported by GPUParticleSystem
  67153. return this;
  67154. };
  67155. /**
  67156. * Not supported by GPUParticleSystem
  67157. * @returns the list of ramp gradients
  67158. */
  67159. GPUParticleSystem.prototype.getRampGradients = function () {
  67160. return null;
  67161. };
  67162. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  67163. /**
  67164. * Not supported by GPUParticleSystem
  67165. * Gets or sets a boolean indicating that ramp gradients must be used
  67166. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  67167. */
  67168. get: function () {
  67169. //Not supported by GPUParticleSystem
  67170. return false;
  67171. },
  67172. set: function (value) {
  67173. //Not supported by GPUParticleSystem
  67174. },
  67175. enumerable: true,
  67176. configurable: true
  67177. });
  67178. /**
  67179. * Not supported by GPUParticleSystem
  67180. * @param gradient defines the gradient to use (between 0 and 1)
  67181. * @param factor defines the life time factor to affect to the specified gradient
  67182. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67183. * @returns the current particle system
  67184. */
  67185. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  67186. //Not supported by GPUParticleSystem
  67187. return this;
  67188. };
  67189. /**
  67190. * Not supported by GPUParticleSystem
  67191. * @param gradient defines the gradient to remove
  67192. * @returns the current particle system
  67193. */
  67194. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  67195. //Not supported by GPUParticleSystem
  67196. return this;
  67197. };
  67198. GPUParticleSystem.prototype._reset = function () {
  67199. this._releaseBuffers();
  67200. };
  67201. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  67202. var updateVertexBuffers = {};
  67203. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  67204. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  67205. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  67206. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  67207. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  67208. var offset = 12;
  67209. if (!this._colorGradientsTexture) {
  67210. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  67211. offset += 4;
  67212. }
  67213. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  67214. offset += 3;
  67215. if (!this._isBillboardBased) {
  67216. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  67217. offset += 3;
  67218. }
  67219. if (this._angularSpeedGradientsTexture) {
  67220. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  67221. offset += 1;
  67222. }
  67223. else {
  67224. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  67225. offset += 2;
  67226. }
  67227. if (this._isAnimationSheetEnabled) {
  67228. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  67229. offset += 1;
  67230. if (this.spriteRandomStartCell) {
  67231. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  67232. offset += 1;
  67233. }
  67234. }
  67235. if (this.noiseTexture) {
  67236. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  67237. offset += 3;
  67238. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  67239. offset += 3;
  67240. }
  67241. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  67242. this._engine.bindArrayBuffer(null);
  67243. return vao;
  67244. };
  67245. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  67246. var renderVertexBuffers = {};
  67247. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  67248. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  67249. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  67250. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  67251. var offset = 12;
  67252. if (!this._colorGradientsTexture) {
  67253. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  67254. offset += 4;
  67255. }
  67256. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  67257. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  67258. }
  67259. offset += 3; // Direction
  67260. if (!this._isBillboardBased) {
  67261. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  67262. offset += 3;
  67263. }
  67264. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  67265. if (this._angularSpeedGradientsTexture) {
  67266. offset++;
  67267. }
  67268. else {
  67269. offset += 2;
  67270. }
  67271. if (this._isAnimationSheetEnabled) {
  67272. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  67273. offset += 1;
  67274. if (this.spriteRandomStartCell) {
  67275. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  67276. offset += 1;
  67277. }
  67278. }
  67279. if (this.noiseTexture) {
  67280. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  67281. offset += 3;
  67282. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  67283. offset += 3;
  67284. }
  67285. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  67286. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  67287. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  67288. this._engine.bindArrayBuffer(null);
  67289. return vao;
  67290. };
  67291. GPUParticleSystem.prototype._initialize = function (force) {
  67292. if (force === void 0) { force = false; }
  67293. if (this._buffer0 && !force) {
  67294. return;
  67295. }
  67296. var engine = this._scene.getEngine();
  67297. var data = new Array();
  67298. this._attributesStrideSize = 21;
  67299. this._targetIndex = 0;
  67300. if (!this.isBillboardBased) {
  67301. this._attributesStrideSize += 3;
  67302. }
  67303. if (this._colorGradientsTexture) {
  67304. this._attributesStrideSize -= 4;
  67305. }
  67306. if (this._angularSpeedGradientsTexture) {
  67307. this._attributesStrideSize -= 1;
  67308. }
  67309. if (this._isAnimationSheetEnabled) {
  67310. this._attributesStrideSize += 1;
  67311. if (this.spriteRandomStartCell) {
  67312. this._attributesStrideSize += 1;
  67313. }
  67314. }
  67315. if (this.noiseTexture) {
  67316. this._attributesStrideSize += 6;
  67317. }
  67318. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  67319. // position
  67320. data.push(0.0);
  67321. data.push(0.0);
  67322. data.push(0.0);
  67323. // Age and life
  67324. data.push(0.0); // create the particle as a dead one to create a new one at start
  67325. data.push(0.0);
  67326. // Seed
  67327. data.push(Math.random());
  67328. data.push(Math.random());
  67329. data.push(Math.random());
  67330. data.push(Math.random());
  67331. // Size
  67332. data.push(0.0);
  67333. data.push(0.0);
  67334. data.push(0.0);
  67335. if (!this._colorGradientsTexture) {
  67336. // color
  67337. data.push(0.0);
  67338. data.push(0.0);
  67339. data.push(0.0);
  67340. data.push(0.0);
  67341. }
  67342. // direction
  67343. data.push(0.0);
  67344. data.push(0.0);
  67345. data.push(0.0);
  67346. if (!this.isBillboardBased) {
  67347. // initialDirection
  67348. data.push(0.0);
  67349. data.push(0.0);
  67350. data.push(0.0);
  67351. }
  67352. // angle
  67353. data.push(0.0);
  67354. if (!this._angularSpeedGradientsTexture) {
  67355. data.push(0.0);
  67356. }
  67357. if (this._isAnimationSheetEnabled) {
  67358. data.push(0.0);
  67359. if (this.spriteRandomStartCell) {
  67360. data.push(0.0);
  67361. }
  67362. }
  67363. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  67364. data.push(Math.random());
  67365. data.push(Math.random());
  67366. data.push(Math.random());
  67367. data.push(Math.random());
  67368. data.push(Math.random());
  67369. data.push(Math.random());
  67370. }
  67371. }
  67372. // Sprite data
  67373. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  67374. -0.5, 0.5, 0, 1,
  67375. -0.5, -0.5, 0, 0,
  67376. 0.5, -0.5, 1, 0]);
  67377. // Buffers
  67378. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67379. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67380. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  67381. // Update VAO
  67382. this._updateVAO = [];
  67383. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  67384. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  67385. // Render VAO
  67386. this._renderVAO = [];
  67387. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  67388. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  67389. // Links
  67390. this._sourceBuffer = this._buffer0;
  67391. this._targetBuffer = this._buffer1;
  67392. };
  67393. /** @hidden */
  67394. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  67395. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  67396. if (this._isBillboardBased) {
  67397. defines += "\n#define BILLBOARD";
  67398. }
  67399. if (this._colorGradientsTexture) {
  67400. defines += "\n#define COLORGRADIENTS";
  67401. }
  67402. if (this._sizeGradientsTexture) {
  67403. defines += "\n#define SIZEGRADIENTS";
  67404. }
  67405. if (this._angularSpeedGradientsTexture) {
  67406. defines += "\n#define ANGULARSPEEDGRADIENTS";
  67407. }
  67408. if (this._velocityGradientsTexture) {
  67409. defines += "\n#define VELOCITYGRADIENTS";
  67410. }
  67411. if (this._limitVelocityGradientsTexture) {
  67412. defines += "\n#define LIMITVELOCITYGRADIENTS";
  67413. }
  67414. if (this._dragGradientsTexture) {
  67415. defines += "\n#define DRAGGRADIENTS";
  67416. }
  67417. if (this.isAnimationSheetEnabled) {
  67418. defines += "\n#define ANIMATESHEET";
  67419. if (this.spriteRandomStartCell) {
  67420. defines += "\n#define ANIMATESHEETRANDOMSTART";
  67421. }
  67422. }
  67423. if (this.noiseTexture) {
  67424. defines += "\n#define NOISE";
  67425. }
  67426. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  67427. return;
  67428. }
  67429. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  67430. if (!this._colorGradientsTexture) {
  67431. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  67432. }
  67433. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  67434. if (!this._isBillboardBased) {
  67435. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  67436. }
  67437. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  67438. if (this.isAnimationSheetEnabled) {
  67439. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  67440. if (this.spriteRandomStartCell) {
  67441. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  67442. }
  67443. }
  67444. if (this.noiseTexture) {
  67445. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  67446. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  67447. }
  67448. this._updateEffectOptions.defines = defines;
  67449. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  67450. };
  67451. /** @hidden */
  67452. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  67453. var defines = "";
  67454. if (this._scene.clipPlane) {
  67455. defines = "\n#define CLIPPLANE";
  67456. }
  67457. if (this._scene.clipPlane2) {
  67458. defines = "\n#define CLIPPLANE2";
  67459. }
  67460. if (this._scene.clipPlane3) {
  67461. defines = "\n#define CLIPPLANE3";
  67462. }
  67463. if (this._scene.clipPlane4) {
  67464. defines = "\n#define CLIPPLANE4";
  67465. }
  67466. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  67467. defines = "\n#define BLENDMULTIPLYMODE";
  67468. }
  67469. if (this._isBillboardBased) {
  67470. defines += "\n#define BILLBOARD";
  67471. switch (this.billboardMode) {
  67472. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  67473. defines += "\n#define BILLBOARDY";
  67474. break;
  67475. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  67476. defines += "\n#define BILLBOARDSTRETCHED";
  67477. break;
  67478. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  67479. default:
  67480. break;
  67481. }
  67482. }
  67483. if (this._colorGradientsTexture) {
  67484. defines += "\n#define COLORGRADIENTS";
  67485. }
  67486. if (this.isAnimationSheetEnabled) {
  67487. defines += "\n#define ANIMATESHEET";
  67488. }
  67489. if (this._imageProcessingConfiguration) {
  67490. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  67491. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  67492. }
  67493. if (this._renderEffect && this._renderEffect.defines === defines) {
  67494. return;
  67495. }
  67496. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  67497. var samplers = ["textureSampler", "colorGradientSampler"];
  67498. if (BABYLON.ImageProcessingConfiguration) {
  67499. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  67500. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  67501. }
  67502. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  67503. };
  67504. /**
  67505. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  67506. * @param preWarm defines if we are in the pre-warmimg phase
  67507. */
  67508. GPUParticleSystem.prototype.animate = function (preWarm) {
  67509. if (preWarm === void 0) { preWarm = false; }
  67510. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  67511. this._actualFrame += this._timeDelta;
  67512. if (!this._stopped) {
  67513. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  67514. this.stop();
  67515. }
  67516. }
  67517. };
  67518. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  67519. var texture = this[textureName];
  67520. if (!factorGradients || !factorGradients.length || texture) {
  67521. return;
  67522. }
  67523. var data = new Float32Array(this._rawTextureWidth);
  67524. for (var x = 0; x < this._rawTextureWidth; x++) {
  67525. var ratio = x / this._rawTextureWidth;
  67526. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  67527. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  67528. });
  67529. }
  67530. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67531. };
  67532. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  67533. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  67534. };
  67535. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  67536. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  67537. };
  67538. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  67539. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  67540. };
  67541. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  67542. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  67543. };
  67544. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  67545. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  67546. };
  67547. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  67548. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  67549. return;
  67550. }
  67551. var data = new Uint8Array(this._rawTextureWidth * 4);
  67552. var tmpColor = BABYLON.Tmp.Color4[0];
  67553. for (var x = 0; x < this._rawTextureWidth; x++) {
  67554. var ratio = x / this._rawTextureWidth;
  67555. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  67556. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  67557. data[x * 4] = tmpColor.r * 255;
  67558. data[x * 4 + 1] = tmpColor.g * 255;
  67559. data[x * 4 + 2] = tmpColor.b * 255;
  67560. data[x * 4 + 3] = tmpColor.a * 255;
  67561. });
  67562. }
  67563. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67564. };
  67565. /**
  67566. * Renders the particle system in its current state
  67567. * @param preWarm defines if the system should only update the particles but not render them
  67568. * @returns the current number of particles
  67569. */
  67570. GPUParticleSystem.prototype.render = function (preWarm) {
  67571. if (preWarm === void 0) { preWarm = false; }
  67572. if (!this._started) {
  67573. return 0;
  67574. }
  67575. this._createColorGradientTexture();
  67576. this._createSizeGradientTexture();
  67577. this._createAngularSpeedGradientTexture();
  67578. this._createVelocityGradientTexture();
  67579. this._createLimitVelocityGradientTexture();
  67580. this._createDragGradientTexture();
  67581. this._recreateUpdateEffect();
  67582. this._recreateRenderEffect();
  67583. if (!this.isReady()) {
  67584. return 0;
  67585. }
  67586. if (!preWarm) {
  67587. if (!this._preWarmDone && this.preWarmCycles) {
  67588. for (var index = 0; index < this.preWarmCycles; index++) {
  67589. this.animate(true);
  67590. this.render(true);
  67591. }
  67592. this._preWarmDone = true;
  67593. }
  67594. if (this._currentRenderId === this._scene.getFrameId()) {
  67595. return 0;
  67596. }
  67597. this._currentRenderId = this._scene.getFrameId();
  67598. }
  67599. // Get everything ready to render
  67600. this._initialize();
  67601. this._accumulatedCount += this.emitRate * this._timeDelta;
  67602. if (this._accumulatedCount > 1) {
  67603. var intPart = this._accumulatedCount | 0;
  67604. this._accumulatedCount -= intPart;
  67605. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  67606. }
  67607. if (!this._currentActiveCount) {
  67608. return 0;
  67609. }
  67610. // Enable update effect
  67611. this._engine.enableEffect(this._updateEffect);
  67612. this._engine.setState(false);
  67613. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  67614. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  67615. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  67616. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  67617. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  67618. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  67619. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  67620. if (!this._colorGradientsTexture) {
  67621. this._updateEffect.setDirectColor4("color1", this.color1);
  67622. this._updateEffect.setDirectColor4("color2", this.color2);
  67623. }
  67624. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  67625. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  67626. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  67627. this._updateEffect.setVector3("gravity", this.gravity);
  67628. if (this._sizeGradientsTexture) {
  67629. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  67630. }
  67631. if (this._angularSpeedGradientsTexture) {
  67632. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  67633. }
  67634. if (this._velocityGradientsTexture) {
  67635. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  67636. }
  67637. if (this._limitVelocityGradientsTexture) {
  67638. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  67639. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  67640. }
  67641. if (this._dragGradientsTexture) {
  67642. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  67643. }
  67644. if (this.particleEmitterType) {
  67645. this.particleEmitterType.applyToShader(this._updateEffect);
  67646. }
  67647. if (this._isAnimationSheetEnabled) {
  67648. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  67649. }
  67650. if (this.noiseTexture) {
  67651. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  67652. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  67653. }
  67654. var emitterWM;
  67655. if (this.emitter.position) {
  67656. var emitterMesh = this.emitter;
  67657. emitterWM = emitterMesh.getWorldMatrix();
  67658. }
  67659. else {
  67660. var emitterPosition = this.emitter;
  67661. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  67662. }
  67663. this._updateEffect.setMatrix("emitterWM", emitterWM);
  67664. // Bind source VAO
  67665. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  67666. // Update
  67667. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  67668. this._engine.setRasterizerState(false);
  67669. this._engine.beginTransformFeedback(true);
  67670. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  67671. this._engine.endTransformFeedback();
  67672. this._engine.setRasterizerState(true);
  67673. this._engine.bindTransformFeedbackBuffer(null);
  67674. if (!preWarm) {
  67675. // Enable render effect
  67676. this._engine.enableEffect(this._renderEffect);
  67677. var viewMatrix = this._scene.getViewMatrix();
  67678. this._renderEffect.setMatrix("view", viewMatrix);
  67679. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  67680. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  67681. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  67682. if (this._colorGradientsTexture) {
  67683. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  67684. }
  67685. else {
  67686. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  67687. }
  67688. if (this._isAnimationSheetEnabled && this.particleTexture) {
  67689. var baseSize = this.particleTexture.getBaseSize();
  67690. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  67691. }
  67692. if (this._isBillboardBased) {
  67693. var camera = this._scene.activeCamera;
  67694. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  67695. }
  67696. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  67697. var invView = viewMatrix.clone();
  67698. invView.invert();
  67699. this._renderEffect.setMatrix("invView", invView);
  67700. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  67701. }
  67702. // image processing
  67703. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  67704. this._imageProcessingConfiguration.bind(this._renderEffect);
  67705. }
  67706. // Draw order
  67707. switch (this.blendMode) {
  67708. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  67709. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  67710. break;
  67711. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  67712. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  67713. break;
  67714. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  67715. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  67716. break;
  67717. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  67718. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  67719. break;
  67720. }
  67721. if (this.forceDepthWrite) {
  67722. this._engine.setDepthWrite(true);
  67723. }
  67724. // Bind source VAO
  67725. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  67726. // Render
  67727. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  67728. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  67729. }
  67730. // Switch VAOs
  67731. this._targetIndex++;
  67732. if (this._targetIndex === 2) {
  67733. this._targetIndex = 0;
  67734. }
  67735. // Switch buffers
  67736. var tmpBuffer = this._sourceBuffer;
  67737. this._sourceBuffer = this._targetBuffer;
  67738. this._targetBuffer = tmpBuffer;
  67739. return this._currentActiveCount;
  67740. };
  67741. /**
  67742. * Rebuilds the particle system
  67743. */
  67744. GPUParticleSystem.prototype.rebuild = function () {
  67745. this._initialize(true);
  67746. };
  67747. GPUParticleSystem.prototype._releaseBuffers = function () {
  67748. if (this._buffer0) {
  67749. this._buffer0.dispose();
  67750. this._buffer0 = null;
  67751. }
  67752. if (this._buffer1) {
  67753. this._buffer1.dispose();
  67754. this._buffer1 = null;
  67755. }
  67756. if (this._spriteBuffer) {
  67757. this._spriteBuffer.dispose();
  67758. this._spriteBuffer = null;
  67759. }
  67760. };
  67761. GPUParticleSystem.prototype._releaseVAOs = function () {
  67762. if (!this._updateVAO) {
  67763. return;
  67764. }
  67765. for (var index = 0; index < this._updateVAO.length; index++) {
  67766. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  67767. }
  67768. this._updateVAO = [];
  67769. for (var index = 0; index < this._renderVAO.length; index++) {
  67770. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  67771. }
  67772. this._renderVAO = [];
  67773. };
  67774. /**
  67775. * Disposes the particle system and free the associated resources
  67776. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  67777. */
  67778. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  67779. if (disposeTexture === void 0) { disposeTexture = true; }
  67780. var index = this._scene.particleSystems.indexOf(this);
  67781. if (index > -1) {
  67782. this._scene.particleSystems.splice(index, 1);
  67783. }
  67784. this._releaseBuffers();
  67785. this._releaseVAOs();
  67786. if (this._colorGradientsTexture) {
  67787. this._colorGradientsTexture.dispose();
  67788. this._colorGradientsTexture = null;
  67789. }
  67790. if (this._sizeGradientsTexture) {
  67791. this._sizeGradientsTexture.dispose();
  67792. this._sizeGradientsTexture = null;
  67793. }
  67794. if (this._angularSpeedGradientsTexture) {
  67795. this._angularSpeedGradientsTexture.dispose();
  67796. this._angularSpeedGradientsTexture = null;
  67797. }
  67798. if (this._velocityGradientsTexture) {
  67799. this._velocityGradientsTexture.dispose();
  67800. this._velocityGradientsTexture = null;
  67801. }
  67802. if (this._limitVelocityGradientsTexture) {
  67803. this._limitVelocityGradientsTexture.dispose();
  67804. this._limitVelocityGradientsTexture = null;
  67805. }
  67806. if (this._dragGradientsTexture) {
  67807. this._dragGradientsTexture.dispose();
  67808. this._dragGradientsTexture = null;
  67809. }
  67810. if (this._randomTexture) {
  67811. this._randomTexture.dispose();
  67812. this._randomTexture = null;
  67813. }
  67814. if (this._randomTexture2) {
  67815. this._randomTexture2.dispose();
  67816. this._randomTexture2 = null;
  67817. }
  67818. if (disposeTexture && this.particleTexture) {
  67819. this.particleTexture.dispose();
  67820. this.particleTexture = null;
  67821. }
  67822. if (disposeTexture && this.noiseTexture) {
  67823. this.noiseTexture.dispose();
  67824. this.noiseTexture = null;
  67825. }
  67826. // Callback
  67827. this.onDisposeObservable.notifyObservers(this);
  67828. this.onDisposeObservable.clear();
  67829. };
  67830. /**
  67831. * Clones the particle system.
  67832. * @param name The name of the cloned object
  67833. * @param newEmitter The new emitter to use
  67834. * @returns the cloned particle system
  67835. */
  67836. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  67837. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  67838. BABYLON.Tools.DeepCopy(this, result);
  67839. if (newEmitter === undefined) {
  67840. newEmitter = this.emitter;
  67841. }
  67842. result.emitter = newEmitter;
  67843. if (this.particleTexture) {
  67844. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  67845. }
  67846. return result;
  67847. };
  67848. /**
  67849. * Serializes the particle system to a JSON object.
  67850. * @returns the JSON object
  67851. */
  67852. GPUParticleSystem.prototype.serialize = function () {
  67853. var serializationObject = {};
  67854. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  67855. serializationObject.activeParticleCount = this.activeParticleCount;
  67856. return serializationObject;
  67857. };
  67858. /**
  67859. * Parses a JSON object to create a GPU particle system.
  67860. * @param parsedParticleSystem The JSON object to parse
  67861. * @param scene The scene to create the particle system in
  67862. * @param rootUrl The root url to use to load external dependencies like texture
  67863. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  67864. * @returns the parsed GPU particle system
  67865. */
  67866. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  67867. if (doNotStart === void 0) { doNotStart = false; }
  67868. var name = parsedParticleSystem.name;
  67869. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  67870. if (parsedParticleSystem.activeParticleCount) {
  67871. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  67872. }
  67873. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  67874. // Auto start
  67875. if (parsedParticleSystem.preventAutoStart) {
  67876. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  67877. }
  67878. if (!doNotStart && !particleSystem.preventAutoStart) {
  67879. particleSystem.start();
  67880. }
  67881. return particleSystem;
  67882. };
  67883. return GPUParticleSystem;
  67884. }(BABYLON.BaseParticleSystem));
  67885. BABYLON.GPUParticleSystem = GPUParticleSystem;
  67886. })(BABYLON || (BABYLON = {}));
  67887. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  67888. var BABYLON;
  67889. (function (BABYLON) {
  67890. /**
  67891. * Represents one particle of a solid particle system.
  67892. */
  67893. var SolidParticle = /** @class */ (function () {
  67894. /**
  67895. * Creates a Solid Particle object.
  67896. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  67897. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  67898. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  67899. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  67900. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  67901. * @param shapeId (integer) is the model shape identifier in the SPS.
  67902. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  67903. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  67904. */
  67905. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  67906. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  67907. /**
  67908. * particle global index
  67909. */
  67910. this.idx = 0;
  67911. /**
  67912. * The color of the particle
  67913. */
  67914. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  67915. /**
  67916. * The world space position of the particle.
  67917. */
  67918. this.position = BABYLON.Vector3.Zero();
  67919. /**
  67920. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  67921. */
  67922. this.rotation = BABYLON.Vector3.Zero();
  67923. /**
  67924. * The scaling of the particle.
  67925. */
  67926. this.scaling = BABYLON.Vector3.One();
  67927. /**
  67928. * The uvs of the particle.
  67929. */
  67930. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  67931. /**
  67932. * The current speed of the particle.
  67933. */
  67934. this.velocity = BABYLON.Vector3.Zero();
  67935. /**
  67936. * The pivot point in the particle local space.
  67937. */
  67938. this.pivot = BABYLON.Vector3.Zero();
  67939. /**
  67940. * Must the particle be translated from its pivot point in its local space ?
  67941. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  67942. * Default : false
  67943. */
  67944. this.translateFromPivot = false;
  67945. /**
  67946. * Is the particle active or not ?
  67947. */
  67948. this.alive = true;
  67949. /**
  67950. * Is the particle visible or not ?
  67951. */
  67952. this.isVisible = true;
  67953. /**
  67954. * Index of this particle in the global "positions" array (Internal use)
  67955. * @hidden
  67956. */
  67957. this._pos = 0;
  67958. /**
  67959. * @hidden Index of this particle in the global "indices" array (Internal use)
  67960. */
  67961. this._ind = 0;
  67962. /**
  67963. * ModelShape id of this particle
  67964. */
  67965. this.shapeId = 0;
  67966. /**
  67967. * Index of the particle in its shape id (Internal use)
  67968. */
  67969. this.idxInShape = 0;
  67970. /**
  67971. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  67972. */
  67973. this._stillInvisible = false;
  67974. /**
  67975. * @hidden Last computed particle rotation matrix
  67976. */
  67977. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  67978. /**
  67979. * Parent particle Id, if any.
  67980. * Default null.
  67981. */
  67982. this.parentId = null;
  67983. /**
  67984. * @hidden Internal global position in the SPS.
  67985. */
  67986. this._globalPosition = BABYLON.Vector3.Zero();
  67987. this.idx = particleIndex;
  67988. this._pos = positionIndex;
  67989. this._ind = indiceIndex;
  67990. this._model = model;
  67991. this.shapeId = shapeId;
  67992. this.idxInShape = idxInShape;
  67993. this._sps = sps;
  67994. if (modelBoundingInfo) {
  67995. this._modelBoundingInfo = modelBoundingInfo;
  67996. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  67997. }
  67998. }
  67999. Object.defineProperty(SolidParticle.prototype, "scale", {
  68000. /**
  68001. * Legacy support, changed scale to scaling
  68002. */
  68003. get: function () {
  68004. return this.scaling;
  68005. },
  68006. /**
  68007. * Legacy support, changed scale to scaling
  68008. */
  68009. set: function (scale) {
  68010. this.scaling = scale;
  68011. },
  68012. enumerable: true,
  68013. configurable: true
  68014. });
  68015. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  68016. /**
  68017. * Legacy support, changed quaternion to rotationQuaternion
  68018. */
  68019. get: function () {
  68020. return this.rotationQuaternion;
  68021. },
  68022. /**
  68023. * Legacy support, changed quaternion to rotationQuaternion
  68024. */
  68025. set: function (q) {
  68026. this.rotationQuaternion = q;
  68027. },
  68028. enumerable: true,
  68029. configurable: true
  68030. });
  68031. /**
  68032. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  68033. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  68034. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  68035. * @returns true if it intersects
  68036. */
  68037. SolidParticle.prototype.intersectsMesh = function (target) {
  68038. if (!this._boundingInfo || !target._boundingInfo) {
  68039. return false;
  68040. }
  68041. if (this._sps._bSphereOnly) {
  68042. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  68043. }
  68044. return this._boundingInfo.intersects(target._boundingInfo, false);
  68045. };
  68046. /**
  68047. * get the rotation matrix of the particle
  68048. * @hidden
  68049. */
  68050. SolidParticle.prototype.getRotationMatrix = function (m) {
  68051. var quaternion;
  68052. if (this.rotationQuaternion) {
  68053. quaternion = this.rotationQuaternion;
  68054. }
  68055. else {
  68056. quaternion = BABYLON.Tmp.Quaternion[0];
  68057. var rotation = this.rotation;
  68058. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68059. }
  68060. quaternion.toRotationMatrix(m);
  68061. };
  68062. return SolidParticle;
  68063. }());
  68064. BABYLON.SolidParticle = SolidParticle;
  68065. /**
  68066. * Represents the shape of the model used by one particle of a solid particle system.
  68067. * SPS internal tool, don't use it manually.
  68068. */
  68069. var ModelShape = /** @class */ (function () {
  68070. /**
  68071. * 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.
  68072. * SPS internal tool, don't use it manually.
  68073. * @hidden
  68074. */
  68075. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  68076. /**
  68077. * length of the shape in the model indices array (internal use)
  68078. * @hidden
  68079. */
  68080. this._indicesLength = 0;
  68081. this.shapeID = id;
  68082. this._shape = shape;
  68083. this._indicesLength = indicesLength;
  68084. this._shapeUV = shapeUV;
  68085. this._positionFunction = posFunction;
  68086. this._vertexFunction = vtxFunction;
  68087. }
  68088. return ModelShape;
  68089. }());
  68090. BABYLON.ModelShape = ModelShape;
  68091. /**
  68092. * Represents a Depth Sorted Particle in the solid particle system.
  68093. */
  68094. var DepthSortedParticle = /** @class */ (function () {
  68095. function DepthSortedParticle() {
  68096. /**
  68097. * Index of the particle in the "indices" array
  68098. */
  68099. this.ind = 0;
  68100. /**
  68101. * Length of the particle shape in the "indices" array
  68102. */
  68103. this.indicesLength = 0;
  68104. /**
  68105. * Squared distance from the particle to the camera
  68106. */
  68107. this.sqDistance = 0.0;
  68108. }
  68109. return DepthSortedParticle;
  68110. }());
  68111. BABYLON.DepthSortedParticle = DepthSortedParticle;
  68112. })(BABYLON || (BABYLON = {}));
  68113. //# sourceMappingURL=babylon.solidParticle.js.map
  68114. var BABYLON;
  68115. (function (BABYLON) {
  68116. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  68117. /**
  68118. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  68119. *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.
  68120. * The SPS is also a particle system. It provides some methods to manage the particles.
  68121. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  68122. *
  68123. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  68124. */
  68125. var SolidParticleSystem = /** @class */ (function () {
  68126. /**
  68127. * Creates a SPS (Solid Particle System) object.
  68128. * @param name (String) is the SPS name, this will be the underlying mesh name.
  68129. * @param scene (Scene) is the scene in which the SPS is added.
  68130. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  68131. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  68132. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  68133. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  68134. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  68135. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  68136. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  68137. */
  68138. function SolidParticleSystem(name, scene, options) {
  68139. /**
  68140. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  68141. * Example : var p = SPS.particles[i];
  68142. */
  68143. this.particles = new Array();
  68144. /**
  68145. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  68146. */
  68147. this.nbParticles = 0;
  68148. /**
  68149. * If the particles must ever face the camera (default false). Useful for planar particles.
  68150. */
  68151. this.billboard = false;
  68152. /**
  68153. * Recompute normals when adding a shape
  68154. */
  68155. this.recomputeNormals = true;
  68156. /**
  68157. * This a counter ofr your own usage. It's not set by any SPS functions.
  68158. */
  68159. this.counter = 0;
  68160. /**
  68161. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  68162. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  68163. */
  68164. this.vars = {};
  68165. /**
  68166. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  68167. * @hidden
  68168. */
  68169. this._bSphereOnly = false;
  68170. /**
  68171. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  68172. * @hidden
  68173. */
  68174. this._bSphereRadiusFactor = 1.0;
  68175. this._positions = new Array();
  68176. this._indices = new Array();
  68177. this._normals = new Array();
  68178. this._colors = new Array();
  68179. this._uvs = new Array();
  68180. this._index = 0; // indices index
  68181. this._updatable = true;
  68182. this._pickable = false;
  68183. this._isVisibilityBoxLocked = false;
  68184. this._alwaysVisible = false;
  68185. this._depthSort = false;
  68186. this._shapeCounter = 0;
  68187. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  68188. this._color = new BABYLON.Color4(0, 0, 0, 0);
  68189. this._computeParticleColor = true;
  68190. this._computeParticleTexture = true;
  68191. this._computeParticleRotation = true;
  68192. this._computeParticleVertex = false;
  68193. this._computeBoundingBox = false;
  68194. this._depthSortParticles = true;
  68195. this._mustUnrotateFixedNormals = false;
  68196. this._particlesIntersect = false;
  68197. this._needs32Bits = false;
  68198. this.name = name;
  68199. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  68200. this._camera = scene.activeCamera;
  68201. this._pickable = options ? options.isPickable : false;
  68202. this._depthSort = options ? options.enableDepthSort : false;
  68203. this._particlesIntersect = options ? options.particleIntersection : false;
  68204. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  68205. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  68206. if (options && options.updatable !== undefined) {
  68207. this._updatable = options.updatable;
  68208. }
  68209. else {
  68210. this._updatable = true;
  68211. }
  68212. if (this._pickable) {
  68213. this.pickedParticles = [];
  68214. }
  68215. if (this._depthSort) {
  68216. this.depthSortedParticles = [];
  68217. }
  68218. }
  68219. /**
  68220. * Builds the SPS underlying mesh. Returns a standard Mesh.
  68221. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  68222. * @returns the created mesh
  68223. */
  68224. SolidParticleSystem.prototype.buildMesh = function () {
  68225. if (this.nbParticles === 0) {
  68226. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  68227. this.addShape(triangle, 1);
  68228. triangle.dispose();
  68229. }
  68230. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  68231. this._positions32 = new Float32Array(this._positions);
  68232. this._uvs32 = new Float32Array(this._uvs);
  68233. this._colors32 = new Float32Array(this._colors);
  68234. if (this.recomputeNormals) {
  68235. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  68236. }
  68237. this._normals32 = new Float32Array(this._normals);
  68238. this._fixedNormal32 = new Float32Array(this._normals);
  68239. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  68240. this._unrotateFixedNormals();
  68241. }
  68242. var vertexData = new BABYLON.VertexData();
  68243. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  68244. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  68245. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  68246. if (this._uvs32.length > 0) {
  68247. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  68248. }
  68249. if (this._colors32.length > 0) {
  68250. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  68251. }
  68252. var mesh = new BABYLON.Mesh(this.name, this._scene);
  68253. vertexData.applyToMesh(mesh, this._updatable);
  68254. this.mesh = mesh;
  68255. this.mesh.isPickable = this._pickable;
  68256. // free memory
  68257. if (!this._depthSort) {
  68258. this._indices = null;
  68259. }
  68260. this._positions = null;
  68261. this._normals = null;
  68262. this._uvs = null;
  68263. this._colors = null;
  68264. if (!this._updatable) {
  68265. this.particles.length = 0;
  68266. }
  68267. return mesh;
  68268. };
  68269. /**
  68270. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  68271. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  68272. * Thus the particles generated from `digest()` have their property `position` set yet.
  68273. * @param mesh ( Mesh ) is the mesh to be digested
  68274. * @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
  68275. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  68276. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  68277. * @returns the current SPS
  68278. */
  68279. SolidParticleSystem.prototype.digest = function (mesh, options) {
  68280. var size = (options && options.facetNb) || 1;
  68281. var number = (options && options.number) || 0;
  68282. var delta = (options && options.delta) || 0;
  68283. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68284. var meshInd = mesh.getIndices();
  68285. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68286. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68287. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68288. var f = 0; // facet counter
  68289. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  68290. // compute size from number
  68291. if (number) {
  68292. number = (number > totalFacets) ? totalFacets : number;
  68293. size = Math.round(totalFacets / number);
  68294. delta = 0;
  68295. }
  68296. else {
  68297. size = (size > totalFacets) ? totalFacets : size;
  68298. }
  68299. var facetPos = []; // submesh positions
  68300. var facetInd = []; // submesh indices
  68301. var facetUV = []; // submesh UV
  68302. var facetCol = []; // submesh colors
  68303. var barycenter = BABYLON.Vector3.Zero();
  68304. var sizeO = size;
  68305. while (f < totalFacets) {
  68306. size = sizeO + Math.floor((1 + delta) * Math.random());
  68307. if (f > totalFacets - size) {
  68308. size = totalFacets - f;
  68309. }
  68310. // reset temp arrays
  68311. facetPos.length = 0;
  68312. facetInd.length = 0;
  68313. facetUV.length = 0;
  68314. facetCol.length = 0;
  68315. // iterate over "size" facets
  68316. var fi = 0;
  68317. for (var j = f * 3; j < (f + size) * 3; j++) {
  68318. facetInd.push(fi);
  68319. var i = meshInd[j];
  68320. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  68321. if (meshUV) {
  68322. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  68323. }
  68324. if (meshCol) {
  68325. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  68326. }
  68327. fi++;
  68328. }
  68329. // create a model shape for each single particle
  68330. var idx = this.nbParticles;
  68331. var shape = this._posToShape(facetPos);
  68332. var shapeUV = this._uvsToShapeUV(facetUV);
  68333. // compute the barycenter of the shape
  68334. var v;
  68335. for (v = 0; v < shape.length; v++) {
  68336. barycenter.addInPlace(shape[v]);
  68337. }
  68338. barycenter.scaleInPlace(1 / shape.length);
  68339. // shift the shape from its barycenter to the origin
  68340. for (v = 0; v < shape.length; v++) {
  68341. shape[v].subtractInPlace(barycenter);
  68342. }
  68343. var bInfo;
  68344. if (this._particlesIntersect) {
  68345. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  68346. }
  68347. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  68348. // add the particle in the SPS
  68349. var currentPos = this._positions.length;
  68350. var currentInd = this._indices.length;
  68351. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  68352. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  68353. // initialize the particle position
  68354. this.particles[this.nbParticles].position.addInPlace(barycenter);
  68355. this._index += shape.length;
  68356. idx++;
  68357. this.nbParticles++;
  68358. this._shapeCounter++;
  68359. f += size;
  68360. }
  68361. return this;
  68362. };
  68363. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  68364. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  68365. var index = 0;
  68366. var idx = 0;
  68367. var tmpNormal = BABYLON.Tmp.Vector3[0];
  68368. var quaternion = BABYLON.Tmp.Quaternion[0];
  68369. var invertedRotMatrix = BABYLON.Tmp.Matrix[0];
  68370. for (var p = 0; p < this.particles.length; p++) {
  68371. var particle = this.particles[p];
  68372. var shape = particle._model._shape;
  68373. // computing the inverse of the rotation matrix from the quaternion
  68374. // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion
  68375. if (particle.rotationQuaternion) {
  68376. particle.rotationQuaternion.conjugateToRef(quaternion);
  68377. }
  68378. else {
  68379. var rotation = particle.rotation;
  68380. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68381. quaternion.conjugateInPlace();
  68382. }
  68383. quaternion.toRotationMatrix(invertedRotMatrix);
  68384. for (var pt = 0; pt < shape.length; pt++) {
  68385. idx = index + pt * 3;
  68386. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  68387. tmpNormal.toArray(this._fixedNormal32, idx);
  68388. }
  68389. index = idx + 3;
  68390. }
  68391. };
  68392. //reset copy
  68393. SolidParticleSystem.prototype._resetCopy = function () {
  68394. var copy = this._copy;
  68395. copy.position.setAll(0);
  68396. copy.rotation.setAll(0);
  68397. copy.rotationQuaternion = null;
  68398. copy.scaling.setAll(1);
  68399. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  68400. copy.color = null;
  68401. copy.translateFromPivot = false;
  68402. };
  68403. // _meshBuilder : inserts the shape model in the global SPS mesh
  68404. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  68405. var i;
  68406. var u = 0;
  68407. var c = 0;
  68408. var n = 0;
  68409. this._resetCopy();
  68410. var copy = this._copy;
  68411. if (options && options.positionFunction) { // call to custom positionFunction
  68412. options.positionFunction(copy, idx, idxInShape);
  68413. this._mustUnrotateFixedNormals = true;
  68414. }
  68415. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68416. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68417. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68418. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68419. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68420. copy.getRotationMatrix(rotMatrix);
  68421. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  68422. if (copy.translateFromPivot) {
  68423. pivotBackTranslation.setAll(0.0);
  68424. }
  68425. else {
  68426. pivotBackTranslation.copyFrom(scaledPivot);
  68427. }
  68428. for (i = 0; i < shape.length; i++) {
  68429. tmpVertex.copyFrom(shape[i]);
  68430. if (options && options.vertexFunction) {
  68431. options.vertexFunction(copy, tmpVertex, i);
  68432. }
  68433. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68434. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68435. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  68436. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  68437. if (meshUV) {
  68438. var copyUvs = copy.uvs;
  68439. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  68440. u += 2;
  68441. }
  68442. if (copy.color) {
  68443. this._color = copy.color;
  68444. }
  68445. else {
  68446. var color = this._color;
  68447. if (meshCol && meshCol[c] !== undefined) {
  68448. color.r = meshCol[c];
  68449. color.g = meshCol[c + 1];
  68450. color.b = meshCol[c + 2];
  68451. color.a = meshCol[c + 3];
  68452. }
  68453. else {
  68454. color.r = 1.0;
  68455. color.g = 1.0;
  68456. color.b = 1.0;
  68457. color.a = 1.0;
  68458. }
  68459. }
  68460. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  68461. c += 4;
  68462. if (!this.recomputeNormals && meshNor) {
  68463. tmpVertex.x = meshNor[n];
  68464. tmpVertex.y = meshNor[n + 1];
  68465. tmpVertex.z = meshNor[n + 2];
  68466. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  68467. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  68468. n += 3;
  68469. }
  68470. }
  68471. for (i = 0; i < meshInd.length; i++) {
  68472. var current_ind = p + meshInd[i];
  68473. indices.push(current_ind);
  68474. if (current_ind > 65535) {
  68475. this._needs32Bits = true;
  68476. }
  68477. }
  68478. if (this._pickable) {
  68479. var nbfaces = meshInd.length / 3;
  68480. for (i = 0; i < nbfaces; i++) {
  68481. this.pickedParticles.push({ idx: idx, faceId: i });
  68482. }
  68483. }
  68484. if (this._depthSort) {
  68485. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  68486. }
  68487. return copy;
  68488. };
  68489. // returns a shape array from positions array
  68490. SolidParticleSystem.prototype._posToShape = function (positions) {
  68491. var shape = [];
  68492. for (var i = 0; i < positions.length; i += 3) {
  68493. shape.push(BABYLON.Vector3.FromArray(positions, i));
  68494. }
  68495. return shape;
  68496. };
  68497. // returns a shapeUV array from a Vector4 uvs
  68498. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  68499. var shapeUV = [];
  68500. if (uvs) {
  68501. for (var i = 0; i < uvs.length; i++) {
  68502. shapeUV.push(uvs[i]);
  68503. }
  68504. }
  68505. return shapeUV;
  68506. };
  68507. // adds a new particle object in the particles array
  68508. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  68509. if (bInfo === void 0) { bInfo = null; }
  68510. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  68511. this.particles.push(sp);
  68512. return sp;
  68513. };
  68514. /**
  68515. * Adds some particles to the SPS from the model shape. Returns the shape id.
  68516. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  68517. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  68518. * @param nb (positive integer) the number of particles to be created from this model
  68519. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  68520. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  68521. * @returns the number of shapes in the system
  68522. */
  68523. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  68524. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68525. var meshInd = mesh.getIndices();
  68526. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68527. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68528. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68529. var bbInfo;
  68530. if (this._particlesIntersect) {
  68531. bbInfo = mesh.getBoundingInfo();
  68532. }
  68533. var shape = this._posToShape(meshPos);
  68534. var shapeUV = this._uvsToShapeUV(meshUV);
  68535. var posfunc = options ? options.positionFunction : null;
  68536. var vtxfunc = options ? options.vertexFunction : null;
  68537. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  68538. // particles
  68539. var sp;
  68540. var currentCopy;
  68541. var idx = this.nbParticles;
  68542. for (var i = 0; i < nb; i++) {
  68543. var currentPos = this._positions.length;
  68544. var currentInd = this._indices.length;
  68545. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  68546. if (this._updatable) {
  68547. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  68548. sp.position.copyFrom(currentCopy.position);
  68549. sp.rotation.copyFrom(currentCopy.rotation);
  68550. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  68551. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  68552. }
  68553. if (currentCopy.color && sp.color) {
  68554. sp.color.copyFrom(currentCopy.color);
  68555. }
  68556. sp.scaling.copyFrom(currentCopy.scaling);
  68557. sp.uvs.copyFrom(currentCopy.uvs);
  68558. }
  68559. this._index += shape.length;
  68560. idx++;
  68561. }
  68562. this.nbParticles += nb;
  68563. this._shapeCounter++;
  68564. return this._shapeCounter - 1;
  68565. };
  68566. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  68567. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  68568. this._resetCopy();
  68569. var copy = this._copy;
  68570. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  68571. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  68572. }
  68573. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68574. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68575. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68576. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68577. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68578. copy.getRotationMatrix(rotMatrix);
  68579. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  68580. if (copy.translateFromPivot) {
  68581. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  68582. }
  68583. else {
  68584. pivotBackTranslation.copyFrom(scaledPivot);
  68585. }
  68586. var shape = particle._model._shape;
  68587. for (var pt = 0; pt < shape.length; pt++) {
  68588. tmpVertex.copyFrom(shape[pt]);
  68589. if (particle._model._vertexFunction) {
  68590. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  68591. }
  68592. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68593. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68594. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  68595. }
  68596. particle.position.setAll(0.0);
  68597. particle.rotation.setAll(0.0);
  68598. particle.rotationQuaternion = null;
  68599. particle.scaling.setAll(1.0);
  68600. particle.uvs.setAll(0.0);
  68601. particle.pivot.setAll(0.0);
  68602. particle.translateFromPivot = false;
  68603. particle.parentId = null;
  68604. };
  68605. /**
  68606. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  68607. * @returns the SPS.
  68608. */
  68609. SolidParticleSystem.prototype.rebuildMesh = function () {
  68610. for (var p = 0; p < this.particles.length; p++) {
  68611. this._rebuildParticle(this.particles[p]);
  68612. }
  68613. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  68614. return this;
  68615. };
  68616. /**
  68617. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  68618. * This method calls `updateParticle()` for each particle of the SPS.
  68619. * For an animated SPS, it is usually called within the render loop.
  68620. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  68621. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  68622. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  68623. * @returns the SPS.
  68624. */
  68625. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  68626. if (start === void 0) { start = 0; }
  68627. if (end === void 0) { end = this.nbParticles - 1; }
  68628. if (update === void 0) { update = true; }
  68629. if (!this._updatable) {
  68630. return this;
  68631. }
  68632. // custom beforeUpdate
  68633. this.beforeUpdateParticles(start, end, update);
  68634. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68635. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  68636. var mesh = this.mesh;
  68637. var colors32 = this._colors32;
  68638. var positions32 = this._positions32;
  68639. var normals32 = this._normals32;
  68640. var uvs32 = this._uvs32;
  68641. var indices32 = this._indices32;
  68642. var indices = this._indices;
  68643. var fixedNormal32 = this._fixedNormal32;
  68644. var tempVectors = BABYLON.Tmp.Vector3;
  68645. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  68646. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  68647. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  68648. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  68649. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  68650. var camInvertedPosition = tempVectors[10].setAll(0);
  68651. // cases when the World Matrix is to be computed first
  68652. if (this.billboard || this._depthSort) {
  68653. this.mesh.computeWorldMatrix(true);
  68654. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  68655. }
  68656. // if the particles will always face the camera
  68657. if (this.billboard) {
  68658. // compute the camera position and un-rotate it by the current mesh rotation
  68659. var tmpVertex = tempVectors[0];
  68660. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  68661. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  68662. camAxisZ.normalize();
  68663. // same for camera up vector extracted from the cam view matrix
  68664. var view = this._camera.getViewMatrix(true);
  68665. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  68666. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  68667. camAxisY.normalize();
  68668. camAxisX.normalize();
  68669. }
  68670. // if depthSort, compute the camera global position in the mesh local system
  68671. if (this._depthSort) {
  68672. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  68673. }
  68674. BABYLON.Matrix.IdentityToRef(rotMatrix);
  68675. var idx = 0; // current position index in the global array positions32
  68676. var index = 0; // position start index in the global array positions32 of the current particle
  68677. var colidx = 0; // current color index in the global array colors32
  68678. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  68679. var uvidx = 0; // current uv index in the global array uvs32
  68680. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  68681. var pt = 0; // current index in the particle model shape
  68682. if (this.mesh.isFacetDataEnabled) {
  68683. this._computeBoundingBox = true;
  68684. }
  68685. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  68686. if (this._computeBoundingBox) {
  68687. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  68688. var boundingInfo = this.mesh._boundingInfo;
  68689. if (boundingInfo) {
  68690. minimum.copyFrom(boundingInfo.minimum);
  68691. maximum.copyFrom(boundingInfo.maximum);
  68692. }
  68693. }
  68694. }
  68695. // particle loop
  68696. index = this.particles[start]._pos;
  68697. var vpos = (index / 3) | 0;
  68698. colorIndex = vpos * 4;
  68699. uvIndex = vpos * 2;
  68700. for (var p = start; p <= end; p++) {
  68701. var particle = this.particles[p];
  68702. // call to custom user function to update the particle properties
  68703. this.updateParticle(particle);
  68704. var shape = particle._model._shape;
  68705. var shapeUV = particle._model._shapeUV;
  68706. var particleRotationMatrix = particle._rotationMatrix;
  68707. var particlePosition = particle.position;
  68708. var particleRotation = particle.rotation;
  68709. var particleScaling = particle.scaling;
  68710. var particleGlobalPosition = particle._globalPosition;
  68711. // camera-particle distance for depth sorting
  68712. if (this._depthSort && this._depthSortParticles) {
  68713. var dsp = this.depthSortedParticles[p];
  68714. dsp.ind = particle._ind;
  68715. dsp.indicesLength = particle._model._indicesLength;
  68716. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  68717. }
  68718. // skip the computations for inactive or already invisible particles
  68719. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  68720. // increment indexes for the next particle
  68721. pt = shape.length;
  68722. index += pt * 3;
  68723. colorIndex += pt * 4;
  68724. uvIndex += pt * 2;
  68725. continue;
  68726. }
  68727. if (particle.isVisible) {
  68728. particle._stillInvisible = false; // un-mark permanent invisibility
  68729. var scaledPivot = tempVectors[12];
  68730. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  68731. // particle rotation matrix
  68732. if (this.billboard) {
  68733. particleRotation.x = 0.0;
  68734. particleRotation.y = 0.0;
  68735. }
  68736. if (this._computeParticleRotation || this.billboard) {
  68737. particle.getRotationMatrix(rotMatrix);
  68738. }
  68739. var particleHasParent = (particle.parentId !== null);
  68740. if (particleHasParent) {
  68741. var parent_1 = this.particles[particle.parentId];
  68742. var parentRotationMatrix = parent_1._rotationMatrix;
  68743. var parentGlobalPosition = parent_1._globalPosition;
  68744. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  68745. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  68746. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  68747. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  68748. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  68749. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  68750. if (this._computeParticleRotation || this.billboard) {
  68751. var rotMatrixValues = rotMatrix.m;
  68752. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  68753. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  68754. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  68755. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  68756. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  68757. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  68758. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  68759. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  68760. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  68761. }
  68762. }
  68763. else {
  68764. particleGlobalPosition.x = particlePosition.x;
  68765. particleGlobalPosition.y = particlePosition.y;
  68766. particleGlobalPosition.z = particlePosition.z;
  68767. if (this._computeParticleRotation || this.billboard) {
  68768. var rotMatrixValues = rotMatrix.m;
  68769. particleRotationMatrix[0] = rotMatrixValues[0];
  68770. particleRotationMatrix[1] = rotMatrixValues[1];
  68771. particleRotationMatrix[2] = rotMatrixValues[2];
  68772. particleRotationMatrix[3] = rotMatrixValues[4];
  68773. particleRotationMatrix[4] = rotMatrixValues[5];
  68774. particleRotationMatrix[5] = rotMatrixValues[6];
  68775. particleRotationMatrix[6] = rotMatrixValues[8];
  68776. particleRotationMatrix[7] = rotMatrixValues[9];
  68777. particleRotationMatrix[8] = rotMatrixValues[10];
  68778. }
  68779. }
  68780. var pivotBackTranslation = tempVectors[11];
  68781. if (particle.translateFromPivot) {
  68782. pivotBackTranslation.setAll(0.0);
  68783. }
  68784. else {
  68785. pivotBackTranslation.copyFrom(scaledPivot);
  68786. }
  68787. // particle vertex loop
  68788. for (pt = 0; pt < shape.length; pt++) {
  68789. idx = index + pt * 3;
  68790. colidx = colorIndex + pt * 4;
  68791. uvidx = uvIndex + pt * 2;
  68792. var tmpVertex = tempVectors[0];
  68793. tmpVertex.copyFrom(shape[pt]);
  68794. if (this._computeParticleVertex) {
  68795. this.updateParticleVertex(particle, tmpVertex, pt);
  68796. }
  68797. // positions
  68798. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  68799. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  68800. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  68801. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  68802. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  68803. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  68804. rotatedX += pivotBackTranslation.x;
  68805. rotatedY += pivotBackTranslation.y;
  68806. rotatedZ += pivotBackTranslation.z;
  68807. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  68808. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  68809. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  68810. if (this._computeBoundingBox) {
  68811. minimum.minimizeInPlaceFromFloats(px, py, pz);
  68812. maximum.maximizeInPlaceFromFloats(px, py, pz);
  68813. }
  68814. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  68815. if (!this._computeParticleVertex) {
  68816. var normalx = fixedNormal32[idx];
  68817. var normaly = fixedNormal32[idx + 1];
  68818. var normalz = fixedNormal32[idx + 2];
  68819. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  68820. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  68821. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  68822. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  68823. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  68824. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  68825. }
  68826. if (this._computeParticleColor && particle.color) {
  68827. var color = particle.color;
  68828. var colors32_1 = this._colors32;
  68829. colors32_1[colidx] = color.r;
  68830. colors32_1[colidx + 1] = color.g;
  68831. colors32_1[colidx + 2] = color.b;
  68832. colors32_1[colidx + 3] = color.a;
  68833. }
  68834. if (this._computeParticleTexture) {
  68835. var uvs = particle.uvs;
  68836. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  68837. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  68838. }
  68839. }
  68840. }
  68841. // particle just set invisible : scaled to zero and positioned at the origin
  68842. else {
  68843. particle._stillInvisible = true; // mark the particle as invisible
  68844. for (pt = 0; pt < shape.length; pt++) {
  68845. idx = index + pt * 3;
  68846. colidx = colorIndex + pt * 4;
  68847. uvidx = uvIndex + pt * 2;
  68848. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  68849. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  68850. if (this._computeParticleColor && particle.color) {
  68851. var color = particle.color;
  68852. colors32[colidx] = color.r;
  68853. colors32[colidx + 1] = color.g;
  68854. colors32[colidx + 2] = color.b;
  68855. colors32[colidx + 3] = color.a;
  68856. }
  68857. if (this._computeParticleTexture) {
  68858. var uvs = particle.uvs;
  68859. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  68860. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  68861. }
  68862. }
  68863. }
  68864. // if the particle intersections must be computed : update the bbInfo
  68865. if (this._particlesIntersect) {
  68866. var bInfo = particle._boundingInfo;
  68867. var bBox = bInfo.boundingBox;
  68868. var bSphere = bInfo.boundingSphere;
  68869. var modelBoundingInfo = particle._modelBoundingInfo;
  68870. if (!this._bSphereOnly) {
  68871. // place, scale and rotate the particle bbox within the SPS local system, then update it
  68872. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  68873. var tempMin = tempVectors[1];
  68874. var tempMax = tempVectors[2];
  68875. tempMin.setAll(Number.MAX_VALUE);
  68876. tempMax.setAll(-Number.MAX_VALUE);
  68877. for (var b = 0; b < 8; b++) {
  68878. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  68879. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  68880. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  68881. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  68882. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  68883. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  68884. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  68885. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  68886. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  68887. tempMin.minimizeInPlaceFromFloats(x, y, z);
  68888. tempMax.maximizeInPlaceFromFloats(x, y, z);
  68889. }
  68890. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  68891. }
  68892. // place and scale the particle bouding sphere in the SPS local system, then update it
  68893. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  68894. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  68895. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5);
  68896. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  68897. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  68898. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  68899. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  68900. }
  68901. // increment indexes for the next particle
  68902. index = idx + 3;
  68903. colorIndex = colidx + 4;
  68904. uvIndex = uvidx + 2;
  68905. }
  68906. // if the VBO must be updated
  68907. if (update) {
  68908. if (this._computeParticleColor) {
  68909. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  68910. }
  68911. if (this._computeParticleTexture) {
  68912. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  68913. }
  68914. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  68915. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  68916. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  68917. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  68918. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  68919. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  68920. for (var i = 0; i < normals32.length; i++) {
  68921. fixedNormal32[i] = normals32[i];
  68922. }
  68923. }
  68924. if (!mesh.areNormalsFrozen) {
  68925. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  68926. }
  68927. }
  68928. if (this._depthSort && this._depthSortParticles) {
  68929. var depthSortedParticles = this.depthSortedParticles;
  68930. depthSortedParticles.sort(depthSortFunction);
  68931. var dspl = depthSortedParticles.length;
  68932. var sid = 0;
  68933. for (var sorted = 0; sorted < dspl; sorted++) {
  68934. var lind = depthSortedParticles[sorted].indicesLength;
  68935. var sind = depthSortedParticles[sorted].ind;
  68936. for (var i = 0; i < lind; i++) {
  68937. indices32[sid] = indices[sind + i];
  68938. sid++;
  68939. }
  68940. }
  68941. mesh.updateIndices(indices32);
  68942. }
  68943. }
  68944. if (this._computeBoundingBox) {
  68945. if (mesh._boundingInfo) {
  68946. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  68947. }
  68948. else {
  68949. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  68950. }
  68951. }
  68952. this.afterUpdateParticles(start, end, update);
  68953. return this;
  68954. };
  68955. /**
  68956. * Disposes the SPS.
  68957. */
  68958. SolidParticleSystem.prototype.dispose = function () {
  68959. this.mesh.dispose();
  68960. this.vars = null;
  68961. // drop references to internal big arrays for the GC
  68962. this._positions = null;
  68963. this._indices = null;
  68964. this._normals = null;
  68965. this._uvs = null;
  68966. this._colors = null;
  68967. this._indices32 = null;
  68968. this._positions32 = null;
  68969. this._normals32 = null;
  68970. this._fixedNormal32 = null;
  68971. this._uvs32 = null;
  68972. this._colors32 = null;
  68973. this.pickedParticles = null;
  68974. };
  68975. /**
  68976. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  68977. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68978. * @returns the SPS.
  68979. */
  68980. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  68981. if (!this._isVisibilityBoxLocked) {
  68982. this.mesh.refreshBoundingInfo();
  68983. }
  68984. return this;
  68985. };
  68986. /**
  68987. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  68988. * @param size the size (float) of the visibility box
  68989. * note : this doesn't lock the SPS mesh bounding box.
  68990. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68991. */
  68992. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  68993. var vis = size / 2;
  68994. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  68995. };
  68996. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  68997. /**
  68998. * Gets whether the SPS as always visible or not
  68999. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69000. */
  69001. get: function () {
  69002. return this._alwaysVisible;
  69003. },
  69004. /**
  69005. * Sets the SPS as always visible or not
  69006. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69007. */
  69008. set: function (val) {
  69009. this._alwaysVisible = val;
  69010. this.mesh.alwaysSelectAsActiveMesh = val;
  69011. },
  69012. enumerable: true,
  69013. configurable: true
  69014. });
  69015. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  69016. /**
  69017. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69018. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69019. */
  69020. get: function () {
  69021. return this._isVisibilityBoxLocked;
  69022. },
  69023. /**
  69024. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69025. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69026. */
  69027. set: function (val) {
  69028. this._isVisibilityBoxLocked = val;
  69029. var boundingInfo = this.mesh.getBoundingInfo();
  69030. boundingInfo.isLocked = val;
  69031. },
  69032. enumerable: true,
  69033. configurable: true
  69034. });
  69035. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  69036. /**
  69037. * Gets if `setParticles()` computes the particle rotations or not.
  69038. * Default value : true. The SPS is faster when it's set to false.
  69039. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69040. */
  69041. get: function () {
  69042. return this._computeParticleRotation;
  69043. },
  69044. /**
  69045. * Tells to `setParticles()` to compute the particle rotations or not.
  69046. * Default value : true. The SPS is faster when it's set to false.
  69047. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69048. */
  69049. set: function (val) {
  69050. this._computeParticleRotation = val;
  69051. },
  69052. enumerable: true,
  69053. configurable: true
  69054. });
  69055. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  69056. /**
  69057. * Gets if `setParticles()` computes the particle colors or not.
  69058. * Default value : true. The SPS is faster when it's set to false.
  69059. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69060. */
  69061. get: function () {
  69062. return this._computeParticleColor;
  69063. },
  69064. /**
  69065. * Tells to `setParticles()` to compute the particle colors or not.
  69066. * Default value : true. The SPS is faster when it's set to false.
  69067. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69068. */
  69069. set: function (val) {
  69070. this._computeParticleColor = val;
  69071. },
  69072. enumerable: true,
  69073. configurable: true
  69074. });
  69075. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  69076. /**
  69077. * Gets if `setParticles()` computes the particle textures or not.
  69078. * Default value : true. The SPS is faster when it's set to false.
  69079. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  69080. */
  69081. get: function () {
  69082. return this._computeParticleTexture;
  69083. },
  69084. set: function (val) {
  69085. this._computeParticleTexture = val;
  69086. },
  69087. enumerable: true,
  69088. configurable: true
  69089. });
  69090. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  69091. /**
  69092. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  69093. * Default value : false. The SPS is faster when it's set to false.
  69094. * Note : the particle custom vertex positions aren't stored values.
  69095. */
  69096. get: function () {
  69097. return this._computeParticleVertex;
  69098. },
  69099. /**
  69100. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  69101. * Default value : false. The SPS is faster when it's set to false.
  69102. * Note : the particle custom vertex positions aren't stored values.
  69103. */
  69104. set: function (val) {
  69105. this._computeParticleVertex = val;
  69106. },
  69107. enumerable: true,
  69108. configurable: true
  69109. });
  69110. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  69111. /**
  69112. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  69113. */
  69114. get: function () {
  69115. return this._computeBoundingBox;
  69116. },
  69117. /**
  69118. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  69119. */
  69120. set: function (val) {
  69121. this._computeBoundingBox = val;
  69122. },
  69123. enumerable: true,
  69124. configurable: true
  69125. });
  69126. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  69127. /**
  69128. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  69129. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69130. * Default : `true`
  69131. */
  69132. get: function () {
  69133. return this._depthSortParticles;
  69134. },
  69135. /**
  69136. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  69137. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69138. * Default : `true`
  69139. */
  69140. set: function (val) {
  69141. this._depthSortParticles = val;
  69142. },
  69143. enumerable: true,
  69144. configurable: true
  69145. });
  69146. // =======================================================================
  69147. // Particle behavior logic
  69148. // these following methods may be overwritten by the user to fit his needs
  69149. /**
  69150. * This function does nothing. It may be overwritten to set all the particle first values.
  69151. * The SPS doesn't call this function, you may have to call it by your own.
  69152. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69153. */
  69154. SolidParticleSystem.prototype.initParticles = function () {
  69155. };
  69156. /**
  69157. * This function does nothing. It may be overwritten to recycle a particle.
  69158. * The SPS doesn't call this function, you may have to call it by your own.
  69159. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69160. * @param particle The particle to recycle
  69161. * @returns the recycled particle
  69162. */
  69163. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  69164. return particle;
  69165. };
  69166. /**
  69167. * Updates a particle : this function should be overwritten by the user.
  69168. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  69169. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69170. * @example : just set a particle position or velocity and recycle conditions
  69171. * @param particle The particle to update
  69172. * @returns the updated particle
  69173. */
  69174. SolidParticleSystem.prototype.updateParticle = function (particle) {
  69175. return particle;
  69176. };
  69177. /**
  69178. * Updates a vertex of a particle : it can be overwritten by the user.
  69179. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  69180. * @param particle the current particle
  69181. * @param vertex the current index of the current particle
  69182. * @param pt the index of the current vertex in the particle shape
  69183. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  69184. * @example : just set a vertex particle position
  69185. * @returns the updated vertex
  69186. */
  69187. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  69188. return vertex;
  69189. };
  69190. /**
  69191. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  69192. * This does nothing and may be overwritten by the user.
  69193. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69194. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69195. * @param update the boolean update value actually passed to setParticles()
  69196. */
  69197. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  69198. };
  69199. /**
  69200. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  69201. * This will be passed three parameters.
  69202. * This does nothing and may be overwritten by the user.
  69203. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69204. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69205. * @param update the boolean update value actually passed to setParticles()
  69206. */
  69207. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  69208. };
  69209. return SolidParticleSystem;
  69210. }());
  69211. BABYLON.SolidParticleSystem = SolidParticleSystem;
  69212. })(BABYLON || (BABYLON = {}));
  69213. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  69214. var BABYLON;
  69215. (function (BABYLON) {
  69216. /**
  69217. * Class containing static functions to help procedurally build meshes
  69218. */
  69219. var MeshBuilder = /** @class */ (function () {
  69220. function MeshBuilder() {
  69221. }
  69222. MeshBuilder.updateSideOrientation = function (orientation) {
  69223. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  69224. return BABYLON.Mesh.DOUBLESIDE;
  69225. }
  69226. if (orientation === undefined || orientation === null) {
  69227. return BABYLON.Mesh.FRONTSIDE;
  69228. }
  69229. return orientation;
  69230. };
  69231. /**
  69232. * Creates a box mesh
  69233. * * The parameter `size` sets the size (float) of each box side (default 1)
  69234. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  69235. * * 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)
  69236. * * Please read this tutorial : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  69237. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69238. * * 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
  69239. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69240. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#box
  69241. * @param name defines the name of the mesh
  69242. * @param options defines the options used to create the mesh
  69243. * @param scene defines the hosting scene
  69244. * @returns the box mesh
  69245. */
  69246. MeshBuilder.CreateBox = function (name, options, scene) {
  69247. if (scene === void 0) { scene = null; }
  69248. var box = new BABYLON.Mesh(name, scene);
  69249. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69250. box._originalBuilderSideOrientation = options.sideOrientation;
  69251. var vertexData = BABYLON.VertexData.CreateBox(options);
  69252. vertexData.applyToMesh(box, options.updatable);
  69253. return box;
  69254. };
  69255. /**
  69256. * Creates a sphere mesh
  69257. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  69258. * * 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`)
  69259. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  69260. * * 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
  69261. * * 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)
  69262. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69263. * * 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
  69264. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69265. * @param name defines the name of the mesh
  69266. * @param options defines the options used to create the mesh
  69267. * @param scene defines the hosting scene
  69268. * @returns the sphere mesh
  69269. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#sphere
  69270. */
  69271. MeshBuilder.CreateSphere = function (name, options, scene) {
  69272. var sphere = new BABYLON.Mesh(name, scene);
  69273. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69274. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69275. var vertexData = BABYLON.VertexData.CreateSphere(options);
  69276. vertexData.applyToMesh(sphere, options.updatable);
  69277. return sphere;
  69278. };
  69279. /**
  69280. * Creates a plane polygonal mesh. By default, this is a disc
  69281. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  69282. * * 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
  69283. * * 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
  69284. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69285. * * 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
  69286. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69287. * @param name defines the name of the mesh
  69288. * @param options defines the options used to create the mesh
  69289. * @param scene defines the hosting scene
  69290. * @returns the plane polygonal mesh
  69291. * @see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  69292. */
  69293. MeshBuilder.CreateDisc = function (name, options, scene) {
  69294. if (scene === void 0) { scene = null; }
  69295. var disc = new BABYLON.Mesh(name, scene);
  69296. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69297. disc._originalBuilderSideOrientation = options.sideOrientation;
  69298. var vertexData = BABYLON.VertexData.CreateDisc(options);
  69299. vertexData.applyToMesh(disc, options.updatable);
  69300. return disc;
  69301. };
  69302. /**
  69303. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  69304. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  69305. * * 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`)
  69306. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  69307. * * 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
  69308. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69309. * * 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
  69310. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69311. * @param name defines the name of the mesh
  69312. * @param options defines the options used to create the mesh
  69313. * @param scene defines the hosting scene
  69314. * @returns the icosahedron mesh
  69315. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  69316. */
  69317. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  69318. var sphere = new BABYLON.Mesh(name, scene);
  69319. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69320. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69321. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  69322. vertexData.applyToMesh(sphere, options.updatable);
  69323. return sphere;
  69324. };
  69325. /**
  69326. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69327. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  69328. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  69329. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  69330. * * 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
  69331. * * 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
  69332. * * 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
  69333. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69334. * * 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
  69335. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69336. * * 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
  69337. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  69338. * * 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
  69339. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  69340. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69341. * @param name defines the name of the mesh
  69342. * @param options defines the options used to create the mesh
  69343. * @param scene defines the hosting scene
  69344. * @returns the ribbon mesh
  69345. * @see http://doc.babylonjs.com/tutorials/Ribbon_Tutorial
  69346. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69347. */
  69348. MeshBuilder.CreateRibbon = function (name, options, scene) {
  69349. if (scene === void 0) { scene = null; }
  69350. var pathArray = options.pathArray;
  69351. var closeArray = options.closeArray;
  69352. var closePath = options.closePath;
  69353. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69354. var instance = options.instance;
  69355. var updatable = options.updatable;
  69356. if (instance) { // existing ribbon instance update
  69357. // positionFunction : ribbon case
  69358. // only pathArray and sideOrientation parameters are taken into account for positions update
  69359. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  69360. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  69361. var positionFunction = function (positions) {
  69362. var minlg = pathArray[0].length;
  69363. var mesh = instance;
  69364. var i = 0;
  69365. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  69366. for (var si = 1; si <= ns; ++si) {
  69367. for (var p = 0; p < pathArray.length; ++p) {
  69368. var path = pathArray[p];
  69369. var l = path.length;
  69370. minlg = (minlg < l) ? minlg : l;
  69371. for (var j = 0; j < minlg; ++j) {
  69372. var pathPoint = path[j];
  69373. positions[i] = pathPoint.x;
  69374. positions[i + 1] = pathPoint.y;
  69375. positions[i + 2] = pathPoint.z;
  69376. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69377. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69378. i += 3;
  69379. }
  69380. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  69381. var pathPoint = path[0];
  69382. positions[i] = pathPoint.x;
  69383. positions[i + 1] = pathPoint.y;
  69384. positions[i + 2] = pathPoint.z;
  69385. i += 3;
  69386. }
  69387. }
  69388. }
  69389. };
  69390. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69391. positionFunction(positions);
  69392. if (instance._boundingInfo) {
  69393. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  69394. }
  69395. else {
  69396. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  69397. }
  69398. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69399. if (options.colors) {
  69400. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69401. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  69402. var color = options.colors[c];
  69403. colors[colorIndex] = color.r;
  69404. colors[colorIndex + 1] = color.g;
  69405. colors[colorIndex + 2] = color.b;
  69406. colors[colorIndex + 3] = color.a;
  69407. }
  69408. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  69409. }
  69410. if (options.uvs) {
  69411. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  69412. for (var i = 0; i < options.uvs.length; i++) {
  69413. uvs[i * 2] = options.uvs[i].x;
  69414. uvs[i * 2 + 1] = options.uvs[i].y;
  69415. }
  69416. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  69417. }
  69418. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  69419. var indices = instance.getIndices();
  69420. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69421. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  69422. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  69423. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  69424. var indexFirst = 0;
  69425. var indexLast = 0;
  69426. for (var p = 0; p < pathArray.length; p++) {
  69427. indexFirst = instance._creationDataStorage.idx[p] * 3;
  69428. if (p + 1 < pathArray.length) {
  69429. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  69430. }
  69431. else {
  69432. indexLast = normals.length - 3;
  69433. }
  69434. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  69435. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  69436. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  69437. normals[indexLast] = normals[indexFirst];
  69438. normals[indexLast + 1] = normals[indexFirst + 1];
  69439. normals[indexLast + 2] = normals[indexFirst + 2];
  69440. }
  69441. }
  69442. if (!(instance.areNormalsFrozen)) {
  69443. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  69444. }
  69445. }
  69446. return instance;
  69447. }
  69448. else { // new ribbon creation
  69449. var ribbon = new BABYLON.Mesh(name, scene);
  69450. ribbon._originalBuilderSideOrientation = sideOrientation;
  69451. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  69452. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  69453. if (closePath) {
  69454. ribbon._creationDataStorage.idx = vertexData._idx;
  69455. }
  69456. ribbon._creationDataStorage.closePath = closePath;
  69457. ribbon._creationDataStorage.closeArray = closeArray;
  69458. vertexData.applyToMesh(ribbon, updatable);
  69459. return ribbon;
  69460. }
  69461. };
  69462. /**
  69463. * Creates a cylinder or a cone mesh
  69464. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  69465. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  69466. * * 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.
  69467. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  69468. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  69469. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  69470. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  69471. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  69472. * * 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).
  69473. * * 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
  69474. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  69475. * * 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
  69476. * * 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.
  69477. * * If `enclose` is false, a ring surface is one element.
  69478. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  69479. * * 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
  69480. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69481. * * 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
  69482. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69483. * @param name defines the name of the mesh
  69484. * @param options defines the options used to create the mesh
  69485. * @param scene defines the hosting scene
  69486. * @returns the cylinder mesh
  69487. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#cylinder-or-cone
  69488. */
  69489. MeshBuilder.CreateCylinder = function (name, options, scene) {
  69490. var cylinder = new BABYLON.Mesh(name, scene);
  69491. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69492. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  69493. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  69494. vertexData.applyToMesh(cylinder, options.updatable);
  69495. return cylinder;
  69496. };
  69497. /**
  69498. * Creates a torus mesh
  69499. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  69500. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  69501. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  69502. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69503. * * 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
  69504. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69505. * @param name defines the name of the mesh
  69506. * @param options defines the options used to create the mesh
  69507. * @param scene defines the hosting scene
  69508. * @returns the torus mesh
  69509. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus
  69510. */
  69511. MeshBuilder.CreateTorus = function (name, options, scene) {
  69512. var torus = new BABYLON.Mesh(name, scene);
  69513. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69514. torus._originalBuilderSideOrientation = options.sideOrientation;
  69515. var vertexData = BABYLON.VertexData.CreateTorus(options);
  69516. vertexData.applyToMesh(torus, options.updatable);
  69517. return torus;
  69518. };
  69519. /**
  69520. * Creates a torus knot mesh
  69521. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  69522. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  69523. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  69524. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  69525. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69526. * * 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
  69527. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69528. * @param name defines the name of the mesh
  69529. * @param options defines the options used to create the mesh
  69530. * @param scene defines the hosting scene
  69531. * @returns the torus knot mesh
  69532. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus-knot
  69533. */
  69534. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  69535. var torusKnot = new BABYLON.Mesh(name, scene);
  69536. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69537. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  69538. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  69539. vertexData.applyToMesh(torusKnot, options.updatable);
  69540. return torusKnot;
  69541. };
  69542. /**
  69543. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  69544. * * 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
  69545. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  69546. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  69547. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  69548. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  69549. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  69550. * * 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
  69551. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  69552. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69553. * @see http://doc.babylonjs.com/how_to/parametric_shapes#line-system
  69554. * @param name defines the name of the new line system
  69555. * @param options defines the options used to create the line system
  69556. * @param scene defines the hosting scene
  69557. * @returns a new line system mesh
  69558. */
  69559. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  69560. var instance = options.instance;
  69561. var lines = options.lines;
  69562. var colors = options.colors;
  69563. if (instance) { // lines update
  69564. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69565. var vertexColor;
  69566. var lineColors;
  69567. if (colors) {
  69568. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69569. }
  69570. var i = 0;
  69571. var c = 0;
  69572. for (var l = 0; l < lines.length; l++) {
  69573. var points = lines[l];
  69574. for (var p = 0; p < points.length; p++) {
  69575. positions[i] = points[p].x;
  69576. positions[i + 1] = points[p].y;
  69577. positions[i + 2] = points[p].z;
  69578. if (colors && vertexColor) {
  69579. lineColors = colors[l];
  69580. vertexColor[c] = lineColors[p].r;
  69581. vertexColor[c + 1] = lineColors[p].g;
  69582. vertexColor[c + 2] = lineColors[p].b;
  69583. vertexColor[c + 3] = lineColors[p].a;
  69584. c += 4;
  69585. }
  69586. i += 3;
  69587. }
  69588. }
  69589. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69590. if (colors && vertexColor) {
  69591. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  69592. }
  69593. return instance;
  69594. }
  69595. // line system creation
  69596. var useVertexColor = (colors) ? true : false;
  69597. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  69598. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  69599. vertexData.applyToMesh(lineSystem, options.updatable);
  69600. return lineSystem;
  69601. };
  69602. /**
  69603. * Creates a line mesh
  69604. * 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
  69605. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69606. * * The parameter `points` is an array successive Vector3
  69607. * * 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
  69608. * * The optional parameter `colors` is an array of successive Color4, one per line point
  69609. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  69610. * * When updating an instance, remember that only point positions can change, not the number of points
  69611. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69612. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lines
  69613. * @param name defines the name of the new line system
  69614. * @param options defines the options used to create the line system
  69615. * @param scene defines the hosting scene
  69616. * @returns a new line mesh
  69617. */
  69618. MeshBuilder.CreateLines = function (name, options, scene) {
  69619. if (scene === void 0) { scene = null; }
  69620. var colors = (options.colors) ? [options.colors] : null;
  69621. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  69622. return lines;
  69623. };
  69624. /**
  69625. * Creates a dashed line mesh
  69626. * * 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
  69627. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69628. * * The parameter `points` is an array successive Vector3
  69629. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  69630. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  69631. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  69632. * * 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
  69633. * * When updating an instance, remember that only point positions can change, not the number of points
  69634. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69635. * @param name defines the name of the mesh
  69636. * @param options defines the options used to create the mesh
  69637. * @param scene defines the hosting scene
  69638. * @returns the dashed line mesh
  69639. * @see http://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  69640. */
  69641. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  69642. if (scene === void 0) { scene = null; }
  69643. var points = options.points;
  69644. var instance = options.instance;
  69645. var gapSize = options.gapSize || 1;
  69646. var dashSize = options.dashSize || 3;
  69647. if (instance) { // dashed lines update
  69648. var positionFunction = function (positions) {
  69649. var curvect = BABYLON.Vector3.Zero();
  69650. var nbSeg = positions.length / 6;
  69651. var lg = 0;
  69652. var nb = 0;
  69653. var shft = 0;
  69654. var dashshft = 0;
  69655. var curshft = 0;
  69656. var p = 0;
  69657. var i = 0;
  69658. var j = 0;
  69659. for (i = 0; i < points.length - 1; i++) {
  69660. points[i + 1].subtractToRef(points[i], curvect);
  69661. lg += curvect.length();
  69662. }
  69663. shft = lg / nbSeg;
  69664. var dashSize = instance._creationDataStorage.dashSize;
  69665. var gapSize = instance._creationDataStorage.gapSize;
  69666. dashshft = dashSize * shft / (dashSize + gapSize);
  69667. for (i = 0; i < points.length - 1; i++) {
  69668. points[i + 1].subtractToRef(points[i], curvect);
  69669. nb = Math.floor(curvect.length() / shft);
  69670. curvect.normalize();
  69671. j = 0;
  69672. while (j < nb && p < positions.length) {
  69673. curshft = shft * j;
  69674. positions[p] = points[i].x + curshft * curvect.x;
  69675. positions[p + 1] = points[i].y + curshft * curvect.y;
  69676. positions[p + 2] = points[i].z + curshft * curvect.z;
  69677. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  69678. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  69679. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  69680. p += 6;
  69681. j++;
  69682. }
  69683. }
  69684. while (p < positions.length) {
  69685. positions[p] = points[i].x;
  69686. positions[p + 1] = points[i].y;
  69687. positions[p + 2] = points[i].z;
  69688. p += 3;
  69689. }
  69690. };
  69691. instance.updateMeshPositions(positionFunction, false);
  69692. return instance;
  69693. }
  69694. // dashed lines creation
  69695. var dashedLines = new BABYLON.LinesMesh(name, scene);
  69696. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  69697. vertexData.applyToMesh(dashedLines, options.updatable);
  69698. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  69699. dashedLines._creationDataStorage.dashSize = dashSize;
  69700. dashedLines._creationDataStorage.gapSize = gapSize;
  69701. return dashedLines;
  69702. };
  69703. /**
  69704. * 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.
  69705. * * 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.
  69706. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69707. * * 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.
  69708. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  69709. * * 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
  69710. * * 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
  69711. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  69712. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69713. * * 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
  69714. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  69715. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69716. * @param name defines the name of the mesh
  69717. * @param options defines the options used to create the mesh
  69718. * @param scene defines the hosting scene
  69719. * @returns the extruded shape mesh
  69720. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69721. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69722. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69723. */
  69724. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  69725. if (scene === void 0) { scene = null; }
  69726. var path = options.path;
  69727. var shape = options.shape;
  69728. var scale = options.scale || 1;
  69729. var rotation = options.rotation || 0;
  69730. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69731. var updatable = options.updatable;
  69732. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69733. var instance = options.instance || null;
  69734. var invertUV = options.invertUV || false;
  69735. 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);
  69736. };
  69737. /**
  69738. * Creates an custom extruded shape mesh.
  69739. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  69740. * * 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.
  69741. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69742. * * 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
  69743. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  69744. * * 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
  69745. * * It must returns a float value that will be the scale value applied to the shape on each path point
  69746. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  69747. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  69748. * * 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
  69749. * * 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
  69750. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  69751. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69752. * * 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
  69753. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69754. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69755. * @param name defines the name of the mesh
  69756. * @param options defines the options used to create the mesh
  69757. * @param scene defines the hosting scene
  69758. * @returns the custom extruded shape mesh
  69759. * @see http://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  69760. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69761. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69762. */
  69763. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  69764. var path = options.path;
  69765. var shape = options.shape;
  69766. var scaleFunction = options.scaleFunction || (function () { return 1; });
  69767. var rotationFunction = options.rotationFunction || (function () { return 0; });
  69768. var ribbonCloseArray = options.ribbonCloseArray || false;
  69769. var ribbonClosePath = options.ribbonClosePath || false;
  69770. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69771. var updatable = options.updatable;
  69772. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69773. var instance = options.instance;
  69774. var invertUV = options.invertUV || false;
  69775. 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);
  69776. };
  69777. /**
  69778. * Creates lathe mesh.
  69779. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  69780. * * 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
  69781. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  69782. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  69783. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  69784. * * 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
  69785. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  69786. * * 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
  69787. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69788. * * 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
  69789. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69790. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69791. * @param name defines the name of the mesh
  69792. * @param options defines the options used to create the mesh
  69793. * @param scene defines the hosting scene
  69794. * @returns the lathe mesh
  69795. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lathe
  69796. */
  69797. MeshBuilder.CreateLathe = function (name, options, scene) {
  69798. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  69799. var closed = (options.closed === undefined) ? true : options.closed;
  69800. var shape = options.shape;
  69801. var radius = options.radius || 1;
  69802. var tessellation = options.tessellation || 64;
  69803. var clip = options.clip || 0;
  69804. var updatable = options.updatable;
  69805. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69806. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  69807. var pi2 = Math.PI * 2;
  69808. var paths = new Array();
  69809. var invertUV = options.invertUV || false;
  69810. var i = 0;
  69811. var p = 0;
  69812. var step = pi2 / tessellation * arc;
  69813. var rotated;
  69814. var path = new Array();
  69815. for (i = 0; i <= tessellation - clip; i++) {
  69816. var path = [];
  69817. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  69818. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  69819. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  69820. }
  69821. for (p = 0; p < shape.length; p++) {
  69822. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  69823. path.push(rotated);
  69824. }
  69825. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  69826. 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));
  69827. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  69828. }
  69829. paths.push(path);
  69830. }
  69831. // lathe ribbon
  69832. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  69833. return lathe;
  69834. };
  69835. /**
  69836. * Creates a plane mesh
  69837. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  69838. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  69839. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  69840. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69841. * * 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
  69842. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69843. * @param name defines the name of the mesh
  69844. * @param options defines the options used to create the mesh
  69845. * @param scene defines the hosting scene
  69846. * @returns the plane mesh
  69847. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  69848. */
  69849. MeshBuilder.CreatePlane = function (name, options, scene) {
  69850. var plane = new BABYLON.Mesh(name, scene);
  69851. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69852. plane._originalBuilderSideOrientation = options.sideOrientation;
  69853. var vertexData = BABYLON.VertexData.CreatePlane(options);
  69854. vertexData.applyToMesh(plane, options.updatable);
  69855. if (options.sourcePlane) {
  69856. plane.translate(options.sourcePlane.normal, options.sourcePlane.d);
  69857. var product = Math.acos(BABYLON.Vector3.Dot(options.sourcePlane.normal, BABYLON.Axis.Z));
  69858. var vectorProduct = BABYLON.Vector3.Cross(BABYLON.Axis.Z, options.sourcePlane.normal);
  69859. if (vectorProduct.lengthSquared() > BABYLON.Epsilon) {
  69860. plane.rotate(vectorProduct, product);
  69861. }
  69862. }
  69863. return plane;
  69864. };
  69865. /**
  69866. * Creates a ground mesh
  69867. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  69868. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  69869. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69870. * @param name defines the name of the mesh
  69871. * @param options defines the options used to create the mesh
  69872. * @param scene defines the hosting scene
  69873. * @returns the ground mesh
  69874. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  69875. */
  69876. MeshBuilder.CreateGround = function (name, options, scene) {
  69877. var ground = new BABYLON.GroundMesh(name, scene);
  69878. ground._setReady(false);
  69879. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  69880. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  69881. ground._width = options.width || 1;
  69882. ground._height = options.height || 1;
  69883. ground._maxX = ground._width / 2;
  69884. ground._maxZ = ground._height / 2;
  69885. ground._minX = -ground._maxX;
  69886. ground._minZ = -ground._maxZ;
  69887. var vertexData = BABYLON.VertexData.CreateGround(options);
  69888. vertexData.applyToMesh(ground, options.updatable);
  69889. ground._setReady(true);
  69890. return ground;
  69891. };
  69892. /**
  69893. * Creates a tiled ground mesh
  69894. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  69895. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  69896. * * 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
  69897. * * 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
  69898. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69899. * @param name defines the name of the mesh
  69900. * @param options defines the options used to create the mesh
  69901. * @param scene defines the hosting scene
  69902. * @returns the tiled ground mesh
  69903. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tiled-ground
  69904. */
  69905. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  69906. var tiledGround = new BABYLON.Mesh(name, scene);
  69907. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  69908. vertexData.applyToMesh(tiledGround, options.updatable);
  69909. return tiledGround;
  69910. };
  69911. /**
  69912. * Creates a ground mesh from a height map
  69913. * * The parameter `url` sets the URL of the height map image resource.
  69914. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  69915. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  69916. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  69917. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  69918. * * 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.
  69919. * * 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).
  69920. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  69921. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69922. * @param name defines the name of the mesh
  69923. * @param url defines the url to the height map
  69924. * @param options defines the options used to create the mesh
  69925. * @param scene defines the hosting scene
  69926. * @returns the ground mesh
  69927. * @see http://doc.babylonjs.com/babylon101/height_map
  69928. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#ground-from-a-height-map
  69929. */
  69930. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  69931. var width = options.width || 10.0;
  69932. var height = options.height || 10.0;
  69933. var subdivisions = options.subdivisions || 1 | 0;
  69934. var minHeight = options.minHeight || 0.0;
  69935. var maxHeight = options.maxHeight || 1.0;
  69936. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  69937. var alphaFilter = options.alphaFilter || 0.0;
  69938. var updatable = options.updatable;
  69939. var onReady = options.onReady;
  69940. var ground = new BABYLON.GroundMesh(name, scene);
  69941. ground._subdivisionsX = subdivisions;
  69942. ground._subdivisionsY = subdivisions;
  69943. ground._width = width;
  69944. ground._height = height;
  69945. ground._maxX = ground._width / 2.0;
  69946. ground._maxZ = ground._height / 2.0;
  69947. ground._minX = -ground._maxX;
  69948. ground._minZ = -ground._maxZ;
  69949. ground._setReady(false);
  69950. var onload = function (img) {
  69951. // Getting height map data
  69952. var canvas = document.createElement("canvas");
  69953. var context = canvas.getContext("2d");
  69954. if (!context) {
  69955. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  69956. }
  69957. if (scene.isDisposed) {
  69958. return;
  69959. }
  69960. var bufferWidth = img.width;
  69961. var bufferHeight = img.height;
  69962. canvas.width = bufferWidth;
  69963. canvas.height = bufferHeight;
  69964. context.drawImage(img, 0, 0);
  69965. // Create VertexData from map data
  69966. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  69967. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  69968. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  69969. width: width, height: height,
  69970. subdivisions: subdivisions,
  69971. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  69972. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  69973. alphaFilter: alphaFilter
  69974. });
  69975. vertexData.applyToMesh(ground, updatable);
  69976. //execute ready callback, if set
  69977. if (onReady) {
  69978. onReady(ground);
  69979. }
  69980. ground._setReady(true);
  69981. };
  69982. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  69983. return ground;
  69984. };
  69985. /**
  69986. * Creates a polygon mesh
  69987. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  69988. * * 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
  69989. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69990. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69991. * * 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)
  69992. * * Remember you can only change the shape positions, not their number when updating a polygon
  69993. * @param name defines the name of the mesh
  69994. * @param options defines the options used to create the mesh
  69995. * @param scene defines the hosting scene
  69996. * @returns the polygon mesh
  69997. */
  69998. MeshBuilder.CreatePolygon = function (name, options, scene) {
  69999. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70000. var shape = options.shape;
  70001. var holes = options.holes || [];
  70002. var depth = options.depth || 0;
  70003. var contours = [];
  70004. var hole = [];
  70005. for (var i = 0; i < shape.length; i++) {
  70006. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  70007. }
  70008. var epsilon = 0.00000001;
  70009. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  70010. contours.pop();
  70011. }
  70012. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  70013. for (var hNb = 0; hNb < holes.length; hNb++) {
  70014. hole = [];
  70015. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  70016. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  70017. }
  70018. polygonTriangulation.addHole(hole);
  70019. }
  70020. var polygon = polygonTriangulation.build(options.updatable, depth);
  70021. polygon._originalBuilderSideOrientation = options.sideOrientation;
  70022. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  70023. vertexData.applyToMesh(polygon, options.updatable);
  70024. return polygon;
  70025. };
  70026. /**
  70027. * Creates an extruded polygon mesh, with depth in the Y direction.
  70028. * * 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)
  70029. * @see http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  70030. * @param name defines the name of the mesh
  70031. * @param options defines the options used to create the mesh
  70032. * @param scene defines the hosting scene
  70033. * @returns the polygon mesh
  70034. */
  70035. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  70036. return MeshBuilder.CreatePolygon(name, options, scene);
  70037. };
  70038. /**
  70039. * Creates a tube mesh.
  70040. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  70041. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  70042. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  70043. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  70044. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  70045. * * 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)
  70046. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  70047. * * 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
  70048. * * 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
  70049. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70050. * * 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
  70051. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70052. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70053. * @param name defines the name of the mesh
  70054. * @param options defines the options used to create the mesh
  70055. * @param scene defines the hosting scene
  70056. * @returns the tube mesh
  70057. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  70058. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tube
  70059. */
  70060. MeshBuilder.CreateTube = function (name, options, scene) {
  70061. var path = options.path;
  70062. var instance = options.instance;
  70063. var radius = 1.0;
  70064. if (options.radius !== undefined) {
  70065. radius = options.radius;
  70066. }
  70067. else if (instance) {
  70068. radius = instance._creationDataStorage.radius;
  70069. }
  70070. var tessellation = options.tessellation || 64 | 0;
  70071. var radiusFunction = options.radiusFunction || null;
  70072. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70073. var invertUV = options.invertUV || false;
  70074. var updatable = options.updatable;
  70075. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70076. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  70077. // tube geometry
  70078. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  70079. var tangents = path3D.getTangents();
  70080. var normals = path3D.getNormals();
  70081. var distances = path3D.getDistances();
  70082. var pi2 = Math.PI * 2;
  70083. var step = pi2 / tessellation * arc;
  70084. var returnRadius = function () { return radius; };
  70085. var radiusFunctionFinal = radiusFunction || returnRadius;
  70086. var circlePath;
  70087. var rad;
  70088. var normal;
  70089. var rotated;
  70090. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70091. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70092. for (var i = 0; i < path.length; i++) {
  70093. rad = radiusFunctionFinal(i, distances[i]); // current radius
  70094. circlePath = Array(); // current circle array
  70095. normal = normals[i]; // current normal
  70096. for (var t = 0; t < tessellation; t++) {
  70097. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  70098. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  70099. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  70100. rotated.scaleInPlace(rad).addInPlace(path[i]);
  70101. circlePath[t] = rotated;
  70102. }
  70103. circlePaths[index] = circlePath;
  70104. index++;
  70105. }
  70106. // cap
  70107. var capPath = function (nbPoints, pathIndex) {
  70108. var pointCap = Array();
  70109. for (var i = 0; i < nbPoints; i++) {
  70110. pointCap.push(path[pathIndex]);
  70111. }
  70112. return pointCap;
  70113. };
  70114. switch (cap) {
  70115. case BABYLON.Mesh.NO_CAP:
  70116. break;
  70117. case BABYLON.Mesh.CAP_START:
  70118. circlePaths[0] = capPath(tessellation, 0);
  70119. circlePaths[1] = circlePaths[2].slice(0);
  70120. break;
  70121. case BABYLON.Mesh.CAP_END:
  70122. circlePaths[index] = circlePaths[index - 1].slice(0);
  70123. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70124. break;
  70125. case BABYLON.Mesh.CAP_ALL:
  70126. circlePaths[0] = capPath(tessellation, 0);
  70127. circlePaths[1] = circlePaths[2].slice(0);
  70128. circlePaths[index] = circlePaths[index - 1].slice(0);
  70129. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70130. break;
  70131. default:
  70132. break;
  70133. }
  70134. return circlePaths;
  70135. };
  70136. var path3D;
  70137. var pathArray;
  70138. if (instance) { // tube update
  70139. var storage = instance._creationDataStorage;
  70140. var arc = options.arc || storage.arc;
  70141. path3D = storage.path3D.update(path);
  70142. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  70143. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  70144. // Update mode, no need to recreate the storage.
  70145. storage.path3D = path3D;
  70146. storage.pathArray = pathArray;
  70147. storage.arc = arc;
  70148. storage.radius = radius;
  70149. return instance;
  70150. }
  70151. // tube creation
  70152. path3D = new BABYLON.Path3D(path);
  70153. var newPathArray = new Array();
  70154. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70155. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  70156. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70157. tube._creationDataStorage.pathArray = pathArray;
  70158. tube._creationDataStorage.path3D = path3D;
  70159. tube._creationDataStorage.tessellation = tessellation;
  70160. tube._creationDataStorage.cap = cap;
  70161. tube._creationDataStorage.arc = options.arc;
  70162. tube._creationDataStorage.radius = radius;
  70163. return tube;
  70164. };
  70165. /**
  70166. * Creates a polyhedron mesh
  70167. * * 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
  70168. * * The parameter `size` (positive float, default 1) sets the polygon size
  70169. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  70170. * * 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`
  70171. * * 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
  70172. * * 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)`)
  70173. * * 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
  70174. * * 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
  70175. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70176. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70177. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70178. * @param name defines the name of the mesh
  70179. * @param options defines the options used to create the mesh
  70180. * @param scene defines the hosting scene
  70181. * @returns the polyhedron mesh
  70182. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes
  70183. */
  70184. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  70185. var polyhedron = new BABYLON.Mesh(name, scene);
  70186. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70187. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  70188. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  70189. vertexData.applyToMesh(polyhedron, options.updatable);
  70190. return polyhedron;
  70191. };
  70192. /**
  70193. * Creates a decal mesh.
  70194. * 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
  70195. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  70196. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  70197. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  70198. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  70199. * @param name defines the name of the mesh
  70200. * @param sourceMesh defines the mesh where the decal must be applied
  70201. * @param options defines the options used to create the mesh
  70202. * @param scene defines the hosting scene
  70203. * @returns the decal mesh
  70204. * @see http://doc.babylonjs.com/how_to/decals
  70205. */
  70206. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  70207. var indices = sourceMesh.getIndices();
  70208. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70209. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  70210. var position = options.position || BABYLON.Vector3.Zero();
  70211. var normal = options.normal || BABYLON.Vector3.Up();
  70212. var size = options.size || BABYLON.Vector3.One();
  70213. var angle = options.angle || 0;
  70214. // Getting correct rotation
  70215. if (!normal) {
  70216. var target = new BABYLON.Vector3(0, 0, 1);
  70217. var camera = sourceMesh.getScene().activeCamera;
  70218. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  70219. normal = camera.globalPosition.subtract(cameraWorldTarget);
  70220. }
  70221. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  70222. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  70223. var pitch = Math.atan2(normal.y, len);
  70224. // Matrix
  70225. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  70226. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  70227. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  70228. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  70229. var vertexData = new BABYLON.VertexData();
  70230. vertexData.indices = [];
  70231. vertexData.positions = [];
  70232. vertexData.normals = [];
  70233. vertexData.uvs = [];
  70234. var currentVertexDataIndex = 0;
  70235. var extractDecalVector3 = function (indexId) {
  70236. var result = new BABYLON.PositionNormalVertex();
  70237. if (!indices || !positions || !normals) {
  70238. return result;
  70239. }
  70240. var vertexId = indices[indexId];
  70241. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  70242. // Send vector to decal local world
  70243. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  70244. // Get normal
  70245. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  70246. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  70247. return result;
  70248. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  70249. var clip = function (vertices, axis) {
  70250. if (vertices.length === 0) {
  70251. return vertices;
  70252. }
  70253. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  70254. var clipVertices = function (v0, v1) {
  70255. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  70256. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  70257. };
  70258. var result = new Array();
  70259. for (var index = 0; index < vertices.length; index += 3) {
  70260. var v1Out;
  70261. var v2Out;
  70262. var v3Out;
  70263. var total = 0;
  70264. var nV1 = null;
  70265. var nV2 = null;
  70266. var nV3 = null;
  70267. var nV4 = null;
  70268. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  70269. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  70270. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  70271. v1Out = d1 > 0;
  70272. v2Out = d2 > 0;
  70273. v3Out = d3 > 0;
  70274. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  70275. switch (total) {
  70276. case 0:
  70277. result.push(vertices[index]);
  70278. result.push(vertices[index + 1]);
  70279. result.push(vertices[index + 2]);
  70280. break;
  70281. case 1:
  70282. if (v1Out) {
  70283. nV1 = vertices[index + 1];
  70284. nV2 = vertices[index + 2];
  70285. nV3 = clipVertices(vertices[index], nV1);
  70286. nV4 = clipVertices(vertices[index], nV2);
  70287. }
  70288. if (v2Out) {
  70289. nV1 = vertices[index];
  70290. nV2 = vertices[index + 2];
  70291. nV3 = clipVertices(vertices[index + 1], nV1);
  70292. nV4 = clipVertices(vertices[index + 1], nV2);
  70293. result.push(nV3);
  70294. result.push(nV2.clone());
  70295. result.push(nV1.clone());
  70296. result.push(nV2.clone());
  70297. result.push(nV3.clone());
  70298. result.push(nV4);
  70299. break;
  70300. }
  70301. if (v3Out) {
  70302. nV1 = vertices[index];
  70303. nV2 = vertices[index + 1];
  70304. nV3 = clipVertices(vertices[index + 2], nV1);
  70305. nV4 = clipVertices(vertices[index + 2], nV2);
  70306. }
  70307. if (nV1 && nV2 && nV3 && nV4) {
  70308. result.push(nV1.clone());
  70309. result.push(nV2.clone());
  70310. result.push(nV3);
  70311. result.push(nV4);
  70312. result.push(nV3.clone());
  70313. result.push(nV2.clone());
  70314. }
  70315. break;
  70316. case 2:
  70317. if (!v1Out) {
  70318. nV1 = vertices[index].clone();
  70319. nV2 = clipVertices(nV1, vertices[index + 1]);
  70320. nV3 = clipVertices(nV1, vertices[index + 2]);
  70321. result.push(nV1);
  70322. result.push(nV2);
  70323. result.push(nV3);
  70324. }
  70325. if (!v2Out) {
  70326. nV1 = vertices[index + 1].clone();
  70327. nV2 = clipVertices(nV1, vertices[index + 2]);
  70328. nV3 = clipVertices(nV1, vertices[index]);
  70329. result.push(nV1);
  70330. result.push(nV2);
  70331. result.push(nV3);
  70332. }
  70333. if (!v3Out) {
  70334. nV1 = vertices[index + 2].clone();
  70335. nV2 = clipVertices(nV1, vertices[index]);
  70336. nV3 = clipVertices(nV1, vertices[index + 1]);
  70337. result.push(nV1);
  70338. result.push(nV2);
  70339. result.push(nV3);
  70340. }
  70341. break;
  70342. case 3:
  70343. break;
  70344. }
  70345. }
  70346. return result;
  70347. };
  70348. for (var index = 0; index < indices.length; index += 3) {
  70349. var faceVertices = new Array();
  70350. faceVertices.push(extractDecalVector3(index));
  70351. faceVertices.push(extractDecalVector3(index + 1));
  70352. faceVertices.push(extractDecalVector3(index + 2));
  70353. // Clip
  70354. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  70355. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  70356. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  70357. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  70358. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  70359. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  70360. if (faceVertices.length === 0) {
  70361. continue;
  70362. }
  70363. // Add UVs and get back to world
  70364. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  70365. var vertex = faceVertices[vIndex];
  70366. //TODO check for Int32Array | Uint32Array | Uint16Array
  70367. vertexData.indices.push(currentVertexDataIndex);
  70368. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  70369. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  70370. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  70371. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  70372. currentVertexDataIndex++;
  70373. }
  70374. }
  70375. // Return mesh
  70376. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  70377. vertexData.applyToMesh(decal);
  70378. decal.position = position.clone();
  70379. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  70380. return decal;
  70381. };
  70382. // Privates
  70383. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  70384. // extrusion geometry
  70385. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  70386. var tangents = path3D.getTangents();
  70387. var normals = path3D.getNormals();
  70388. var binormals = path3D.getBinormals();
  70389. var distances = path3D.getDistances();
  70390. var angle = 0;
  70391. var returnScale = function () { return scale !== null ? scale : 1; };
  70392. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  70393. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  70394. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  70395. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70396. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70397. for (var i = 0; i < curve.length; i++) {
  70398. var shapePath = new Array();
  70399. var angleStep = rotate(i, distances[i]);
  70400. var scaleRatio = scl(i, distances[i]);
  70401. for (var p = 0; p < shape.length; p++) {
  70402. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  70403. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  70404. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  70405. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  70406. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  70407. shapePath[p] = rotated;
  70408. }
  70409. shapePaths[index] = shapePath;
  70410. angle += angleStep;
  70411. index++;
  70412. }
  70413. // cap
  70414. var capPath = function (shapePath) {
  70415. var pointCap = Array();
  70416. var barycenter = BABYLON.Vector3.Zero();
  70417. var i;
  70418. for (i = 0; i < shapePath.length; i++) {
  70419. barycenter.addInPlace(shapePath[i]);
  70420. }
  70421. barycenter.scaleInPlace(1.0 / shapePath.length);
  70422. for (i = 0; i < shapePath.length; i++) {
  70423. pointCap.push(barycenter);
  70424. }
  70425. return pointCap;
  70426. };
  70427. switch (cap) {
  70428. case BABYLON.Mesh.NO_CAP:
  70429. break;
  70430. case BABYLON.Mesh.CAP_START:
  70431. shapePaths[0] = capPath(shapePaths[2]);
  70432. shapePaths[1] = shapePaths[2];
  70433. break;
  70434. case BABYLON.Mesh.CAP_END:
  70435. shapePaths[index] = shapePaths[index - 1];
  70436. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70437. break;
  70438. case BABYLON.Mesh.CAP_ALL:
  70439. shapePaths[0] = capPath(shapePaths[2]);
  70440. shapePaths[1] = shapePaths[2];
  70441. shapePaths[index] = shapePaths[index - 1];
  70442. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70443. break;
  70444. default:
  70445. break;
  70446. }
  70447. return shapePaths;
  70448. };
  70449. var path3D;
  70450. var pathArray;
  70451. if (instance) { // instance update
  70452. var storage = instance._creationDataStorage;
  70453. path3D = storage.path3D.update(curve);
  70454. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  70455. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  70456. return instance;
  70457. }
  70458. // extruded shape creation
  70459. path3D = new BABYLON.Path3D(curve);
  70460. var newShapePaths = new Array();
  70461. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70462. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  70463. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  70464. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  70465. extrudedGeneric._creationDataStorage.path3D = path3D;
  70466. extrudedGeneric._creationDataStorage.cap = cap;
  70467. return extrudedGeneric;
  70468. };
  70469. return MeshBuilder;
  70470. }());
  70471. BABYLON.MeshBuilder = MeshBuilder;
  70472. })(BABYLON || (BABYLON = {}));
  70473. //# sourceMappingURL=babylon.meshBuilder.js.map
  70474. var BABYLON;
  70475. (function (BABYLON) {
  70476. /**
  70477. * Draco compression (https://google.github.io/draco/)
  70478. *
  70479. * This class wraps the Draco module.
  70480. *
  70481. * **Encoder**
  70482. *
  70483. * The encoder is not currently implemented.
  70484. *
  70485. * **Decoder**
  70486. *
  70487. * 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.
  70488. *
  70489. * To update the configuration, use the following code:
  70490. * ```javascript
  70491. * BABYLON.DracoCompression.Configuration = {
  70492. * decoder: {
  70493. * wasmUrl: "<url to the WebAssembly library>",
  70494. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  70495. * fallbackUrl: "<url to the fallback JavaScript library>",
  70496. * }
  70497. * };
  70498. * ```
  70499. *
  70500. * 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.
  70501. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  70502. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  70503. *
  70504. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  70505. * ```javascript
  70506. * var dracoCompression = new BABYLON.DracoCompression();
  70507. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  70508. * [BABYLON.VertexBuffer.PositionKind]: 0
  70509. * });
  70510. * ```
  70511. *
  70512. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  70513. */
  70514. var DracoCompression = /** @class */ (function () {
  70515. /**
  70516. * Constructor
  70517. */
  70518. function DracoCompression() {
  70519. }
  70520. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  70521. /**
  70522. * Returns true if the decoder is available.
  70523. */
  70524. get: function () {
  70525. if (typeof DracoDecoderModule !== "undefined") {
  70526. return true;
  70527. }
  70528. var decoder = DracoCompression.Configuration.decoder;
  70529. if (decoder) {
  70530. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70531. return true;
  70532. }
  70533. if (decoder.fallbackUrl) {
  70534. return true;
  70535. }
  70536. }
  70537. return false;
  70538. },
  70539. enumerable: true,
  70540. configurable: true
  70541. });
  70542. /**
  70543. * Stop all async operations and release resources.
  70544. */
  70545. DracoCompression.prototype.dispose = function () {
  70546. };
  70547. /**
  70548. * Decode Draco compressed mesh data to vertex data.
  70549. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  70550. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  70551. * @returns A promise that resolves with the decoded vertex data
  70552. */
  70553. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  70554. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  70555. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  70556. var module = wrappedModule.module;
  70557. var vertexData = new BABYLON.VertexData();
  70558. var buffer = new module.DecoderBuffer();
  70559. buffer.Init(dataView, dataView.byteLength);
  70560. var decoder = new module.Decoder();
  70561. var geometry;
  70562. var status;
  70563. try {
  70564. var type = decoder.GetEncodedGeometryType(buffer);
  70565. switch (type) {
  70566. case module.TRIANGULAR_MESH:
  70567. geometry = new module.Mesh();
  70568. status = decoder.DecodeBufferToMesh(buffer, geometry);
  70569. break;
  70570. case module.POINT_CLOUD:
  70571. geometry = new module.PointCloud();
  70572. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  70573. break;
  70574. default:
  70575. throw new Error("Invalid geometry type " + type);
  70576. }
  70577. if (!status.ok() || !geometry.ptr) {
  70578. throw new Error(status.error_msg());
  70579. }
  70580. var numPoints = geometry.num_points();
  70581. if (type === module.TRIANGULAR_MESH) {
  70582. var numFaces = geometry.num_faces();
  70583. var faceIndices = new module.DracoInt32Array();
  70584. try {
  70585. var indices = new Uint32Array(numFaces * 3);
  70586. for (var i = 0; i < numFaces; i++) {
  70587. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  70588. var offset = i * 3;
  70589. indices[offset + 0] = faceIndices.GetValue(0);
  70590. indices[offset + 1] = faceIndices.GetValue(1);
  70591. indices[offset + 2] = faceIndices.GetValue(2);
  70592. }
  70593. vertexData.indices = indices;
  70594. }
  70595. finally {
  70596. module.destroy(faceIndices);
  70597. }
  70598. }
  70599. for (var kind in attributes) {
  70600. var uniqueId = attributes[kind];
  70601. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  70602. var dracoData = new module.DracoFloat32Array();
  70603. try {
  70604. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  70605. var babylonData = new Float32Array(numPoints * attribute.num_components());
  70606. for (var i = 0; i < babylonData.length; i++) {
  70607. babylonData[i] = dracoData.GetValue(i);
  70608. }
  70609. vertexData.set(babylonData, kind);
  70610. }
  70611. finally {
  70612. module.destroy(dracoData);
  70613. }
  70614. }
  70615. }
  70616. finally {
  70617. if (geometry) {
  70618. module.destroy(geometry);
  70619. }
  70620. module.destroy(decoder);
  70621. module.destroy(buffer);
  70622. }
  70623. return vertexData;
  70624. });
  70625. };
  70626. DracoCompression._GetDecoderModule = function () {
  70627. if (!DracoCompression._DecoderModulePromise) {
  70628. var promise = null;
  70629. var config_1 = {};
  70630. if (typeof DracoDecoderModule !== "undefined") {
  70631. promise = Promise.resolve();
  70632. }
  70633. else {
  70634. var decoder = DracoCompression.Configuration.decoder;
  70635. if (decoder) {
  70636. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70637. promise = Promise.all([
  70638. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  70639. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  70640. config_1.wasmBinary = data;
  70641. })
  70642. ]);
  70643. }
  70644. else if (decoder.fallbackUrl) {
  70645. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  70646. }
  70647. }
  70648. }
  70649. if (!promise) {
  70650. throw new Error("Draco decoder module is not available");
  70651. }
  70652. DracoCompression._DecoderModulePromise = promise.then(function () {
  70653. return new Promise(function (resolve) {
  70654. config_1.onModuleLoaded = function (decoderModule) {
  70655. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  70656. resolve({ module: decoderModule });
  70657. };
  70658. DracoDecoderModule(config_1);
  70659. });
  70660. });
  70661. }
  70662. return DracoCompression._DecoderModulePromise;
  70663. };
  70664. DracoCompression._LoadScriptAsync = function (url) {
  70665. return new Promise(function (resolve, reject) {
  70666. BABYLON.Tools.LoadScript(url, function () {
  70667. resolve();
  70668. }, function (message) {
  70669. reject(new Error(message));
  70670. });
  70671. });
  70672. };
  70673. DracoCompression._LoadFileAsync = function (url) {
  70674. return new Promise(function (resolve, reject) {
  70675. BABYLON.Tools.LoadFile(url, function (data) {
  70676. resolve(data);
  70677. }, undefined, undefined, true, function (request, exception) {
  70678. reject(exception);
  70679. });
  70680. });
  70681. };
  70682. /**
  70683. * The configuration. Defaults to the following urls:
  70684. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  70685. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  70686. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70687. */
  70688. DracoCompression.Configuration = {
  70689. decoder: {
  70690. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  70691. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  70692. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70693. }
  70694. };
  70695. return DracoCompression;
  70696. }());
  70697. BABYLON.DracoCompression = DracoCompression;
  70698. })(BABYLON || (BABYLON = {}));
  70699. //# sourceMappingURL=babylon.dracoCompression.js.map
  70700. var BABYLON;
  70701. (function (BABYLON) {
  70702. // Sets the default audio engine to Babylon.js
  70703. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  70704. /**
  70705. * This represents the default audio engine used in babylon.
  70706. * It is responsible to play, synchronize and analyse sounds throughout the application.
  70707. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  70708. */
  70709. var AudioEngine = /** @class */ (function () {
  70710. /**
  70711. * Instantiates a new audio engine.
  70712. *
  70713. * There should be only one per page as some browsers restrict the number
  70714. * of audio contexts you can create.
  70715. * @param hostElement defines the host element where to display the mute icon if necessary
  70716. */
  70717. function AudioEngine(hostElement) {
  70718. if (hostElement === void 0) { hostElement = null; }
  70719. var _this = this;
  70720. this._audioContext = null;
  70721. this._audioContextInitialized = false;
  70722. this._muteButton = null;
  70723. /**
  70724. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  70725. */
  70726. this.canUseWebAudio = false;
  70727. /**
  70728. * Defines if Babylon should emit a warning if WebAudio is not supported.
  70729. * @ignoreNaming
  70730. */
  70731. this.WarnedWebAudioUnsupported = false;
  70732. /**
  70733. * Gets whether or not mp3 are supported by your browser.
  70734. */
  70735. this.isMP3supported = false;
  70736. /**
  70737. * Gets whether or not ogg are supported by your browser.
  70738. */
  70739. this.isOGGsupported = false;
  70740. /**
  70741. * Gets whether audio has been unlocked on the device.
  70742. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  70743. * a user interaction has happened.
  70744. */
  70745. this.unlocked = true;
  70746. /**
  70747. * Defines if the audio engine relies on a custom unlocked button.
  70748. * In this case, the embedded button will not be displayed.
  70749. */
  70750. this.useCustomUnlockedButton = false;
  70751. /**
  70752. * Event raised when audio has been unlocked on the browser.
  70753. */
  70754. this.onAudioUnlockedObservable = new BABYLON.Observable();
  70755. /**
  70756. * Event raised when audio has been locked on the browser.
  70757. */
  70758. this.onAudioLockedObservable = new BABYLON.Observable();
  70759. this._tryToRun = false;
  70760. this._onResize = function () {
  70761. _this._moveButtonToTopLeft();
  70762. };
  70763. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  70764. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  70765. this.canUseWebAudio = true;
  70766. }
  70767. var audioElem = document.createElement('audio');
  70768. this._hostElement = hostElement;
  70769. try {
  70770. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  70771. this.isMP3supported = true;
  70772. }
  70773. }
  70774. catch (e) {
  70775. // protect error during capability check.
  70776. }
  70777. try {
  70778. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  70779. this.isOGGsupported = true;
  70780. }
  70781. }
  70782. catch (e) {
  70783. // protect error during capability check.
  70784. }
  70785. }
  70786. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  70787. /**
  70788. * Gets the current AudioContext if available.
  70789. */
  70790. get: function () {
  70791. if (!this._audioContextInitialized) {
  70792. this._initializeAudioContext();
  70793. }
  70794. else {
  70795. if (!this.unlocked && !this._muteButton) {
  70796. this._displayMuteButton();
  70797. }
  70798. }
  70799. return this._audioContext;
  70800. },
  70801. enumerable: true,
  70802. configurable: true
  70803. });
  70804. /**
  70805. * Flags the audio engine in Locked state.
  70806. * This happens due to new browser policies preventing audio to autoplay.
  70807. */
  70808. AudioEngine.prototype.lock = function () {
  70809. this._triggerSuspendedState();
  70810. };
  70811. /**
  70812. * Unlocks the audio engine once a user action has been done on the dom.
  70813. * This is helpful to resume play once browser policies have been satisfied.
  70814. */
  70815. AudioEngine.prototype.unlock = function () {
  70816. this._triggerRunningState();
  70817. };
  70818. AudioEngine.prototype._resumeAudioContext = function () {
  70819. var result;
  70820. if (this._audioContext.resume) {
  70821. result = this._audioContext.resume();
  70822. }
  70823. return result || Promise.resolve();
  70824. };
  70825. AudioEngine.prototype._initializeAudioContext = function () {
  70826. try {
  70827. if (this.canUseWebAudio) {
  70828. this._audioContext = new AudioContext();
  70829. // create a global volume gain node
  70830. this.masterGain = this._audioContext.createGain();
  70831. this.masterGain.gain.value = 1;
  70832. this.masterGain.connect(this._audioContext.destination);
  70833. this._audioContextInitialized = true;
  70834. if (this._audioContext.state === "running") {
  70835. // Do not wait for the promise to unlock.
  70836. this._triggerRunningState();
  70837. }
  70838. }
  70839. }
  70840. catch (e) {
  70841. this.canUseWebAudio = false;
  70842. BABYLON.Tools.Error("Web Audio: " + e.message);
  70843. }
  70844. };
  70845. AudioEngine.prototype._triggerRunningState = function () {
  70846. var _this = this;
  70847. if (this._tryToRun) {
  70848. return;
  70849. }
  70850. this._tryToRun = true;
  70851. this._resumeAudioContext()
  70852. .then(function () {
  70853. _this._tryToRun = false;
  70854. if (_this._muteButton) {
  70855. _this._hideMuteButton();
  70856. }
  70857. }).catch(function () {
  70858. _this._tryToRun = false;
  70859. _this.unlocked = false;
  70860. });
  70861. // Notify users that the audio stack is unlocked/unmuted
  70862. this.unlocked = true;
  70863. this.onAudioUnlockedObservable.notifyObservers(this);
  70864. };
  70865. AudioEngine.prototype._triggerSuspendedState = function () {
  70866. this.unlocked = false;
  70867. this.onAudioLockedObservable.notifyObservers(this);
  70868. this._displayMuteButton();
  70869. };
  70870. AudioEngine.prototype._displayMuteButton = function () {
  70871. var _this = this;
  70872. if (this.useCustomUnlockedButton) {
  70873. return;
  70874. }
  70875. this._muteButton = document.createElement("BUTTON");
  70876. this._muteButton.className = "babylonUnmuteIcon";
  70877. this._muteButton.id = "babylonUnmuteIconBtn";
  70878. this._muteButton.title = "Unmute";
  70879. 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) }";
  70880. var style = document.createElement('style');
  70881. style.appendChild(document.createTextNode(css));
  70882. document.getElementsByTagName('head')[0].appendChild(style);
  70883. document.body.appendChild(this._muteButton);
  70884. this._moveButtonToTopLeft();
  70885. this._muteButton.addEventListener('touchend', function () {
  70886. _this._triggerRunningState();
  70887. }, true);
  70888. this._muteButton.addEventListener('click', function () {
  70889. _this._triggerRunningState();
  70890. }, true);
  70891. window.addEventListener("resize", this._onResize);
  70892. };
  70893. AudioEngine.prototype._moveButtonToTopLeft = function () {
  70894. if (this._hostElement && this._muteButton) {
  70895. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  70896. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  70897. }
  70898. };
  70899. AudioEngine.prototype._hideMuteButton = function () {
  70900. if (this._muteButton) {
  70901. document.body.removeChild(this._muteButton);
  70902. this._muteButton = null;
  70903. }
  70904. };
  70905. /**
  70906. * Destroy and release the resources associated with the audio ccontext.
  70907. */
  70908. AudioEngine.prototype.dispose = function () {
  70909. if (this.canUseWebAudio && this._audioContextInitialized) {
  70910. if (this._connectedAnalyser && this._audioContext) {
  70911. this._connectedAnalyser.stopDebugCanvas();
  70912. this._connectedAnalyser.dispose();
  70913. this.masterGain.disconnect();
  70914. this.masterGain.connect(this._audioContext.destination);
  70915. this._connectedAnalyser = null;
  70916. }
  70917. this.masterGain.gain.value = 1;
  70918. }
  70919. this.WarnedWebAudioUnsupported = false;
  70920. this._hideMuteButton();
  70921. window.removeEventListener("resize", this._onResize);
  70922. this.onAudioUnlockedObservable.clear();
  70923. this.onAudioLockedObservable.clear();
  70924. };
  70925. /**
  70926. * Gets the global volume sets on the master gain.
  70927. * @returns the global volume if set or -1 otherwise
  70928. */
  70929. AudioEngine.prototype.getGlobalVolume = function () {
  70930. if (this.canUseWebAudio && this._audioContextInitialized) {
  70931. return this.masterGain.gain.value;
  70932. }
  70933. else {
  70934. return -1;
  70935. }
  70936. };
  70937. /**
  70938. * Sets the global volume of your experience (sets on the master gain).
  70939. * @param newVolume Defines the new global volume of the application
  70940. */
  70941. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  70942. if (this.canUseWebAudio && this._audioContextInitialized) {
  70943. this.masterGain.gain.value = newVolume;
  70944. }
  70945. };
  70946. /**
  70947. * Connect the audio engine to an audio analyser allowing some amazing
  70948. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  70949. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  70950. * @param analyser The analyser to connect to the engine
  70951. */
  70952. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  70953. if (this._connectedAnalyser) {
  70954. this._connectedAnalyser.stopDebugCanvas();
  70955. }
  70956. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  70957. this._connectedAnalyser = analyser;
  70958. this.masterGain.disconnect();
  70959. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  70960. }
  70961. };
  70962. return AudioEngine;
  70963. }());
  70964. BABYLON.AudioEngine = AudioEngine;
  70965. })(BABYLON || (BABYLON = {}));
  70966. //# sourceMappingURL=babylon.audioEngine.js.map
  70967. var BABYLON;
  70968. (function (BABYLON) {
  70969. /**
  70970. * Defines a sound that can be played in the application.
  70971. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  70972. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  70973. */
  70974. var Sound = /** @class */ (function () {
  70975. /**
  70976. * Create a sound and attach it to a scene
  70977. * @param name Name of your sound
  70978. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  70979. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  70980. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  70981. */
  70982. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  70983. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  70984. var _this = this;
  70985. /**
  70986. * Does the sound autoplay once loaded.
  70987. */
  70988. this.autoplay = false;
  70989. /**
  70990. * Does the sound loop after it finishes playing once.
  70991. */
  70992. this.loop = false;
  70993. /**
  70994. * Does the sound use a custom attenuation curve to simulate the falloff
  70995. * happening when the source gets further away from the camera.
  70996. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  70997. */
  70998. this.useCustomAttenuation = false;
  70999. /**
  71000. * Is this sound currently played.
  71001. */
  71002. this.isPlaying = false;
  71003. /**
  71004. * Is this sound currently paused.
  71005. */
  71006. this.isPaused = false;
  71007. /**
  71008. * Does this sound enables spatial sound.
  71009. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71010. */
  71011. this.spatialSound = false;
  71012. /**
  71013. * Define the reference distance the sound should be heard perfectly.
  71014. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71015. */
  71016. this.refDistance = 1;
  71017. /**
  71018. * Define the roll off factor of spatial sounds.
  71019. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71020. */
  71021. this.rolloffFactor = 1;
  71022. /**
  71023. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  71024. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71025. */
  71026. this.maxDistance = 100;
  71027. /**
  71028. * Define the distance attenuation model the sound will follow.
  71029. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71030. */
  71031. this.distanceModel = "linear";
  71032. /**
  71033. * Observable event when the current playing sound finishes.
  71034. */
  71035. this.onEndedObservable = new BABYLON.Observable();
  71036. this._panningModel = "equalpower";
  71037. this._playbackRate = 1;
  71038. this._streaming = false;
  71039. this._startTime = 0;
  71040. this._startOffset = 0;
  71041. this._position = BABYLON.Vector3.Zero();
  71042. /** @hidden */
  71043. this._positionInEmitterSpace = false;
  71044. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  71045. this._volume = 1;
  71046. this._isReadyToPlay = false;
  71047. this._isDirectional = false;
  71048. // Used if you'd like to create a directional sound.
  71049. // If not set, the sound will be omnidirectional
  71050. this._coneInnerAngle = 360;
  71051. this._coneOuterAngle = 360;
  71052. this._coneOuterGain = 0;
  71053. this._isOutputConnected = false;
  71054. this._urlType = "Unknown";
  71055. this.name = name;
  71056. this._scene = scene;
  71057. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  71058. if (!compo) {
  71059. compo = new BABYLON.AudioSceneComponent(scene);
  71060. scene._addComponent(compo);
  71061. }
  71062. this._readyToPlayCallback = readyToPlayCallback;
  71063. // Default custom attenuation function is a linear attenuation
  71064. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  71065. if (currentDistance < maxDistance) {
  71066. return currentVolume * (1 - currentDistance / maxDistance);
  71067. }
  71068. else {
  71069. return 0;
  71070. }
  71071. };
  71072. if (options) {
  71073. this.autoplay = options.autoplay || false;
  71074. this.loop = options.loop || false;
  71075. // if volume === 0, we need another way to check this option
  71076. if (options.volume !== undefined) {
  71077. this._volume = options.volume;
  71078. }
  71079. this.spatialSound = options.spatialSound || false;
  71080. this.maxDistance = options.maxDistance || 100;
  71081. this.useCustomAttenuation = options.useCustomAttenuation || false;
  71082. this.rolloffFactor = options.rolloffFactor || 1;
  71083. this.refDistance = options.refDistance || 1;
  71084. this.distanceModel = options.distanceModel || "linear";
  71085. this._playbackRate = options.playbackRate || 1;
  71086. this._streaming = options.streaming || false;
  71087. }
  71088. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71089. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  71090. this._soundGain.gain.value = this._volume;
  71091. this._inputAudioNode = this._soundGain;
  71092. this._outputAudioNode = this._soundGain;
  71093. if (this.spatialSound) {
  71094. this._createSpatialParameters();
  71095. }
  71096. this._scene.mainSoundTrack.AddSound(this);
  71097. var validParameter = true;
  71098. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  71099. if (urlOrArrayBuffer) {
  71100. try {
  71101. if (typeof (urlOrArrayBuffer) === "string") {
  71102. this._urlType = "String";
  71103. }
  71104. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  71105. this._urlType = "ArrayBuffer";
  71106. }
  71107. else if (urlOrArrayBuffer instanceof MediaStream) {
  71108. this._urlType = "MediaStream";
  71109. }
  71110. else if (Array.isArray(urlOrArrayBuffer)) {
  71111. this._urlType = "Array";
  71112. }
  71113. var urls = [];
  71114. var codecSupportedFound = false;
  71115. switch (this._urlType) {
  71116. case "MediaStream":
  71117. this._streaming = true;
  71118. this._isReadyToPlay = true;
  71119. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  71120. if (this.autoplay) {
  71121. this.play();
  71122. }
  71123. if (this._readyToPlayCallback) {
  71124. this._readyToPlayCallback();
  71125. }
  71126. break;
  71127. case "ArrayBuffer":
  71128. if (urlOrArrayBuffer.byteLength > 0) {
  71129. codecSupportedFound = true;
  71130. this._soundLoaded(urlOrArrayBuffer);
  71131. }
  71132. break;
  71133. case "String":
  71134. urls.push(urlOrArrayBuffer);
  71135. case "Array":
  71136. if (urls.length === 0) {
  71137. urls = urlOrArrayBuffer;
  71138. }
  71139. // If we found a supported format, we load it immediately and stop the loop
  71140. for (var i = 0; i < urls.length; i++) {
  71141. var url = urls[i];
  71142. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  71143. codecSupportedFound = true;
  71144. }
  71145. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  71146. codecSupportedFound = true;
  71147. }
  71148. if (url.indexOf(".wav", url.length - 4) !== -1) {
  71149. codecSupportedFound = true;
  71150. }
  71151. if (url.indexOf("blob:") !== -1) {
  71152. codecSupportedFound = true;
  71153. }
  71154. if (codecSupportedFound) {
  71155. // Loading sound using XHR2
  71156. if (!this._streaming) {
  71157. this._scene._loadFile(url, function (data) {
  71158. _this._soundLoaded(data);
  71159. }, undefined, true, true, function (exception) {
  71160. if (exception) {
  71161. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  71162. }
  71163. BABYLON.Tools.Error("Sound creation aborted.");
  71164. _this._scene.mainSoundTrack.RemoveSound(_this);
  71165. });
  71166. }
  71167. // Streaming sound using HTML5 Audio tag
  71168. else {
  71169. this._htmlAudioElement = new Audio(url);
  71170. this._htmlAudioElement.controls = false;
  71171. this._htmlAudioElement.loop = this.loop;
  71172. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  71173. this._htmlAudioElement.preload = "auto";
  71174. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  71175. _this._isReadyToPlay = true;
  71176. if (_this.autoplay) {
  71177. _this.play();
  71178. }
  71179. if (_this._readyToPlayCallback) {
  71180. _this._readyToPlayCallback();
  71181. }
  71182. });
  71183. document.body.appendChild(this._htmlAudioElement);
  71184. this._htmlAudioElement.load();
  71185. }
  71186. break;
  71187. }
  71188. }
  71189. break;
  71190. default:
  71191. validParameter = false;
  71192. break;
  71193. }
  71194. if (!validParameter) {
  71195. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  71196. }
  71197. else {
  71198. if (!codecSupportedFound) {
  71199. this._isReadyToPlay = true;
  71200. // Simulating a ready to play event to avoid breaking code path
  71201. if (this._readyToPlayCallback) {
  71202. window.setTimeout(function () {
  71203. if (_this._readyToPlayCallback) {
  71204. _this._readyToPlayCallback();
  71205. }
  71206. }, 1000);
  71207. }
  71208. }
  71209. }
  71210. }
  71211. catch (ex) {
  71212. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  71213. this._scene.mainSoundTrack.RemoveSound(this);
  71214. }
  71215. }
  71216. }
  71217. else {
  71218. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  71219. this._scene.mainSoundTrack.AddSound(this);
  71220. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  71221. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  71222. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  71223. }
  71224. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  71225. if (this._readyToPlayCallback) {
  71226. window.setTimeout(function () {
  71227. if (_this._readyToPlayCallback) {
  71228. _this._readyToPlayCallback();
  71229. }
  71230. }, 1000);
  71231. }
  71232. }
  71233. }
  71234. /**
  71235. * Release the sound and its associated resources
  71236. */
  71237. Sound.prototype.dispose = function () {
  71238. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71239. if (this.isPlaying) {
  71240. this.stop();
  71241. }
  71242. this._isReadyToPlay = false;
  71243. if (this.soundTrackId === -1) {
  71244. this._scene.mainSoundTrack.RemoveSound(this);
  71245. }
  71246. else if (this._scene.soundTracks) {
  71247. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  71248. }
  71249. if (this._soundGain) {
  71250. this._soundGain.disconnect();
  71251. this._soundGain = null;
  71252. }
  71253. if (this._soundPanner) {
  71254. this._soundPanner.disconnect();
  71255. this._soundPanner = null;
  71256. }
  71257. if (this._soundSource) {
  71258. this._soundSource.disconnect();
  71259. this._soundSource = null;
  71260. }
  71261. this._audioBuffer = null;
  71262. if (this._htmlAudioElement) {
  71263. this._htmlAudioElement.pause();
  71264. this._htmlAudioElement.src = "";
  71265. document.body.removeChild(this._htmlAudioElement);
  71266. }
  71267. if (this._streamingSource) {
  71268. this._streamingSource.disconnect();
  71269. }
  71270. if (this._connectedTransformNode && this._registerFunc) {
  71271. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71272. this._connectedTransformNode = null;
  71273. }
  71274. }
  71275. };
  71276. /**
  71277. * Gets if the sounds is ready to be played or not.
  71278. * @returns true if ready, otherwise false
  71279. */
  71280. Sound.prototype.isReady = function () {
  71281. return this._isReadyToPlay;
  71282. };
  71283. Sound.prototype._soundLoaded = function (audioData) {
  71284. var _this = this;
  71285. if (!BABYLON.Engine.audioEngine.audioContext) {
  71286. return;
  71287. }
  71288. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  71289. _this._audioBuffer = buffer;
  71290. _this._isReadyToPlay = true;
  71291. if (_this.autoplay) {
  71292. _this.play();
  71293. }
  71294. if (_this._readyToPlayCallback) {
  71295. _this._readyToPlayCallback();
  71296. }
  71297. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  71298. };
  71299. /**
  71300. * Sets the data of the sound from an audiobuffer
  71301. * @param audioBuffer The audioBuffer containing the data
  71302. */
  71303. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  71304. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71305. this._audioBuffer = audioBuffer;
  71306. this._isReadyToPlay = true;
  71307. }
  71308. };
  71309. /**
  71310. * Updates the current sounds options such as maxdistance, loop...
  71311. * @param options A JSON object containing values named as the object properties
  71312. */
  71313. Sound.prototype.updateOptions = function (options) {
  71314. if (options) {
  71315. this.loop = options.loop || this.loop;
  71316. this.maxDistance = options.maxDistance || this.maxDistance;
  71317. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  71318. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  71319. this.refDistance = options.refDistance || this.refDistance;
  71320. this.distanceModel = options.distanceModel || this.distanceModel;
  71321. this._playbackRate = options.playbackRate || this._playbackRate;
  71322. this._updateSpatialParameters();
  71323. if (this.isPlaying) {
  71324. if (this._streaming && this._htmlAudioElement) {
  71325. this._htmlAudioElement.playbackRate = this._playbackRate;
  71326. }
  71327. else {
  71328. if (this._soundSource) {
  71329. this._soundSource.playbackRate.value = this._playbackRate;
  71330. }
  71331. }
  71332. }
  71333. }
  71334. };
  71335. Sound.prototype._createSpatialParameters = function () {
  71336. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71337. if (this._scene.headphone) {
  71338. this._panningModel = "HRTF";
  71339. }
  71340. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  71341. this._updateSpatialParameters();
  71342. this._soundPanner.connect(this._outputAudioNode);
  71343. this._inputAudioNode = this._soundPanner;
  71344. }
  71345. };
  71346. Sound.prototype._updateSpatialParameters = function () {
  71347. if (this.spatialSound && this._soundPanner) {
  71348. if (this.useCustomAttenuation) {
  71349. // Tricks to disable in a way embedded Web Audio attenuation
  71350. this._soundPanner.distanceModel = "linear";
  71351. this._soundPanner.maxDistance = Number.MAX_VALUE;
  71352. this._soundPanner.refDistance = 1;
  71353. this._soundPanner.rolloffFactor = 1;
  71354. this._soundPanner.panningModel = this._panningModel;
  71355. }
  71356. else {
  71357. this._soundPanner.distanceModel = this.distanceModel;
  71358. this._soundPanner.maxDistance = this.maxDistance;
  71359. this._soundPanner.refDistance = this.refDistance;
  71360. this._soundPanner.rolloffFactor = this.rolloffFactor;
  71361. this._soundPanner.panningModel = this._panningModel;
  71362. }
  71363. }
  71364. };
  71365. /**
  71366. * Switch the panning model to HRTF:
  71367. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71368. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71369. */
  71370. Sound.prototype.switchPanningModelToHRTF = function () {
  71371. this._panningModel = "HRTF";
  71372. this._switchPanningModel();
  71373. };
  71374. /**
  71375. * Switch the panning model to Equal Power:
  71376. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71377. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71378. */
  71379. Sound.prototype.switchPanningModelToEqualPower = function () {
  71380. this._panningModel = "equalpower";
  71381. this._switchPanningModel();
  71382. };
  71383. Sound.prototype._switchPanningModel = function () {
  71384. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71385. this._soundPanner.panningModel = this._panningModel;
  71386. }
  71387. };
  71388. /**
  71389. * Connect this sound to a sound track audio node like gain...
  71390. * @param soundTrackAudioNode the sound track audio node to connect to
  71391. */
  71392. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  71393. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71394. if (this._isOutputConnected) {
  71395. this._outputAudioNode.disconnect();
  71396. }
  71397. this._outputAudioNode.connect(soundTrackAudioNode);
  71398. this._isOutputConnected = true;
  71399. }
  71400. };
  71401. /**
  71402. * Transform this sound into a directional source
  71403. * @param coneInnerAngle Size of the inner cone in degree
  71404. * @param coneOuterAngle Size of the outer cone in degree
  71405. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  71406. */
  71407. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  71408. if (coneOuterAngle < coneInnerAngle) {
  71409. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  71410. return;
  71411. }
  71412. this._coneInnerAngle = coneInnerAngle;
  71413. this._coneOuterAngle = coneOuterAngle;
  71414. this._coneOuterGain = coneOuterGain;
  71415. this._isDirectional = true;
  71416. if (this.isPlaying && this.loop) {
  71417. this.stop();
  71418. this.play();
  71419. }
  71420. };
  71421. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  71422. /**
  71423. * Gets or sets the inner angle for the directional cone.
  71424. */
  71425. get: function () {
  71426. return this._coneInnerAngle;
  71427. },
  71428. /**
  71429. * Gets or sets the inner angle for the directional cone.
  71430. */
  71431. set: function (value) {
  71432. if (value != this._coneInnerAngle) {
  71433. if (this._coneOuterAngle < value) {
  71434. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71435. return;
  71436. }
  71437. this._coneInnerAngle = value;
  71438. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71439. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71440. }
  71441. }
  71442. },
  71443. enumerable: true,
  71444. configurable: true
  71445. });
  71446. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  71447. /**
  71448. * Gets or sets the outer angle for the directional cone.
  71449. */
  71450. get: function () {
  71451. return this._coneOuterAngle;
  71452. },
  71453. /**
  71454. * Gets or sets the outer angle for the directional cone.
  71455. */
  71456. set: function (value) {
  71457. if (value != this._coneOuterAngle) {
  71458. if (value < this._coneInnerAngle) {
  71459. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71460. return;
  71461. }
  71462. this._coneOuterAngle = value;
  71463. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71464. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71465. }
  71466. }
  71467. },
  71468. enumerable: true,
  71469. configurable: true
  71470. });
  71471. /**
  71472. * Sets the position of the emitter if spatial sound is enabled
  71473. * @param newPosition Defines the new posisiton
  71474. */
  71475. Sound.prototype.setPosition = function (newPosition) {
  71476. this._position = newPosition;
  71477. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71478. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71479. }
  71480. };
  71481. /**
  71482. * Sets the local direction of the emitter if spatial sound is enabled
  71483. * @param newLocalDirection Defines the new local direction
  71484. */
  71485. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  71486. this._localDirection = newLocalDirection;
  71487. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.isPlaying) {
  71488. this._updateDirection();
  71489. }
  71490. };
  71491. Sound.prototype._updateDirection = function () {
  71492. if (!this._connectedTransformNode || !this._soundPanner) {
  71493. return;
  71494. }
  71495. var mat = this._connectedTransformNode.getWorldMatrix();
  71496. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  71497. direction.normalize();
  71498. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  71499. };
  71500. /** @hidden */
  71501. Sound.prototype.updateDistanceFromListener = function () {
  71502. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  71503. var distance = this._connectedTransformNode.getDistanceToCamera(this._scene.activeCamera);
  71504. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  71505. }
  71506. };
  71507. /**
  71508. * Sets a new custom attenuation function for the sound.
  71509. * @param callback Defines the function used for the attenuation
  71510. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71511. */
  71512. Sound.prototype.setAttenuationFunction = function (callback) {
  71513. this._customAttenuationFunction = callback;
  71514. };
  71515. /**
  71516. * Play the sound
  71517. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  71518. * @param offset (optional) Start the sound setting it at a specific time
  71519. */
  71520. Sound.prototype.play = function (time, offset) {
  71521. var _this = this;
  71522. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  71523. try {
  71524. if (this._startOffset < 0) {
  71525. time = -this._startOffset;
  71526. this._startOffset = 0;
  71527. }
  71528. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71529. if (!this._soundSource || !this._streamingSource) {
  71530. if (this.spatialSound && this._soundPanner) {
  71531. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71532. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71533. }
  71534. if (this._isDirectional) {
  71535. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71536. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71537. this._soundPanner.coneOuterGain = this._coneOuterGain;
  71538. if (this._connectedTransformNode) {
  71539. this._updateDirection();
  71540. }
  71541. else {
  71542. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  71543. }
  71544. }
  71545. }
  71546. }
  71547. if (this._streaming) {
  71548. if (!this._streamingSource) {
  71549. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  71550. this._htmlAudioElement.onended = function () { _this._onended(); };
  71551. this._htmlAudioElement.playbackRate = this._playbackRate;
  71552. }
  71553. this._streamingSource.disconnect();
  71554. this._streamingSource.connect(this._inputAudioNode);
  71555. if (this._htmlAudioElement) {
  71556. // required to manage properly the new suspended default state of Chrome
  71557. // When the option 'streaming: true' is used, we need first to wait for
  71558. // the audio engine to be unlocked by a user gesture before trying to play
  71559. // an HTML Audio elememt
  71560. var tryToPlay = function () {
  71561. if (BABYLON.Engine.audioEngine.unlocked) {
  71562. var playPromise = _this._htmlAudioElement.play();
  71563. // In browsers that don’t yet support this functionality,
  71564. // playPromise won’t be defined.
  71565. if (playPromise !== undefined) {
  71566. playPromise.catch(function (error) {
  71567. // Automatic playback failed.
  71568. // Waiting for the audio engine to be unlocked by user click on unmute
  71569. BABYLON.Engine.audioEngine.lock();
  71570. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71571. });
  71572. }
  71573. }
  71574. else {
  71575. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71576. }
  71577. };
  71578. tryToPlay();
  71579. }
  71580. }
  71581. else {
  71582. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  71583. this._soundSource.buffer = this._audioBuffer;
  71584. this._soundSource.connect(this._inputAudioNode);
  71585. this._soundSource.loop = this.loop;
  71586. this._soundSource.playbackRate.value = this._playbackRate;
  71587. this._soundSource.onended = function () { _this._onended(); };
  71588. if (this._soundSource.buffer) {
  71589. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  71590. }
  71591. }
  71592. this._startTime = startTime;
  71593. this.isPlaying = true;
  71594. this.isPaused = false;
  71595. }
  71596. catch (ex) {
  71597. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  71598. }
  71599. }
  71600. };
  71601. Sound.prototype._onended = function () {
  71602. this.isPlaying = false;
  71603. if (this.onended) {
  71604. this.onended();
  71605. }
  71606. this.onEndedObservable.notifyObservers(this);
  71607. };
  71608. /**
  71609. * Stop the sound
  71610. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  71611. */
  71612. Sound.prototype.stop = function (time) {
  71613. if (this.isPlaying) {
  71614. if (this._streaming) {
  71615. if (this._htmlAudioElement) {
  71616. this._htmlAudioElement.pause();
  71617. // Test needed for Firefox or it will generate an Invalid State Error
  71618. if (this._htmlAudioElement.currentTime > 0) {
  71619. this._htmlAudioElement.currentTime = 0;
  71620. }
  71621. }
  71622. else {
  71623. this._streamingSource.disconnect();
  71624. }
  71625. }
  71626. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  71627. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71628. this._soundSource.stop(stopTime);
  71629. this._soundSource.onended = function () { };
  71630. if (!this.isPaused) {
  71631. this._startOffset = 0;
  71632. }
  71633. }
  71634. this.isPlaying = false;
  71635. }
  71636. };
  71637. /**
  71638. * Put the sound in pause
  71639. */
  71640. Sound.prototype.pause = function () {
  71641. if (this.isPlaying) {
  71642. this.isPaused = true;
  71643. if (this._streaming) {
  71644. if (this._htmlAudioElement) {
  71645. this._htmlAudioElement.pause();
  71646. }
  71647. else {
  71648. this._streamingSource.disconnect();
  71649. }
  71650. }
  71651. else if (BABYLON.Engine.audioEngine.audioContext) {
  71652. this.stop(0);
  71653. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  71654. }
  71655. }
  71656. };
  71657. /**
  71658. * Sets a dedicated volume for this sounds
  71659. * @param newVolume Define the new volume of the sound
  71660. * @param time Define in how long the sound should be at this value
  71661. */
  71662. Sound.prototype.setVolume = function (newVolume, time) {
  71663. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  71664. if (time && BABYLON.Engine.audioEngine.audioContext) {
  71665. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  71666. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  71667. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  71668. }
  71669. else {
  71670. this._soundGain.gain.value = newVolume;
  71671. }
  71672. }
  71673. this._volume = newVolume;
  71674. };
  71675. /**
  71676. * Set the sound play back rate
  71677. * @param newPlaybackRate Define the playback rate the sound should be played at
  71678. */
  71679. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  71680. this._playbackRate = newPlaybackRate;
  71681. if (this.isPlaying) {
  71682. if (this._streaming && this._htmlAudioElement) {
  71683. this._htmlAudioElement.playbackRate = this._playbackRate;
  71684. }
  71685. else if (this._soundSource) {
  71686. this._soundSource.playbackRate.value = this._playbackRate;
  71687. }
  71688. }
  71689. };
  71690. /**
  71691. * Gets the volume of the sound.
  71692. * @returns the volume of the sound
  71693. */
  71694. Sound.prototype.getVolume = function () {
  71695. return this._volume;
  71696. };
  71697. /**
  71698. * Attach the sound to a dedicated mesh
  71699. * @param transformNode The transform node to connect the sound with
  71700. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71701. */
  71702. Sound.prototype.attachToMesh = function (transformNode) {
  71703. var _this = this;
  71704. if (this._connectedTransformNode && this._registerFunc) {
  71705. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71706. this._registerFunc = null;
  71707. }
  71708. this._connectedTransformNode = transformNode;
  71709. if (!this.spatialSound) {
  71710. this.spatialSound = true;
  71711. this._createSpatialParameters();
  71712. if (this.isPlaying && this.loop) {
  71713. this.stop();
  71714. this.play();
  71715. }
  71716. }
  71717. this._onRegisterAfterWorldMatrixUpdate(this._connectedTransformNode);
  71718. this._registerFunc = function (transformNode) { return _this._onRegisterAfterWorldMatrixUpdate(transformNode); };
  71719. this._connectedTransformNode.registerAfterWorldMatrixUpdate(this._registerFunc);
  71720. };
  71721. /**
  71722. * Detach the sound from the previously attached mesh
  71723. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71724. */
  71725. Sound.prototype.detachFromMesh = function () {
  71726. if (this._connectedTransformNode && this._registerFunc) {
  71727. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71728. this._registerFunc = null;
  71729. this._connectedTransformNode = null;
  71730. }
  71731. };
  71732. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  71733. if (!node.getBoundingInfo) {
  71734. return;
  71735. }
  71736. var mesh = node;
  71737. if (this._positionInEmitterSpace) {
  71738. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  71739. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  71740. }
  71741. else {
  71742. var boundingInfo = mesh.getBoundingInfo();
  71743. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  71744. }
  71745. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  71746. this._updateDirection();
  71747. }
  71748. };
  71749. /**
  71750. * Clone the current sound in the scene.
  71751. * @returns the new sound clone
  71752. */
  71753. Sound.prototype.clone = function () {
  71754. var _this = this;
  71755. if (!this._streaming) {
  71756. var setBufferAndRun = function () {
  71757. if (_this._isReadyToPlay) {
  71758. clonedSound._audioBuffer = _this.getAudioBuffer();
  71759. clonedSound._isReadyToPlay = true;
  71760. if (clonedSound.autoplay) {
  71761. clonedSound.play();
  71762. }
  71763. }
  71764. else {
  71765. window.setTimeout(setBufferAndRun, 300);
  71766. }
  71767. };
  71768. var currentOptions = {
  71769. autoplay: this.autoplay, loop: this.loop,
  71770. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  71771. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  71772. refDistance: this.refDistance, distanceModel: this.distanceModel
  71773. };
  71774. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  71775. if (this.useCustomAttenuation) {
  71776. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  71777. }
  71778. clonedSound.setPosition(this._position);
  71779. clonedSound.setPlaybackRate(this._playbackRate);
  71780. setBufferAndRun();
  71781. return clonedSound;
  71782. }
  71783. // Can't clone a streaming sound
  71784. else {
  71785. return null;
  71786. }
  71787. };
  71788. /**
  71789. * Gets the current underlying audio buffer containing the data
  71790. * @returns the audio buffer
  71791. */
  71792. Sound.prototype.getAudioBuffer = function () {
  71793. return this._audioBuffer;
  71794. };
  71795. /**
  71796. * Serializes the Sound in a JSON representation
  71797. * @returns the JSON representation of the sound
  71798. */
  71799. Sound.prototype.serialize = function () {
  71800. var serializationObject = {
  71801. name: this.name,
  71802. url: this.name,
  71803. autoplay: this.autoplay,
  71804. loop: this.loop,
  71805. volume: this._volume,
  71806. spatialSound: this.spatialSound,
  71807. maxDistance: this.maxDistance,
  71808. rolloffFactor: this.rolloffFactor,
  71809. refDistance: this.refDistance,
  71810. distanceModel: this.distanceModel,
  71811. playbackRate: this._playbackRate,
  71812. panningModel: this._panningModel,
  71813. soundTrackId: this.soundTrackId
  71814. };
  71815. if (this.spatialSound) {
  71816. if (this._connectedTransformNode) {
  71817. serializationObject.connectedMeshId = this._connectedTransformNode.id;
  71818. }
  71819. serializationObject.position = this._position.asArray();
  71820. serializationObject.refDistance = this.refDistance;
  71821. serializationObject.distanceModel = this.distanceModel;
  71822. serializationObject.isDirectional = this._isDirectional;
  71823. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  71824. serializationObject.coneInnerAngle = this._coneInnerAngle;
  71825. serializationObject.coneOuterAngle = this._coneOuterAngle;
  71826. serializationObject.coneOuterGain = this._coneOuterGain;
  71827. }
  71828. return serializationObject;
  71829. };
  71830. /**
  71831. * Parse a JSON representation of a sound to innstantiate in a given scene
  71832. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  71833. * @param scene Define the scene the new parsed sound should be created in
  71834. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  71835. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  71836. * @returns the newly parsed sound
  71837. */
  71838. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  71839. var soundName = parsedSound.name;
  71840. var soundUrl;
  71841. if (parsedSound.url) {
  71842. soundUrl = rootUrl + parsedSound.url;
  71843. }
  71844. else {
  71845. soundUrl = rootUrl + soundName;
  71846. }
  71847. var options = {
  71848. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  71849. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  71850. rolloffFactor: parsedSound.rolloffFactor,
  71851. refDistance: parsedSound.refDistance,
  71852. distanceModel: parsedSound.distanceModel,
  71853. playbackRate: parsedSound.playbackRate
  71854. };
  71855. var newSound;
  71856. if (!sourceSound) {
  71857. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  71858. scene._addPendingData(newSound);
  71859. }
  71860. else {
  71861. var setBufferAndRun = function () {
  71862. if (sourceSound._isReadyToPlay) {
  71863. newSound._audioBuffer = sourceSound.getAudioBuffer();
  71864. newSound._isReadyToPlay = true;
  71865. if (newSound.autoplay) {
  71866. newSound.play();
  71867. }
  71868. }
  71869. else {
  71870. window.setTimeout(setBufferAndRun, 300);
  71871. }
  71872. };
  71873. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  71874. setBufferAndRun();
  71875. }
  71876. if (parsedSound.position) {
  71877. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  71878. newSound.setPosition(soundPosition);
  71879. }
  71880. if (parsedSound.isDirectional) {
  71881. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  71882. if (parsedSound.localDirectionToMesh) {
  71883. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  71884. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  71885. }
  71886. }
  71887. if (parsedSound.connectedMeshId) {
  71888. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  71889. if (connectedMesh) {
  71890. newSound.attachToMesh(connectedMesh);
  71891. }
  71892. }
  71893. return newSound;
  71894. };
  71895. return Sound;
  71896. }());
  71897. BABYLON.Sound = Sound;
  71898. })(BABYLON || (BABYLON = {}));
  71899. //# sourceMappingURL=babylon.sound.js.map
  71900. var BABYLON;
  71901. (function (BABYLON) {
  71902. /**
  71903. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  71904. * It will be also used in a future release to apply effects on a specific track.
  71905. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  71906. */
  71907. var SoundTrack = /** @class */ (function () {
  71908. /**
  71909. * Creates a new sound track.
  71910. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  71911. * @param scene Define the scene the sound track belongs to
  71912. * @param options
  71913. */
  71914. function SoundTrack(scene, options) {
  71915. if (options === void 0) { options = {}; }
  71916. /**
  71917. * The unique identifier of the sound track in the scene.
  71918. */
  71919. this.id = -1;
  71920. this._isMainTrack = false;
  71921. this._isInitialized = false;
  71922. this._scene = scene;
  71923. this.soundCollection = new Array();
  71924. this._options = options;
  71925. if (!this._isMainTrack && this._scene.soundTracks) {
  71926. this._scene.soundTracks.push(this);
  71927. this.id = this._scene.soundTracks.length - 1;
  71928. }
  71929. }
  71930. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  71931. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71932. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  71933. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  71934. if (this._options) {
  71935. if (this._options.volume) {
  71936. this._outputAudioNode.gain.value = this._options.volume;
  71937. }
  71938. if (this._options.mainTrack) {
  71939. this._isMainTrack = this._options.mainTrack;
  71940. }
  71941. }
  71942. this._isInitialized = true;
  71943. }
  71944. };
  71945. /**
  71946. * Release the sound track and its associated resources
  71947. */
  71948. SoundTrack.prototype.dispose = function () {
  71949. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  71950. if (this._connectedAnalyser) {
  71951. this._connectedAnalyser.stopDebugCanvas();
  71952. }
  71953. while (this.soundCollection.length) {
  71954. this.soundCollection[0].dispose();
  71955. }
  71956. if (this._outputAudioNode) {
  71957. this._outputAudioNode.disconnect();
  71958. }
  71959. this._outputAudioNode = null;
  71960. }
  71961. };
  71962. /**
  71963. * Adds a sound to this sound track
  71964. * @param sound define the cound to add
  71965. * @ignoreNaming
  71966. */
  71967. SoundTrack.prototype.AddSound = function (sound) {
  71968. if (!this._isInitialized) {
  71969. this._initializeSoundTrackAudioGraph();
  71970. }
  71971. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  71972. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  71973. }
  71974. if (sound.soundTrackId) {
  71975. if (sound.soundTrackId === -1) {
  71976. this._scene.mainSoundTrack.RemoveSound(sound);
  71977. }
  71978. else if (this._scene.soundTracks) {
  71979. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  71980. }
  71981. }
  71982. this.soundCollection.push(sound);
  71983. sound.soundTrackId = this.id;
  71984. };
  71985. /**
  71986. * Removes a sound to this sound track
  71987. * @param sound define the cound to remove
  71988. * @ignoreNaming
  71989. */
  71990. SoundTrack.prototype.RemoveSound = function (sound) {
  71991. var index = this.soundCollection.indexOf(sound);
  71992. if (index !== -1) {
  71993. this.soundCollection.splice(index, 1);
  71994. }
  71995. };
  71996. /**
  71997. * Set a global volume for the full sound track.
  71998. * @param newVolume Define the new volume of the sound track
  71999. */
  72000. SoundTrack.prototype.setVolume = function (newVolume) {
  72001. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72002. this._outputAudioNode.gain.value = newVolume;
  72003. }
  72004. };
  72005. /**
  72006. * Switch the panning model to HRTF:
  72007. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  72008. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72009. */
  72010. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  72011. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72012. for (var i = 0; i < this.soundCollection.length; i++) {
  72013. this.soundCollection[i].switchPanningModelToHRTF();
  72014. }
  72015. }
  72016. };
  72017. /**
  72018. * Switch the panning model to Equal Power:
  72019. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  72020. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72021. */
  72022. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  72023. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72024. for (var i = 0; i < this.soundCollection.length; i++) {
  72025. this.soundCollection[i].switchPanningModelToEqualPower();
  72026. }
  72027. }
  72028. };
  72029. /**
  72030. * Connect the sound track to an audio analyser allowing some amazing
  72031. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  72032. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  72033. * @param analyser The analyser to connect to the engine
  72034. */
  72035. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  72036. if (this._connectedAnalyser) {
  72037. this._connectedAnalyser.stopDebugCanvas();
  72038. }
  72039. this._connectedAnalyser = analyser;
  72040. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72041. this._outputAudioNode.disconnect();
  72042. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  72043. }
  72044. };
  72045. return SoundTrack;
  72046. }());
  72047. BABYLON.SoundTrack = SoundTrack;
  72048. })(BABYLON || (BABYLON = {}));
  72049. //# sourceMappingURL=babylon.soundtrack.js.map
  72050. var BABYLON;
  72051. (function (BABYLON) {
  72052. /**
  72053. * Class used to work with sound analyzer using fast fourier transform (FFT)
  72054. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  72055. */
  72056. var Analyser = /** @class */ (function () {
  72057. /**
  72058. * Creates a new analyser
  72059. * @param scene defines hosting scene
  72060. */
  72061. function Analyser(scene) {
  72062. /**
  72063. * Gets or sets the smoothing
  72064. * @ignorenaming
  72065. */
  72066. this.SMOOTHING = 0.75;
  72067. /**
  72068. * Gets or sets the FFT table size
  72069. * @ignorenaming
  72070. */
  72071. this.FFT_SIZE = 512;
  72072. /**
  72073. * Gets or sets the bar graph amplitude
  72074. * @ignorenaming
  72075. */
  72076. this.BARGRAPHAMPLITUDE = 256;
  72077. /**
  72078. * Gets or sets the position of the debug canvas
  72079. * @ignorenaming
  72080. */
  72081. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  72082. /**
  72083. * Gets or sets the debug canvas size
  72084. * @ignorenaming
  72085. */
  72086. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  72087. this._scene = scene;
  72088. this._audioEngine = BABYLON.Engine.audioEngine;
  72089. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  72090. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  72091. this._webAudioAnalyser.minDecibels = -140;
  72092. this._webAudioAnalyser.maxDecibels = 0;
  72093. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72094. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72095. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  72096. }
  72097. }
  72098. /**
  72099. * Get the number of data values you will have to play with for the visualization
  72100. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  72101. * @returns a number
  72102. */
  72103. Analyser.prototype.getFrequencyBinCount = function () {
  72104. if (this._audioEngine.canUseWebAudio) {
  72105. return this._webAudioAnalyser.frequencyBinCount;
  72106. }
  72107. else {
  72108. return 0;
  72109. }
  72110. };
  72111. /**
  72112. * Gets the current frequency data as a byte array
  72113. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72114. * @returns a Uint8Array
  72115. */
  72116. Analyser.prototype.getByteFrequencyData = function () {
  72117. if (this._audioEngine.canUseWebAudio) {
  72118. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72119. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72120. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  72121. }
  72122. return this._byteFreqs;
  72123. };
  72124. /**
  72125. * Gets the current waveform as a byte array
  72126. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  72127. * @returns a Uint8Array
  72128. */
  72129. Analyser.prototype.getByteTimeDomainData = function () {
  72130. if (this._audioEngine.canUseWebAudio) {
  72131. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72132. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72133. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  72134. }
  72135. return this._byteTime;
  72136. };
  72137. /**
  72138. * Gets the current frequency data as a float array
  72139. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72140. * @returns a Float32Array
  72141. */
  72142. Analyser.prototype.getFloatFrequencyData = function () {
  72143. if (this._audioEngine.canUseWebAudio) {
  72144. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72145. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72146. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  72147. }
  72148. return this._floatFreqs;
  72149. };
  72150. /**
  72151. * Renders the debug canvas
  72152. */
  72153. Analyser.prototype.drawDebugCanvas = function () {
  72154. var _this = this;
  72155. if (this._audioEngine.canUseWebAudio) {
  72156. if (!this._debugCanvas) {
  72157. this._debugCanvas = document.createElement("canvas");
  72158. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  72159. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  72160. this._debugCanvas.style.position = "absolute";
  72161. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  72162. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  72163. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  72164. document.body.appendChild(this._debugCanvas);
  72165. this._registerFunc = function () {
  72166. _this.drawDebugCanvas();
  72167. };
  72168. this._scene.registerBeforeRender(this._registerFunc);
  72169. }
  72170. if (this._registerFunc && this._debugCanvasContext) {
  72171. var workingArray = this.getByteFrequencyData();
  72172. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  72173. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  72174. // Draw the frequency domain chart.
  72175. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  72176. var value = workingArray[i];
  72177. var percent = value / this.BARGRAPHAMPLITUDE;
  72178. var height = this.DEBUGCANVASSIZE.height * percent;
  72179. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  72180. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  72181. var hue = i / this.getFrequencyBinCount() * 360;
  72182. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  72183. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  72184. }
  72185. }
  72186. }
  72187. };
  72188. /**
  72189. * Stops rendering the debug canvas and removes it
  72190. */
  72191. Analyser.prototype.stopDebugCanvas = function () {
  72192. if (this._debugCanvas) {
  72193. if (this._registerFunc) {
  72194. this._scene.unregisterBeforeRender(this._registerFunc);
  72195. this._registerFunc = null;
  72196. }
  72197. document.body.removeChild(this._debugCanvas);
  72198. this._debugCanvas = null;
  72199. this._debugCanvasContext = null;
  72200. }
  72201. };
  72202. /**
  72203. * Connects two audio nodes
  72204. * @param inputAudioNode defines first node to connect
  72205. * @param outputAudioNode defines second node to connect
  72206. */
  72207. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  72208. if (this._audioEngine.canUseWebAudio) {
  72209. inputAudioNode.connect(this._webAudioAnalyser);
  72210. this._webAudioAnalyser.connect(outputAudioNode);
  72211. }
  72212. };
  72213. /**
  72214. * Releases all associated resources
  72215. */
  72216. Analyser.prototype.dispose = function () {
  72217. if (this._audioEngine.canUseWebAudio) {
  72218. this._webAudioAnalyser.disconnect();
  72219. }
  72220. };
  72221. return Analyser;
  72222. }());
  72223. BABYLON.Analyser = Analyser;
  72224. })(BABYLON || (BABYLON = {}));
  72225. //# sourceMappingURL=babylon.analyser.js.map
  72226. var BABYLON;
  72227. (function (BABYLON) {
  72228. /**
  72229. * Wraps one or more Sound objects and selects one with random weight for playback.
  72230. */
  72231. var WeightedSound = /** @class */ (function () {
  72232. /**
  72233. * Creates a new WeightedSound from the list of sounds given.
  72234. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  72235. * @param sounds Array of Sounds that will be selected from.
  72236. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  72237. */
  72238. function WeightedSound(loop, sounds, weights) {
  72239. var _this = this;
  72240. /** When true a Sound will be selected and played when the current playing Sound completes. */
  72241. this.loop = false;
  72242. this._coneInnerAngle = 360;
  72243. this._coneOuterAngle = 360;
  72244. this._volume = 1;
  72245. /** A Sound is currently playing. */
  72246. this.isPlaying = false;
  72247. /** A Sound is currently paused. */
  72248. this.isPaused = false;
  72249. this._sounds = [];
  72250. this._weights = [];
  72251. if (sounds.length !== weights.length) {
  72252. throw new Error('Sounds length does not equal weights length');
  72253. }
  72254. this.loop = loop;
  72255. this._weights = weights;
  72256. // Normalize the weights
  72257. var weightSum = 0;
  72258. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  72259. var weight = weights_1[_i];
  72260. weightSum += weight;
  72261. }
  72262. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  72263. for (var i = 0; i < this._weights.length; i++) {
  72264. this._weights[i] *= invWeightSum;
  72265. }
  72266. this._sounds = sounds;
  72267. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  72268. var sound = _b[_a];
  72269. sound.onEndedObservable.add(function () { _this._onended(); });
  72270. }
  72271. }
  72272. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  72273. /**
  72274. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  72275. */
  72276. get: function () {
  72277. return this._coneInnerAngle;
  72278. },
  72279. /**
  72280. * The size of cone in degress for a directional sound in which there will be no attenuation.
  72281. */
  72282. set: function (value) {
  72283. if (value !== this._coneInnerAngle) {
  72284. if (this._coneOuterAngle < value) {
  72285. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72286. return;
  72287. }
  72288. this._coneInnerAngle = value;
  72289. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72290. var sound = _a[_i];
  72291. sound.directionalConeInnerAngle = value;
  72292. }
  72293. }
  72294. },
  72295. enumerable: true,
  72296. configurable: true
  72297. });
  72298. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  72299. /**
  72300. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72301. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72302. */
  72303. get: function () {
  72304. return this._coneOuterAngle;
  72305. },
  72306. /**
  72307. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72308. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72309. */
  72310. set: function (value) {
  72311. if (value !== this._coneOuterAngle) {
  72312. if (value < this._coneInnerAngle) {
  72313. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72314. return;
  72315. }
  72316. this._coneOuterAngle = value;
  72317. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72318. var sound = _a[_i];
  72319. sound.directionalConeOuterAngle = value;
  72320. }
  72321. }
  72322. },
  72323. enumerable: true,
  72324. configurable: true
  72325. });
  72326. Object.defineProperty(WeightedSound.prototype, "volume", {
  72327. /**
  72328. * Playback volume.
  72329. */
  72330. get: function () {
  72331. return this._volume;
  72332. },
  72333. /**
  72334. * Playback volume.
  72335. */
  72336. set: function (value) {
  72337. if (value !== this._volume) {
  72338. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72339. var sound = _a[_i];
  72340. sound.setVolume(value);
  72341. }
  72342. }
  72343. },
  72344. enumerable: true,
  72345. configurable: true
  72346. });
  72347. WeightedSound.prototype._onended = function () {
  72348. if (this._currentIndex !== undefined) {
  72349. this._sounds[this._currentIndex].autoplay = false;
  72350. }
  72351. if (this.loop && this.isPlaying) {
  72352. this.play();
  72353. }
  72354. else {
  72355. this.isPlaying = false;
  72356. }
  72357. };
  72358. /**
  72359. * Suspend playback
  72360. */
  72361. WeightedSound.prototype.pause = function () {
  72362. this.isPaused = true;
  72363. if (this._currentIndex !== undefined) {
  72364. this._sounds[this._currentIndex].pause();
  72365. }
  72366. };
  72367. /**
  72368. * Stop playback
  72369. */
  72370. WeightedSound.prototype.stop = function () {
  72371. this.isPlaying = false;
  72372. if (this._currentIndex !== undefined) {
  72373. this._sounds[this._currentIndex].stop();
  72374. }
  72375. };
  72376. /**
  72377. * Start playback.
  72378. * @param startOffset Position the clip head at a specific time in seconds.
  72379. */
  72380. WeightedSound.prototype.play = function (startOffset) {
  72381. if (!this.isPaused) {
  72382. this.stop();
  72383. var randomValue = Math.random();
  72384. var total = 0;
  72385. for (var i = 0; i < this._weights.length; i++) {
  72386. total += this._weights[i];
  72387. if (randomValue <= total) {
  72388. this._currentIndex = i;
  72389. break;
  72390. }
  72391. }
  72392. }
  72393. var sound = this._sounds[this._currentIndex];
  72394. if (sound.isReady()) {
  72395. sound.play(0, this.isPaused ? undefined : startOffset);
  72396. }
  72397. else {
  72398. sound.autoplay = true;
  72399. }
  72400. this.isPlaying = true;
  72401. this.isPaused = false;
  72402. };
  72403. return WeightedSound;
  72404. }());
  72405. BABYLON.WeightedSound = WeightedSound;
  72406. })(BABYLON || (BABYLON = {}));
  72407. //# sourceMappingURL=babylon.weightedsound.js.map
  72408. var BABYLON;
  72409. (function (BABYLON) {
  72410. // Adds the parser to the scene parsers.
  72411. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  72412. // TODO: add sound
  72413. var loadedSounds = [];
  72414. var loadedSound;
  72415. container.sounds = container.sounds || [];
  72416. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  72417. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  72418. var parsedSound = parsedData.sounds[index];
  72419. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72420. if (!parsedSound.url) {
  72421. parsedSound.url = parsedSound.name;
  72422. }
  72423. if (!loadedSounds[parsedSound.url]) {
  72424. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  72425. loadedSounds[parsedSound.url] = loadedSound;
  72426. container.sounds.push(loadedSound);
  72427. }
  72428. else {
  72429. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  72430. }
  72431. }
  72432. else {
  72433. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  72434. }
  72435. }
  72436. }
  72437. loadedSounds = [];
  72438. });
  72439. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  72440. get: function () {
  72441. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72442. if (!compo) {
  72443. compo = new AudioSceneComponent(this);
  72444. this._addComponent(compo);
  72445. }
  72446. if (!this._mainSoundTrack) {
  72447. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  72448. }
  72449. return this._mainSoundTrack;
  72450. },
  72451. enumerable: true,
  72452. configurable: true
  72453. });
  72454. BABYLON.Scene.prototype.getSoundByName = function (name) {
  72455. var index;
  72456. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  72457. if (this.mainSoundTrack.soundCollection[index].name === name) {
  72458. return this.mainSoundTrack.soundCollection[index];
  72459. }
  72460. }
  72461. if (this.soundTracks) {
  72462. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  72463. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  72464. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  72465. return this.soundTracks[sdIndex].soundCollection[index];
  72466. }
  72467. }
  72468. }
  72469. }
  72470. return null;
  72471. };
  72472. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  72473. get: function () {
  72474. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72475. if (!compo) {
  72476. compo = new AudioSceneComponent(this);
  72477. this._addComponent(compo);
  72478. }
  72479. return compo.audioEnabled;
  72480. },
  72481. set: function (value) {
  72482. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72483. if (!compo) {
  72484. compo = new AudioSceneComponent(this);
  72485. this._addComponent(compo);
  72486. }
  72487. if (value) {
  72488. compo.enableAudio();
  72489. }
  72490. else {
  72491. compo.disableAudio();
  72492. }
  72493. },
  72494. enumerable: true,
  72495. configurable: true
  72496. });
  72497. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  72498. get: function () {
  72499. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72500. if (!compo) {
  72501. compo = new AudioSceneComponent(this);
  72502. this._addComponent(compo);
  72503. }
  72504. return compo.headphone;
  72505. },
  72506. set: function (value) {
  72507. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72508. if (!compo) {
  72509. compo = new AudioSceneComponent(this);
  72510. this._addComponent(compo);
  72511. }
  72512. if (value) {
  72513. compo.switchAudioModeForHeadphones();
  72514. }
  72515. else {
  72516. compo.switchAudioModeForNormalSpeakers();
  72517. }
  72518. },
  72519. enumerable: true,
  72520. configurable: true
  72521. });
  72522. /**
  72523. * Defines the sound scene component responsible to manage any sounds
  72524. * in a given scene.
  72525. */
  72526. var AudioSceneComponent = /** @class */ (function () {
  72527. /**
  72528. * Creates a new instance of the component for the given scene
  72529. * @param scene Defines the scene to register the component in
  72530. */
  72531. function AudioSceneComponent(scene) {
  72532. /**
  72533. * The component name helpfull to identify the component in the list of scene components.
  72534. */
  72535. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  72536. this._audioEnabled = true;
  72537. this._headphone = false;
  72538. this.scene = scene;
  72539. scene.soundTracks = new Array();
  72540. scene.sounds = new Array();
  72541. }
  72542. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  72543. /**
  72544. * Gets whether audio is enabled or not.
  72545. * Please use related enable/disable method to switch state.
  72546. */
  72547. get: function () {
  72548. return this._audioEnabled;
  72549. },
  72550. enumerable: true,
  72551. configurable: true
  72552. });
  72553. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  72554. /**
  72555. * Gets whether audio is outputing to headphone or not.
  72556. * Please use the according Switch methods to change output.
  72557. */
  72558. get: function () {
  72559. return this._headphone;
  72560. },
  72561. enumerable: true,
  72562. configurable: true
  72563. });
  72564. /**
  72565. * Registers the component in a given scene
  72566. */
  72567. AudioSceneComponent.prototype.register = function () {
  72568. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  72569. };
  72570. /**
  72571. * Rebuilds the elements related to this component in case of
  72572. * context lost for instance.
  72573. */
  72574. AudioSceneComponent.prototype.rebuild = function () {
  72575. // Nothing to do here. (Not rendering related)
  72576. };
  72577. /**
  72578. * Serializes the component data to the specified json object
  72579. * @param serializationObject The object to serialize to
  72580. */
  72581. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  72582. serializationObject.sounds = [];
  72583. if (this.scene.soundTracks) {
  72584. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  72585. var soundtrack = this.scene.soundTracks[index];
  72586. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  72587. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  72588. }
  72589. }
  72590. }
  72591. };
  72592. /**
  72593. * Adds all the element from the container to the scene
  72594. * @param container the container holding the elements
  72595. */
  72596. AudioSceneComponent.prototype.addFromContainer = function (container) {
  72597. var _this = this;
  72598. if (!container.sounds) {
  72599. return;
  72600. }
  72601. container.sounds.forEach(function (sound) {
  72602. sound.play();
  72603. sound.autoplay = true;
  72604. _this.scene.mainSoundTrack.AddSound(sound);
  72605. });
  72606. };
  72607. /**
  72608. * Removes all the elements in the container from the scene
  72609. * @param container contains the elements to remove
  72610. */
  72611. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  72612. var _this = this;
  72613. if (!container.sounds) {
  72614. return;
  72615. }
  72616. container.sounds.forEach(function (sound) {
  72617. sound.stop();
  72618. sound.autoplay = false;
  72619. _this.scene.mainSoundTrack.RemoveSound(sound);
  72620. });
  72621. };
  72622. /**
  72623. * Disposes the component and the associated ressources.
  72624. */
  72625. AudioSceneComponent.prototype.dispose = function () {
  72626. var scene = this.scene;
  72627. if (scene._mainSoundTrack) {
  72628. scene.mainSoundTrack.dispose();
  72629. }
  72630. if (scene.soundTracks) {
  72631. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  72632. scene.soundTracks[scIndex].dispose();
  72633. }
  72634. }
  72635. };
  72636. /**
  72637. * Disables audio in the associated scene.
  72638. */
  72639. AudioSceneComponent.prototype.disableAudio = function () {
  72640. var scene = this.scene;
  72641. this._audioEnabled = false;
  72642. var i;
  72643. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72644. scene.mainSoundTrack.soundCollection[i].pause();
  72645. }
  72646. if (scene.soundTracks) {
  72647. for (i = 0; i < scene.soundTracks.length; i++) {
  72648. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72649. scene.soundTracks[i].soundCollection[j].pause();
  72650. }
  72651. }
  72652. }
  72653. };
  72654. /**
  72655. * Enables audio in the associated scene.
  72656. */
  72657. AudioSceneComponent.prototype.enableAudio = function () {
  72658. var scene = this.scene;
  72659. this._audioEnabled = true;
  72660. var i;
  72661. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72662. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  72663. scene.mainSoundTrack.soundCollection[i].play();
  72664. }
  72665. }
  72666. if (scene.soundTracks) {
  72667. for (i = 0; i < scene.soundTracks.length; i++) {
  72668. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72669. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  72670. scene.soundTracks[i].soundCollection[j].play();
  72671. }
  72672. }
  72673. }
  72674. }
  72675. };
  72676. /**
  72677. * Switch audio to headphone output.
  72678. */
  72679. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  72680. var scene = this.scene;
  72681. this._headphone = true;
  72682. scene.mainSoundTrack.switchPanningModelToHRTF();
  72683. if (scene.soundTracks) {
  72684. for (var i = 0; i < scene.soundTracks.length; i++) {
  72685. scene.soundTracks[i].switchPanningModelToHRTF();
  72686. }
  72687. }
  72688. };
  72689. /**
  72690. * Switch audio to normal speakers.
  72691. */
  72692. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  72693. var scene = this.scene;
  72694. this._headphone = false;
  72695. scene.mainSoundTrack.switchPanningModelToEqualPower();
  72696. if (scene.soundTracks) {
  72697. for (var i = 0; i < scene.soundTracks.length; i++) {
  72698. scene.soundTracks[i].switchPanningModelToEqualPower();
  72699. }
  72700. }
  72701. };
  72702. AudioSceneComponent.prototype._afterRender = function () {
  72703. var scene = this.scene;
  72704. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  72705. return;
  72706. }
  72707. var listeningCamera;
  72708. var audioEngine = BABYLON.Engine.audioEngine;
  72709. if (scene.activeCameras.length > 0) {
  72710. listeningCamera = scene.activeCameras[0];
  72711. }
  72712. else {
  72713. listeningCamera = scene.activeCamera;
  72714. }
  72715. if (listeningCamera && audioEngine.audioContext) {
  72716. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  72717. // for VR cameras
  72718. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  72719. listeningCamera = listeningCamera.rigCameras[0];
  72720. }
  72721. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  72722. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  72723. cameraDirection.normalize();
  72724. // To avoid some errors on GearVR
  72725. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  72726. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  72727. }
  72728. var i;
  72729. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72730. var sound = scene.mainSoundTrack.soundCollection[i];
  72731. if (sound.useCustomAttenuation) {
  72732. sound.updateDistanceFromListener();
  72733. }
  72734. }
  72735. if (scene.soundTracks) {
  72736. for (i = 0; i < scene.soundTracks.length; i++) {
  72737. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72738. sound = scene.soundTracks[i].soundCollection[j];
  72739. if (sound.useCustomAttenuation) {
  72740. sound.updateDistanceFromListener();
  72741. }
  72742. }
  72743. }
  72744. }
  72745. }
  72746. };
  72747. return AudioSceneComponent;
  72748. }());
  72749. BABYLON.AudioSceneComponent = AudioSceneComponent;
  72750. })(BABYLON || (BABYLON = {}));
  72751. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  72752. var BABYLON;
  72753. (function (BABYLON) {
  72754. /**
  72755. * This defines an action helpful to play a defined sound on a triggered action.
  72756. */
  72757. var PlaySoundAction = /** @class */ (function (_super) {
  72758. __extends(PlaySoundAction, _super);
  72759. /**
  72760. * Instantiate the action
  72761. * @param triggerOptions defines the trigger options
  72762. * @param sound defines the sound to play
  72763. * @param condition defines the trigger related conditions
  72764. */
  72765. function PlaySoundAction(triggerOptions, sound, condition) {
  72766. var _this = _super.call(this, triggerOptions, condition) || this;
  72767. _this._sound = sound;
  72768. return _this;
  72769. }
  72770. /** @hidden */
  72771. PlaySoundAction.prototype._prepare = function () {
  72772. };
  72773. /**
  72774. * Execute the action and play the sound.
  72775. */
  72776. PlaySoundAction.prototype.execute = function () {
  72777. if (this._sound !== undefined) {
  72778. this._sound.play();
  72779. }
  72780. };
  72781. /**
  72782. * Serializes the actions and its related information.
  72783. * @param parent defines the object to serialize in
  72784. * @returns the serialized object
  72785. */
  72786. PlaySoundAction.prototype.serialize = function (parent) {
  72787. return _super.prototype._serialize.call(this, {
  72788. name: "PlaySoundAction",
  72789. properties: [{ name: "sound", value: this._sound.name }]
  72790. }, parent);
  72791. };
  72792. return PlaySoundAction;
  72793. }(BABYLON.Action));
  72794. BABYLON.PlaySoundAction = PlaySoundAction;
  72795. /**
  72796. * This defines an action helpful to stop a defined sound on a triggered action.
  72797. */
  72798. var StopSoundAction = /** @class */ (function (_super) {
  72799. __extends(StopSoundAction, _super);
  72800. /**
  72801. * Instantiate the action
  72802. * @param triggerOptions defines the trigger options
  72803. * @param sound defines the sound to stop
  72804. * @param condition defines the trigger related conditions
  72805. */
  72806. function StopSoundAction(triggerOptions, sound, condition) {
  72807. var _this = _super.call(this, triggerOptions, condition) || this;
  72808. _this._sound = sound;
  72809. return _this;
  72810. }
  72811. /** @hidden */
  72812. StopSoundAction.prototype._prepare = function () {
  72813. };
  72814. /**
  72815. * Execute the action and stop the sound.
  72816. */
  72817. StopSoundAction.prototype.execute = function () {
  72818. if (this._sound !== undefined) {
  72819. this._sound.stop();
  72820. }
  72821. };
  72822. /**
  72823. * Serializes the actions and its related information.
  72824. * @param parent defines the object to serialize in
  72825. * @returns the serialized object
  72826. */
  72827. StopSoundAction.prototype.serialize = function (parent) {
  72828. return _super.prototype._serialize.call(this, {
  72829. name: "StopSoundAction",
  72830. properties: [{ name: "sound", value: this._sound.name }]
  72831. }, parent);
  72832. };
  72833. return StopSoundAction;
  72834. }(BABYLON.Action));
  72835. BABYLON.StopSoundAction = StopSoundAction;
  72836. })(BABYLON || (BABYLON = {}));
  72837. //# sourceMappingURL=babylon.directAudioActions.js.map
  72838. var BABYLON;
  72839. (function (BABYLON) {
  72840. /**
  72841. * Class for creating a cube texture
  72842. */
  72843. var CubeTexture = /** @class */ (function (_super) {
  72844. __extends(CubeTexture, _super);
  72845. /**
  72846. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  72847. * as prefiltered data.
  72848. * @param rootUrl defines the url of the texture or the root name of the six images
  72849. * @param scene defines the scene the texture is attached to
  72850. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  72851. * @param noMipmap defines if mipmaps should be created or not
  72852. * @param files defines the six files to load for the different faces
  72853. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  72854. * @param onError defines a callback triggered in case of error during load
  72855. * @param format defines the internal format to use for the texture once loaded
  72856. * @param prefiltered defines whether or not the texture is created from prefiltered data
  72857. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  72858. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72859. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72860. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72861. * @return the cube texture
  72862. */
  72863. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  72864. if (extensions === void 0) { extensions = null; }
  72865. if (noMipmap === void 0) { noMipmap = false; }
  72866. if (files === void 0) { files = null; }
  72867. if (onLoad === void 0) { onLoad = null; }
  72868. if (onError === void 0) { onError = null; }
  72869. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  72870. if (prefiltered === void 0) { prefiltered = false; }
  72871. if (forcedExtension === void 0) { forcedExtension = null; }
  72872. if (createPolynomials === void 0) { createPolynomials = false; }
  72873. if (lodScale === void 0) { lodScale = 0.8; }
  72874. if (lodOffset === void 0) { lodOffset = 0; }
  72875. var _this = _super.call(this, scene) || this;
  72876. /**
  72877. * Gets or sets the center of the bounding box associated with the cube texture.
  72878. * It must define where the camera used to render the texture was set
  72879. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72880. */
  72881. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  72882. _this._rotationY = 0;
  72883. /** @hidden */
  72884. _this._prefiltered = false;
  72885. _this.name = rootUrl;
  72886. _this.url = rootUrl;
  72887. _this._noMipmap = noMipmap;
  72888. _this.hasAlpha = false;
  72889. _this._format = format;
  72890. _this.isCube = true;
  72891. _this._textureMatrix = BABYLON.Matrix.Identity();
  72892. _this._createPolynomials = createPolynomials;
  72893. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  72894. if (!rootUrl && !files) {
  72895. return _this;
  72896. }
  72897. var lastDot = rootUrl.lastIndexOf(".");
  72898. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  72899. var isDDS = (extension === ".dds");
  72900. var isEnv = (extension === ".env");
  72901. if (isEnv) {
  72902. _this.gammaSpace = false;
  72903. _this._prefiltered = false;
  72904. }
  72905. else {
  72906. _this._prefiltered = prefiltered;
  72907. if (prefiltered) {
  72908. _this.gammaSpace = false;
  72909. }
  72910. }
  72911. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  72912. if (!files) {
  72913. if (!isEnv && !isDDS && !extensions) {
  72914. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  72915. }
  72916. files = [];
  72917. if (extensions) {
  72918. for (var index = 0; index < extensions.length; index++) {
  72919. files.push(rootUrl + extensions[index]);
  72920. }
  72921. }
  72922. }
  72923. _this._files = files;
  72924. if (!_this._texture) {
  72925. if (!scene.useDelayedTextureLoading) {
  72926. if (prefiltered) {
  72927. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  72928. }
  72929. else {
  72930. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  72931. }
  72932. }
  72933. else {
  72934. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  72935. }
  72936. }
  72937. else if (onLoad) {
  72938. if (_this._texture.isReady) {
  72939. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  72940. }
  72941. else {
  72942. _this._texture.onLoadedObservable.add(onLoad);
  72943. }
  72944. }
  72945. return _this;
  72946. }
  72947. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  72948. /**
  72949. * Returns the bounding box size
  72950. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72951. */
  72952. get: function () {
  72953. return this._boundingBoxSize;
  72954. },
  72955. /**
  72956. * Gets or sets the size of the bounding box associated with the cube texture
  72957. * When defined, the cubemap will switch to local mode
  72958. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  72959. * @example https://www.babylonjs-playground.com/#RNASML
  72960. */
  72961. set: function (value) {
  72962. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  72963. return;
  72964. }
  72965. this._boundingBoxSize = value;
  72966. var scene = this.getScene();
  72967. if (scene) {
  72968. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  72969. }
  72970. },
  72971. enumerable: true,
  72972. configurable: true
  72973. });
  72974. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  72975. /**
  72976. * Gets texture matrix rotation angle around Y axis radians.
  72977. */
  72978. get: function () {
  72979. return this._rotationY;
  72980. },
  72981. /**
  72982. * Sets texture matrix rotation angle around Y axis in radians.
  72983. */
  72984. set: function (value) {
  72985. this._rotationY = value;
  72986. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  72987. },
  72988. enumerable: true,
  72989. configurable: true
  72990. });
  72991. /**
  72992. * Creates a cube texture from an array of image urls
  72993. * @param files defines an array of image urls
  72994. * @param scene defines the hosting scene
  72995. * @param noMipmap specifies if mip maps are not used
  72996. * @returns a cube texture
  72997. */
  72998. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  72999. var rootUrlKey = "";
  73000. files.forEach(function (url) { return rootUrlKey += url; });
  73001. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  73002. };
  73003. /**
  73004. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73005. * @param url defines the url of the prefiltered texture
  73006. * @param scene defines the scene the texture is attached to
  73007. * @param forcedExtension defines the extension of the file if different from the url
  73008. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73009. * @return the prefiltered texture
  73010. */
  73011. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  73012. if (forcedExtension === void 0) { forcedExtension = null; }
  73013. if (createPolynomials === void 0) { createPolynomials = true; }
  73014. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  73015. };
  73016. /**
  73017. * Delays loading of the cube texture
  73018. */
  73019. CubeTexture.prototype.delayLoad = function () {
  73020. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  73021. return;
  73022. }
  73023. var scene = this.getScene();
  73024. if (!scene) {
  73025. return;
  73026. }
  73027. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  73028. this._texture = this._getFromCache(this.url, this._noMipmap);
  73029. if (!this._texture) {
  73030. if (this._prefiltered) {
  73031. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, undefined, undefined, this._format, undefined, this._createPolynomials);
  73032. }
  73033. else {
  73034. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, undefined, undefined, this._format);
  73035. }
  73036. }
  73037. };
  73038. /**
  73039. * Returns the reflection texture matrix
  73040. * @returns the reflection texture matrix
  73041. */
  73042. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  73043. return this._textureMatrix;
  73044. };
  73045. /**
  73046. * Sets the reflection texture matrix
  73047. * @param value Reflection texture matrix
  73048. */
  73049. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  73050. this._textureMatrix = value;
  73051. };
  73052. /**
  73053. * Parses text to create a cube texture
  73054. * @param parsedTexture define the serialized text to read from
  73055. * @param scene defines the hosting scene
  73056. * @param rootUrl defines the root url of the cube texture
  73057. * @returns a cube texture
  73058. */
  73059. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  73060. var texture = BABYLON.SerializationHelper.Parse(function () {
  73061. var prefiltered = false;
  73062. if (parsedTexture.prefiltered) {
  73063. prefiltered = parsedTexture.prefiltered;
  73064. }
  73065. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  73066. }, parsedTexture, scene);
  73067. // Local Cubemaps
  73068. if (parsedTexture.boundingBoxPosition) {
  73069. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  73070. }
  73071. if (parsedTexture.boundingBoxSize) {
  73072. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  73073. }
  73074. // Animations
  73075. if (parsedTexture.animations) {
  73076. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  73077. var parsedAnimation = parsedTexture.animations[animationIndex];
  73078. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  73079. }
  73080. }
  73081. return texture;
  73082. };
  73083. /**
  73084. * Makes a clone, or deep copy, of the cube texture
  73085. * @returns a new cube texture
  73086. */
  73087. CubeTexture.prototype.clone = function () {
  73088. var _this = this;
  73089. return BABYLON.SerializationHelper.Clone(function () {
  73090. var scene = _this.getScene();
  73091. if (!scene) {
  73092. return _this;
  73093. }
  73094. return new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  73095. }, this);
  73096. };
  73097. __decorate([
  73098. BABYLON.serialize("rotationY")
  73099. ], CubeTexture.prototype, "rotationY", null);
  73100. return CubeTexture;
  73101. }(BABYLON.BaseTexture));
  73102. BABYLON.CubeTexture = CubeTexture;
  73103. })(BABYLON || (BABYLON = {}));
  73104. //# sourceMappingURL=babylon.cubeTexture.js.map
  73105. var BABYLON;
  73106. (function (BABYLON) {
  73107. /**
  73108. * Raw cube texture where the raw buffers are passed in
  73109. */
  73110. var RawCubeTexture = /** @class */ (function (_super) {
  73111. __extends(RawCubeTexture, _super);
  73112. /**
  73113. * Creates a cube texture where the raw buffers are passed in.
  73114. * @param scene defines the scene the texture is attached to
  73115. * @param data defines the array of data to use to create each face
  73116. * @param size defines the size of the textures
  73117. * @param format defines the format of the data
  73118. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  73119. * @param generateMipMaps defines if the engine should generate the mip levels
  73120. * @param invertY defines if data must be stored with Y axis inverted
  73121. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  73122. * @param compression defines the compression used (null by default)
  73123. */
  73124. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  73125. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73126. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73127. if (generateMipMaps === void 0) { generateMipMaps = false; }
  73128. if (invertY === void 0) { invertY = false; }
  73129. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73130. if (compression === void 0) { compression = null; }
  73131. var _this = _super.call(this, "", scene) || this;
  73132. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  73133. return _this;
  73134. }
  73135. /**
  73136. * Updates the raw cube texture.
  73137. * @param data defines the data to store
  73138. * @param format defines the data format
  73139. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  73140. * @param invertY defines if data must be stored with Y axis inverted
  73141. * @param compression defines the compression used (null by default)
  73142. * @param level defines which level of the texture to update
  73143. */
  73144. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  73145. if (compression === void 0) { compression = null; }
  73146. if (level === void 0) { level = 0; }
  73147. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  73148. };
  73149. /**
  73150. * Updates a raw cube texture with RGBD encoded data.
  73151. * @param data defines the array of data [mipmap][face] to use to create each face
  73152. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  73153. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73154. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73155. * @returns a promsie that resolves when the operation is complete
  73156. */
  73157. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  73158. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  73159. if (lodScale === void 0) { lodScale = 0.8; }
  73160. if (lodOffset === void 0) { lodOffset = 0; }
  73161. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  73162. };
  73163. /**
  73164. * Clones the raw cube texture.
  73165. * @return a new cube texture
  73166. */
  73167. RawCubeTexture.prototype.clone = function () {
  73168. var _this = this;
  73169. return BABYLON.SerializationHelper.Clone(function () {
  73170. var scene = _this.getScene();
  73171. var internalTexture = _this._texture;
  73172. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  73173. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  73174. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  73175. }
  73176. return texture;
  73177. }, this);
  73178. };
  73179. /** @hidden */
  73180. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  73181. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  73182. internalTexture._bufferViewArrayArray = data;
  73183. internalTexture._lodGenerationScale = lodScale;
  73184. internalTexture._lodGenerationOffset = lodOffset;
  73185. internalTexture._sphericalPolynomial = sphericalPolynomial;
  73186. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  73187. internalTexture.isReady = true;
  73188. });
  73189. };
  73190. return RawCubeTexture;
  73191. }(BABYLON.CubeTexture));
  73192. BABYLON.RawCubeTexture = RawCubeTexture;
  73193. })(BABYLON || (BABYLON = {}));
  73194. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  73195. var BABYLON;
  73196. (function (BABYLON) {
  73197. /**
  73198. * This Helps creating a texture that will be created from a camera in your scene.
  73199. * It is basically a dynamic texture that could be used to create special effects for instance.
  73200. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  73201. */
  73202. var RenderTargetTexture = /** @class */ (function (_super) {
  73203. __extends(RenderTargetTexture, _super);
  73204. /**
  73205. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  73206. * or used a shadow, depth texture...
  73207. * @param name The friendly name of the texture
  73208. * @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)
  73209. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  73210. * @param generateMipMaps True if mip maps need to be generated after render.
  73211. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  73212. * @param type The type of the buffer in the RTT (int, half float, float...)
  73213. * @param isCube True if a cube texture needs to be created
  73214. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  73215. * @param generateDepthBuffer True to generate a depth buffer
  73216. * @param generateStencilBuffer True to generate a stencil buffer
  73217. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  73218. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  73219. * @param delayAllocation if the texture allocation should be delayed (default: false)
  73220. */
  73221. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format, delayAllocation) {
  73222. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  73223. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73224. if (isCube === void 0) { isCube = false; }
  73225. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73226. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73227. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  73228. if (isMulti === void 0) { isMulti = false; }
  73229. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73230. if (delayAllocation === void 0) { delayAllocation = false; }
  73231. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  73232. _this.isCube = isCube;
  73233. /**
  73234. * Define if particles should be rendered in your texture.
  73235. */
  73236. _this.renderParticles = true;
  73237. /**
  73238. * Define if sprites should be rendered in your texture.
  73239. */
  73240. _this.renderSprites = false;
  73241. /**
  73242. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  73243. */
  73244. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  73245. /**
  73246. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  73247. */
  73248. _this.ignoreCameraViewport = false;
  73249. /**
  73250. * An event triggered when the texture is unbind.
  73251. */
  73252. _this.onBeforeBindObservable = new BABYLON.Observable();
  73253. /**
  73254. * An event triggered when the texture is unbind.
  73255. */
  73256. _this.onAfterUnbindObservable = new BABYLON.Observable();
  73257. /**
  73258. * An event triggered before rendering the texture
  73259. */
  73260. _this.onBeforeRenderObservable = new BABYLON.Observable();
  73261. /**
  73262. * An event triggered after rendering the texture
  73263. */
  73264. _this.onAfterRenderObservable = new BABYLON.Observable();
  73265. /**
  73266. * An event triggered after the texture clear
  73267. */
  73268. _this.onClearObservable = new BABYLON.Observable();
  73269. _this._currentRefreshId = -1;
  73270. _this._refreshRate = 1;
  73271. _this._samples = 1;
  73272. /**
  73273. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  73274. * It must define where the camera used to render the texture is set
  73275. */
  73276. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73277. scene = _this.getScene();
  73278. if (!scene) {
  73279. return _this;
  73280. }
  73281. _this.renderList = new Array();
  73282. _this._engine = scene.getEngine();
  73283. _this.name = name;
  73284. _this.isRenderTarget = true;
  73285. _this._initialSizeParameter = size;
  73286. _this._processSizeParameter(size);
  73287. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  73288. });
  73289. _this._generateMipMaps = generateMipMaps ? true : false;
  73290. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  73291. // Rendering groups
  73292. _this._renderingManager = new BABYLON.RenderingManager(scene);
  73293. _this._renderingManager._useSceneAutoClearSetup = true;
  73294. if (isMulti) {
  73295. return _this;
  73296. }
  73297. _this._renderTargetOptions = {
  73298. generateMipMaps: generateMipMaps,
  73299. type: type,
  73300. format: format,
  73301. samplingMode: samplingMode,
  73302. generateDepthBuffer: generateDepthBuffer,
  73303. generateStencilBuffer: generateStencilBuffer
  73304. };
  73305. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  73306. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73307. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73308. }
  73309. if (!delayAllocation) {
  73310. if (isCube) {
  73311. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  73312. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  73313. _this._textureMatrix = BABYLON.Matrix.Identity();
  73314. }
  73315. else {
  73316. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  73317. }
  73318. }
  73319. return _this;
  73320. }
  73321. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  73322. /**
  73323. * Use this list to define the list of mesh you want to render.
  73324. */
  73325. get: function () {
  73326. return this._renderList;
  73327. },
  73328. set: function (value) {
  73329. this._renderList = value;
  73330. if (this._renderList) {
  73331. this._hookArray(this._renderList);
  73332. }
  73333. },
  73334. enumerable: true,
  73335. configurable: true
  73336. });
  73337. RenderTargetTexture.prototype._hookArray = function (array) {
  73338. var _this = this;
  73339. var oldPush = array.push;
  73340. array.push = function () {
  73341. var items = [];
  73342. for (var _i = 0; _i < arguments.length; _i++) {
  73343. items[_i] = arguments[_i];
  73344. }
  73345. var wasEmpty = array.length === 0;
  73346. var result = oldPush.apply(array, items);
  73347. if (wasEmpty) {
  73348. _this.getScene().meshes.forEach(function (mesh) {
  73349. mesh._markSubMeshesAsLightDirty();
  73350. });
  73351. }
  73352. return result;
  73353. };
  73354. var oldSplice = array.splice;
  73355. array.splice = function (index, deleteCount) {
  73356. var deleted = oldSplice.apply(array, [index, deleteCount]);
  73357. if (array.length === 0) {
  73358. _this.getScene().meshes.forEach(function (mesh) {
  73359. mesh._markSubMeshesAsLightDirty();
  73360. });
  73361. }
  73362. return deleted;
  73363. };
  73364. };
  73365. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  73366. /**
  73367. * Set a after unbind callback in the texture.
  73368. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  73369. */
  73370. set: function (callback) {
  73371. if (this._onAfterUnbindObserver) {
  73372. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  73373. }
  73374. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  73375. },
  73376. enumerable: true,
  73377. configurable: true
  73378. });
  73379. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  73380. /**
  73381. * Set a before render callback in the texture.
  73382. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  73383. */
  73384. set: function (callback) {
  73385. if (this._onBeforeRenderObserver) {
  73386. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  73387. }
  73388. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  73389. },
  73390. enumerable: true,
  73391. configurable: true
  73392. });
  73393. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  73394. /**
  73395. * Set a after render callback in the texture.
  73396. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  73397. */
  73398. set: function (callback) {
  73399. if (this._onAfterRenderObserver) {
  73400. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  73401. }
  73402. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  73403. },
  73404. enumerable: true,
  73405. configurable: true
  73406. });
  73407. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  73408. /**
  73409. * Set a clear callback in the texture.
  73410. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  73411. */
  73412. set: function (callback) {
  73413. if (this._onClearObserver) {
  73414. this.onClearObservable.remove(this._onClearObserver);
  73415. }
  73416. this._onClearObserver = this.onClearObservable.add(callback);
  73417. },
  73418. enumerable: true,
  73419. configurable: true
  73420. });
  73421. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  73422. /**
  73423. * Gets render target creation options that were used.
  73424. */
  73425. get: function () {
  73426. return this._renderTargetOptions;
  73427. },
  73428. enumerable: true,
  73429. configurable: true
  73430. });
  73431. RenderTargetTexture.prototype._onRatioRescale = function () {
  73432. if (this._sizeRatio) {
  73433. this.resize(this._initialSizeParameter);
  73434. }
  73435. };
  73436. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  73437. get: function () {
  73438. return this._boundingBoxSize;
  73439. },
  73440. /**
  73441. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  73442. * When defined, the cubemap will switch to local mode
  73443. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73444. * @example https://www.babylonjs-playground.com/#RNASML
  73445. */
  73446. set: function (value) {
  73447. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73448. return;
  73449. }
  73450. this._boundingBoxSize = value;
  73451. var scene = this.getScene();
  73452. if (scene) {
  73453. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73454. }
  73455. },
  73456. enumerable: true,
  73457. configurable: true
  73458. });
  73459. /**
  73460. * Creates a depth stencil texture.
  73461. * This is only available in WebGL 2 or with the depth texture extension available.
  73462. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  73463. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  73464. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  73465. */
  73466. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  73467. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  73468. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  73469. if (generateStencil === void 0) { generateStencil = false; }
  73470. if (!this.getScene()) {
  73471. return;
  73472. }
  73473. var engine = this.getScene().getEngine();
  73474. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  73475. bilinearFiltering: bilinearFiltering,
  73476. comparisonFunction: comparisonFunction,
  73477. generateStencil: generateStencil,
  73478. isCube: this.isCube
  73479. });
  73480. engine.setFrameBufferDepthStencilTexture(this);
  73481. };
  73482. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  73483. if (size.ratio) {
  73484. this._sizeRatio = size.ratio;
  73485. this._size = {
  73486. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  73487. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  73488. };
  73489. }
  73490. else {
  73491. this._size = size;
  73492. }
  73493. };
  73494. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  73495. /**
  73496. * Define the number of samples to use in case of MSAA.
  73497. * It defaults to one meaning no MSAA has been enabled.
  73498. */
  73499. get: function () {
  73500. return this._samples;
  73501. },
  73502. set: function (value) {
  73503. if (this._samples === value) {
  73504. return;
  73505. }
  73506. var scene = this.getScene();
  73507. if (!scene) {
  73508. return;
  73509. }
  73510. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  73511. },
  73512. enumerable: true,
  73513. configurable: true
  73514. });
  73515. /**
  73516. * Resets the refresh counter of the texture and start bak from scratch.
  73517. * Could be usefull to regenerate the texture if it is setup to render only once.
  73518. */
  73519. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  73520. this._currentRefreshId = -1;
  73521. };
  73522. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  73523. /**
  73524. * Define the refresh rate of the texture or the rendering frequency.
  73525. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  73526. */
  73527. get: function () {
  73528. return this._refreshRate;
  73529. },
  73530. set: function (value) {
  73531. this._refreshRate = value;
  73532. this.resetRefreshCounter();
  73533. },
  73534. enumerable: true,
  73535. configurable: true
  73536. });
  73537. /**
  73538. * Adds a post process to the render target rendering passes.
  73539. * @param postProcess define the post process to add
  73540. */
  73541. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  73542. if (!this._postProcessManager) {
  73543. var scene = this.getScene();
  73544. if (!scene) {
  73545. return;
  73546. }
  73547. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  73548. this._postProcesses = new Array();
  73549. }
  73550. this._postProcesses.push(postProcess);
  73551. this._postProcesses[0].autoClear = false;
  73552. };
  73553. /**
  73554. * Clear all the post processes attached to the render target
  73555. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  73556. */
  73557. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  73558. if (dispose === void 0) { dispose = false; }
  73559. if (!this._postProcesses) {
  73560. return;
  73561. }
  73562. if (dispose) {
  73563. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  73564. var postProcess = _a[_i];
  73565. postProcess.dispose();
  73566. }
  73567. }
  73568. this._postProcesses = [];
  73569. };
  73570. /**
  73571. * Remove one of the post process from the list of attached post processes to the texture
  73572. * @param postProcess define the post process to remove from the list
  73573. */
  73574. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  73575. if (!this._postProcesses) {
  73576. return;
  73577. }
  73578. var index = this._postProcesses.indexOf(postProcess);
  73579. if (index === -1) {
  73580. return;
  73581. }
  73582. this._postProcesses.splice(index, 1);
  73583. if (this._postProcesses.length > 0) {
  73584. this._postProcesses[0].autoClear = false;
  73585. }
  73586. };
  73587. /** @hidden */
  73588. RenderTargetTexture.prototype._shouldRender = function () {
  73589. if (this._currentRefreshId === -1) { // At least render once
  73590. this._currentRefreshId = 1;
  73591. return true;
  73592. }
  73593. if (this.refreshRate === this._currentRefreshId) {
  73594. this._currentRefreshId = 1;
  73595. return true;
  73596. }
  73597. this._currentRefreshId++;
  73598. return false;
  73599. };
  73600. /**
  73601. * Gets the actual render size of the texture.
  73602. * @returns the width of the render size
  73603. */
  73604. RenderTargetTexture.prototype.getRenderSize = function () {
  73605. return this.getRenderWidth();
  73606. };
  73607. /**
  73608. * Gets the actual render width of the texture.
  73609. * @returns the width of the render size
  73610. */
  73611. RenderTargetTexture.prototype.getRenderWidth = function () {
  73612. if (this._size.width) {
  73613. return this._size.width;
  73614. }
  73615. return this._size;
  73616. };
  73617. /**
  73618. * Gets the actual render height of the texture.
  73619. * @returns the height of the render size
  73620. */
  73621. RenderTargetTexture.prototype.getRenderHeight = function () {
  73622. if (this._size.width) {
  73623. return this._size.height;
  73624. }
  73625. return this._size;
  73626. };
  73627. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  73628. /**
  73629. * Get if the texture can be rescaled or not.
  73630. */
  73631. get: function () {
  73632. return true;
  73633. },
  73634. enumerable: true,
  73635. configurable: true
  73636. });
  73637. /**
  73638. * Resize the texture using a ratio.
  73639. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  73640. */
  73641. RenderTargetTexture.prototype.scale = function (ratio) {
  73642. var newSize = this.getRenderSize() * ratio;
  73643. this.resize(newSize);
  73644. };
  73645. /**
  73646. * Get the texture reflection matrix used to rotate/transform the reflection.
  73647. * @returns the reflection matrix
  73648. */
  73649. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  73650. if (this.isCube) {
  73651. return this._textureMatrix;
  73652. }
  73653. return _super.prototype.getReflectionTextureMatrix.call(this);
  73654. };
  73655. /**
  73656. * Resize the texture to a new desired size.
  73657. * Be carrefull as it will recreate all the data in the new texture.
  73658. * @param size Define the new size. It can be:
  73659. * - a number for squared texture,
  73660. * - an object containing { width: number, height: number }
  73661. * - or an object containing a ratio { ratio: number }
  73662. */
  73663. RenderTargetTexture.prototype.resize = function (size) {
  73664. this.releaseInternalTexture();
  73665. var scene = this.getScene();
  73666. if (!scene) {
  73667. return;
  73668. }
  73669. this._processSizeParameter(size);
  73670. if (this.isCube) {
  73671. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  73672. }
  73673. else {
  73674. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  73675. }
  73676. };
  73677. /**
  73678. * Renders all the objects from the render list into the texture.
  73679. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  73680. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  73681. */
  73682. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  73683. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  73684. if (dumpForDebug === void 0) { dumpForDebug = false; }
  73685. var scene = this.getScene();
  73686. if (!scene) {
  73687. return;
  73688. }
  73689. var engine = scene.getEngine();
  73690. if (this.useCameraPostProcesses !== undefined) {
  73691. useCameraPostProcess = this.useCameraPostProcesses;
  73692. }
  73693. if (this._waitingRenderList) {
  73694. this.renderList = [];
  73695. for (var index = 0; index < this._waitingRenderList.length; index++) {
  73696. var id = this._waitingRenderList[index];
  73697. var mesh_1 = scene.getMeshByID(id);
  73698. if (mesh_1) {
  73699. this.renderList.push(mesh_1);
  73700. }
  73701. }
  73702. delete this._waitingRenderList;
  73703. }
  73704. // Is predicate defined?
  73705. if (this.renderListPredicate) {
  73706. if (this.renderList) {
  73707. this.renderList.length = 0; // Clear previous renderList
  73708. }
  73709. else {
  73710. this.renderList = [];
  73711. }
  73712. var scene = this.getScene();
  73713. if (!scene) {
  73714. return;
  73715. }
  73716. var sceneMeshes = scene.meshes;
  73717. for (var index = 0; index < sceneMeshes.length; index++) {
  73718. var mesh = sceneMeshes[index];
  73719. if (this.renderListPredicate(mesh)) {
  73720. this.renderList.push(mesh);
  73721. }
  73722. }
  73723. }
  73724. this.onBeforeBindObservable.notifyObservers(this);
  73725. // Set custom projection.
  73726. // Needs to be before binding to prevent changing the aspect ratio.
  73727. var camera;
  73728. if (this.activeCamera) {
  73729. camera = this.activeCamera;
  73730. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73731. if (this.activeCamera !== scene.activeCamera) {
  73732. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  73733. }
  73734. }
  73735. else {
  73736. camera = scene.activeCamera;
  73737. if (camera) {
  73738. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73739. }
  73740. }
  73741. // Prepare renderingManager
  73742. this._renderingManager.reset();
  73743. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  73744. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  73745. var sceneRenderId = scene.getRenderId();
  73746. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  73747. var mesh = currentRenderList[meshIndex];
  73748. if (mesh) {
  73749. if (!mesh.isReady(this.refreshRate === 0)) {
  73750. this.resetRefreshCounter();
  73751. continue;
  73752. }
  73753. mesh._preActivateForIntermediateRendering(sceneRenderId);
  73754. var isMasked = void 0;
  73755. if (!this.renderList && camera) {
  73756. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  73757. }
  73758. else {
  73759. isMasked = false;
  73760. }
  73761. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  73762. mesh._activate(sceneRenderId);
  73763. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  73764. var subMesh = mesh.subMeshes[subIndex];
  73765. scene._activeIndices.addCount(subMesh.indexCount, false);
  73766. this._renderingManager.dispatch(subMesh, mesh);
  73767. }
  73768. }
  73769. }
  73770. }
  73771. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  73772. var particleSystem = scene.particleSystems[particleIndex];
  73773. var emitter = particleSystem.emitter;
  73774. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  73775. continue;
  73776. }
  73777. if (currentRenderList.indexOf(emitter) >= 0) {
  73778. this._renderingManager.dispatchParticles(particleSystem);
  73779. }
  73780. }
  73781. if (this.isCube) {
  73782. for (var face = 0; face < 6; face++) {
  73783. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  73784. scene.incrementRenderId();
  73785. scene.resetCachedMaterial();
  73786. }
  73787. }
  73788. else {
  73789. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  73790. }
  73791. this.onAfterUnbindObservable.notifyObservers(this);
  73792. if (scene.activeCamera) {
  73793. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  73794. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  73795. }
  73796. engine.setViewport(scene.activeCamera.viewport);
  73797. }
  73798. scene.resetCachedMaterial();
  73799. };
  73800. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  73801. var minimum = 128;
  73802. var x = renderDimension * scale;
  73803. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  73804. // Ensure we don't exceed the render dimension (while staying POT)
  73805. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  73806. };
  73807. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  73808. var _this = this;
  73809. if (!this._texture) {
  73810. return;
  73811. }
  73812. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  73813. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  73814. });
  73815. };
  73816. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  73817. var scene = this.getScene();
  73818. if (!scene) {
  73819. return;
  73820. }
  73821. var engine = scene.getEngine();
  73822. if (!this._texture) {
  73823. return;
  73824. }
  73825. // Bind
  73826. if (this._postProcessManager) {
  73827. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  73828. }
  73829. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  73830. if (this._texture) {
  73831. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  73832. }
  73833. }
  73834. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  73835. // Clear
  73836. if (this.onClearObservable.hasObservers()) {
  73837. this.onClearObservable.notifyObservers(engine);
  73838. }
  73839. else {
  73840. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  73841. }
  73842. if (!this._doNotChangeAspectRatio) {
  73843. scene.updateTransformMatrix(true);
  73844. }
  73845. // Render
  73846. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  73847. if (this._postProcessManager) {
  73848. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  73849. }
  73850. else if (useCameraPostProcess) {
  73851. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  73852. }
  73853. if (!this._doNotChangeAspectRatio) {
  73854. scene.updateTransformMatrix(true);
  73855. }
  73856. // Dump ?
  73857. if (dumpForDebug) {
  73858. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  73859. }
  73860. // Unbind
  73861. if (!this.isCube || faceIndex === 5) {
  73862. if (this.isCube) {
  73863. if (faceIndex === 5) {
  73864. engine.generateMipMapsForCubemap(this._texture);
  73865. }
  73866. }
  73867. this.unbindFrameBuffer(engine, faceIndex);
  73868. }
  73869. else {
  73870. this.onAfterRenderObservable.notifyObservers(faceIndex);
  73871. }
  73872. };
  73873. /**
  73874. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  73875. * This allowed control for front to back rendering or reversly depending of the special needs.
  73876. *
  73877. * @param renderingGroupId The rendering group id corresponding to its index
  73878. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  73879. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  73880. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  73881. */
  73882. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  73883. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  73884. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  73885. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  73886. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  73887. };
  73888. /**
  73889. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  73890. *
  73891. * @param renderingGroupId The rendering group id corresponding to its index
  73892. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  73893. */
  73894. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  73895. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  73896. this._renderingManager._useSceneAutoClearSetup = false;
  73897. };
  73898. /**
  73899. * Clones the texture.
  73900. * @returns the cloned texture
  73901. */
  73902. RenderTargetTexture.prototype.clone = function () {
  73903. var textureSize = this.getSize();
  73904. 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);
  73905. // Base texture
  73906. newTexture.hasAlpha = this.hasAlpha;
  73907. newTexture.level = this.level;
  73908. // RenderTarget Texture
  73909. newTexture.coordinatesMode = this.coordinatesMode;
  73910. if (this.renderList) {
  73911. newTexture.renderList = this.renderList.slice(0);
  73912. }
  73913. return newTexture;
  73914. };
  73915. /**
  73916. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  73917. * @returns The JSON representation of the texture
  73918. */
  73919. RenderTargetTexture.prototype.serialize = function () {
  73920. if (!this.name) {
  73921. return null;
  73922. }
  73923. var serializationObject = _super.prototype.serialize.call(this);
  73924. serializationObject.renderTargetSize = this.getRenderSize();
  73925. serializationObject.renderList = [];
  73926. if (this.renderList) {
  73927. for (var index = 0; index < this.renderList.length; index++) {
  73928. serializationObject.renderList.push(this.renderList[index].id);
  73929. }
  73930. }
  73931. return serializationObject;
  73932. };
  73933. /**
  73934. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  73935. */
  73936. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  73937. var objBuffer = this.getInternalTexture();
  73938. var scene = this.getScene();
  73939. if (objBuffer && scene) {
  73940. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  73941. }
  73942. };
  73943. /**
  73944. * Dispose the texture and release its associated resources.
  73945. */
  73946. RenderTargetTexture.prototype.dispose = function () {
  73947. if (this._postProcessManager) {
  73948. this._postProcessManager.dispose();
  73949. this._postProcessManager = null;
  73950. }
  73951. this.clearPostProcesses(true);
  73952. if (this._resizeObserver) {
  73953. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  73954. this._resizeObserver = null;
  73955. }
  73956. this.renderList = null;
  73957. // Remove from custom render targets
  73958. var scene = this.getScene();
  73959. if (!scene) {
  73960. return;
  73961. }
  73962. var index = scene.customRenderTargets.indexOf(this);
  73963. if (index >= 0) {
  73964. scene.customRenderTargets.splice(index, 1);
  73965. }
  73966. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  73967. var camera = _a[_i];
  73968. index = camera.customRenderTargets.indexOf(this);
  73969. if (index >= 0) {
  73970. camera.customRenderTargets.splice(index, 1);
  73971. }
  73972. }
  73973. _super.prototype.dispose.call(this);
  73974. };
  73975. /** @hidden */
  73976. RenderTargetTexture.prototype._rebuild = function () {
  73977. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  73978. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  73979. }
  73980. if (this._postProcessManager) {
  73981. this._postProcessManager._rebuild();
  73982. }
  73983. };
  73984. /**
  73985. * Clear the info related to rendering groups preventing retention point in material dispose.
  73986. */
  73987. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  73988. if (this._renderingManager) {
  73989. this._renderingManager.freeRenderingGroups();
  73990. }
  73991. };
  73992. /**
  73993. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  73994. */
  73995. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  73996. /**
  73997. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  73998. */
  73999. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  74000. /**
  74001. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  74002. * the central point of your effect and can save a lot of performances.
  74003. */
  74004. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  74005. return RenderTargetTexture;
  74006. }(BABYLON.Texture));
  74007. BABYLON.RenderTargetTexture = RenderTargetTexture;
  74008. })(BABYLON || (BABYLON = {}));
  74009. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  74010. var BABYLON;
  74011. (function (BABYLON) {
  74012. /**
  74013. * A multi render target, like a render target provides the ability to render to a texture.
  74014. * Unlike the render target, it can render to several draw buffers in one draw.
  74015. * This is specially interesting in deferred rendering or for any effects requiring more than
  74016. * just one color from a single pass.
  74017. */
  74018. var MultiRenderTarget = /** @class */ (function (_super) {
  74019. __extends(MultiRenderTarget, _super);
  74020. /**
  74021. * Instantiate a new multi render target texture.
  74022. * A multi render target, like a render target provides the ability to render to a texture.
  74023. * Unlike the render target, it can render to several draw buffers in one draw.
  74024. * This is specially interesting in deferred rendering or for any effects requiring more than
  74025. * just one color from a single pass.
  74026. * @param name Define the name of the texture
  74027. * @param size Define the size of the buffers to render to
  74028. * @param count Define the number of target we are rendering into
  74029. * @param scene Define the scene the texture belongs to
  74030. * @param options Define the options used to create the multi render target
  74031. */
  74032. function MultiRenderTarget(name, size, count, scene, options) {
  74033. var _this = this;
  74034. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  74035. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  74036. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  74037. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  74038. _this._engine = scene.getEngine();
  74039. if (!_this.isSupported) {
  74040. _this.dispose();
  74041. return;
  74042. }
  74043. var types = [];
  74044. var samplingModes = [];
  74045. for (var i = 0; i < count; i++) {
  74046. if (options && options.types && options.types[i] !== undefined) {
  74047. types.push(options.types[i]);
  74048. }
  74049. else {
  74050. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  74051. }
  74052. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  74053. samplingModes.push(options.samplingModes[i]);
  74054. }
  74055. else {
  74056. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  74057. }
  74058. }
  74059. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  74060. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  74061. _this._size = size;
  74062. _this._multiRenderTargetOptions = {
  74063. samplingModes: samplingModes,
  74064. generateMipMaps: generateMipMaps,
  74065. generateDepthBuffer: generateDepthBuffer,
  74066. generateStencilBuffer: generateStencilBuffer,
  74067. generateDepthTexture: generateDepthTexture,
  74068. types: types,
  74069. textureCount: count
  74070. };
  74071. _this._createInternalTextures();
  74072. _this._createTextures();
  74073. return _this;
  74074. }
  74075. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  74076. /**
  74077. * Get if draw buffers are currently supported by the used hardware and browser.
  74078. */
  74079. get: function () {
  74080. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  74081. },
  74082. enumerable: true,
  74083. configurable: true
  74084. });
  74085. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  74086. /**
  74087. * Get the list of textures generated by the multi render target.
  74088. */
  74089. get: function () {
  74090. return this._textures;
  74091. },
  74092. enumerable: true,
  74093. configurable: true
  74094. });
  74095. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  74096. /**
  74097. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  74098. */
  74099. get: function () {
  74100. return this._textures[this._textures.length - 1];
  74101. },
  74102. enumerable: true,
  74103. configurable: true
  74104. });
  74105. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  74106. /**
  74107. * Set the wrapping mode on U of all the textures we are rendering to.
  74108. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74109. */
  74110. set: function (wrap) {
  74111. if (this._textures) {
  74112. for (var i = 0; i < this._textures.length; i++) {
  74113. this._textures[i].wrapU = wrap;
  74114. }
  74115. }
  74116. },
  74117. enumerable: true,
  74118. configurable: true
  74119. });
  74120. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  74121. /**
  74122. * Set the wrapping mode on V of all the textures we are rendering to.
  74123. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74124. */
  74125. set: function (wrap) {
  74126. if (this._textures) {
  74127. for (var i = 0; i < this._textures.length; i++) {
  74128. this._textures[i].wrapV = wrap;
  74129. }
  74130. }
  74131. },
  74132. enumerable: true,
  74133. configurable: true
  74134. });
  74135. /** @hidden */
  74136. MultiRenderTarget.prototype._rebuild = function () {
  74137. this.releaseInternalTextures();
  74138. this._createInternalTextures();
  74139. for (var i = 0; i < this._internalTextures.length; i++) {
  74140. var texture = this._textures[i];
  74141. texture._texture = this._internalTextures[i];
  74142. }
  74143. // Keeps references to frame buffer and stencil/depth buffer
  74144. this._texture = this._internalTextures[0];
  74145. };
  74146. MultiRenderTarget.prototype._createInternalTextures = function () {
  74147. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  74148. };
  74149. MultiRenderTarget.prototype._createTextures = function () {
  74150. this._textures = [];
  74151. for (var i = 0; i < this._internalTextures.length; i++) {
  74152. var texture = new BABYLON.Texture(null, this.getScene());
  74153. texture._texture = this._internalTextures[i];
  74154. this._textures.push(texture);
  74155. }
  74156. // Keeps references to frame buffer and stencil/depth buffer
  74157. this._texture = this._internalTextures[0];
  74158. };
  74159. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  74160. /**
  74161. * Define the number of samples used if MSAA is enabled.
  74162. */
  74163. get: function () {
  74164. return this._samples;
  74165. },
  74166. set: function (value) {
  74167. if (this._samples === value) {
  74168. return;
  74169. }
  74170. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  74171. },
  74172. enumerable: true,
  74173. configurable: true
  74174. });
  74175. /**
  74176. * Resize all the textures in the multi render target.
  74177. * Be carrefull as it will recreate all the data in the new texture.
  74178. * @param size Define the new size
  74179. */
  74180. MultiRenderTarget.prototype.resize = function (size) {
  74181. this.releaseInternalTextures();
  74182. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  74183. this._createInternalTextures();
  74184. };
  74185. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74186. var _this = this;
  74187. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  74188. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74189. });
  74190. };
  74191. /**
  74192. * Dispose the render targets and their associated resources
  74193. */
  74194. MultiRenderTarget.prototype.dispose = function () {
  74195. this.releaseInternalTextures();
  74196. _super.prototype.dispose.call(this);
  74197. };
  74198. /**
  74199. * Release all the underlying texture used as draw buffers.
  74200. */
  74201. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  74202. if (!this._internalTextures) {
  74203. return;
  74204. }
  74205. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  74206. if (this._internalTextures[i] !== undefined) {
  74207. this._internalTextures[i].dispose();
  74208. this._internalTextures.splice(i, 1);
  74209. }
  74210. }
  74211. };
  74212. return MultiRenderTarget;
  74213. }(BABYLON.RenderTargetTexture));
  74214. BABYLON.MultiRenderTarget = MultiRenderTarget;
  74215. })(BABYLON || (BABYLON = {}));
  74216. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  74217. var BABYLON;
  74218. (function (BABYLON) {
  74219. /**
  74220. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74221. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74222. * You can then easily use it as a reflectionTexture on a flat surface.
  74223. * In case the surface is not a plane, please consider relying on reflection probes.
  74224. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74225. */
  74226. var MirrorTexture = /** @class */ (function (_super) {
  74227. __extends(MirrorTexture, _super);
  74228. /**
  74229. * Instantiates a Mirror Texture.
  74230. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74231. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74232. * You can then easily use it as a reflectionTexture on a flat surface.
  74233. * In case the surface is not a plane, please consider relying on reflection probes.
  74234. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74235. * @param name
  74236. * @param size
  74237. * @param scene
  74238. * @param generateMipMaps
  74239. * @param type
  74240. * @param samplingMode
  74241. * @param generateDepthBuffer
  74242. */
  74243. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  74244. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74245. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  74246. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  74247. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  74248. _this.scene = scene;
  74249. /**
  74250. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  74251. * 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.
  74252. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74253. */
  74254. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  74255. _this._transformMatrix = BABYLON.Matrix.Zero();
  74256. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  74257. _this._adaptiveBlurKernel = 0;
  74258. _this._blurKernelX = 0;
  74259. _this._blurKernelY = 0;
  74260. _this._blurRatio = 1.0;
  74261. _this.ignoreCameraViewport = true;
  74262. _this._updateGammaSpace();
  74263. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  74264. _this._updateGammaSpace;
  74265. });
  74266. _this.onBeforeRenderObservable.add(function () {
  74267. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  74268. _this._savedViewMatrix = scene.getViewMatrix();
  74269. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  74270. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  74271. scene.clipPlane = _this.mirrorPlane;
  74272. scene.getEngine().cullBackFaces = false;
  74273. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  74274. });
  74275. _this.onAfterRenderObservable.add(function () {
  74276. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  74277. scene.getEngine().cullBackFaces = true;
  74278. scene._mirroredCameraPosition = null;
  74279. delete scene.clipPlane;
  74280. });
  74281. return _this;
  74282. }
  74283. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  74284. get: function () {
  74285. return this._blurRatio;
  74286. },
  74287. /**
  74288. * Define the blur ratio used to blur the reflection if needed.
  74289. */
  74290. set: function (value) {
  74291. if (this._blurRatio === value) {
  74292. return;
  74293. }
  74294. this._blurRatio = value;
  74295. this._preparePostProcesses();
  74296. },
  74297. enumerable: true,
  74298. configurable: true
  74299. });
  74300. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  74301. /**
  74302. * Define the adaptive blur kernel used to blur the reflection if needed.
  74303. * This will autocompute the closest best match for the `blurKernel`
  74304. */
  74305. set: function (value) {
  74306. this._adaptiveBlurKernel = value;
  74307. this._autoComputeBlurKernel();
  74308. },
  74309. enumerable: true,
  74310. configurable: true
  74311. });
  74312. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  74313. /**
  74314. * Define the blur kernel used to blur the reflection if needed.
  74315. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74316. */
  74317. set: function (value) {
  74318. this.blurKernelX = value;
  74319. this.blurKernelY = value;
  74320. },
  74321. enumerable: true,
  74322. configurable: true
  74323. });
  74324. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  74325. get: function () {
  74326. return this._blurKernelX;
  74327. },
  74328. /**
  74329. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  74330. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74331. */
  74332. set: function (value) {
  74333. if (this._blurKernelX === value) {
  74334. return;
  74335. }
  74336. this._blurKernelX = value;
  74337. this._preparePostProcesses();
  74338. },
  74339. enumerable: true,
  74340. configurable: true
  74341. });
  74342. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  74343. get: function () {
  74344. return this._blurKernelY;
  74345. },
  74346. /**
  74347. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  74348. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74349. */
  74350. set: function (value) {
  74351. if (this._blurKernelY === value) {
  74352. return;
  74353. }
  74354. this._blurKernelY = value;
  74355. this._preparePostProcesses();
  74356. },
  74357. enumerable: true,
  74358. configurable: true
  74359. });
  74360. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  74361. var engine = this.getScene().getEngine();
  74362. var dw = this.getRenderWidth() / engine.getRenderWidth();
  74363. var dh = this.getRenderHeight() / engine.getRenderHeight();
  74364. this.blurKernelX = this._adaptiveBlurKernel * dw;
  74365. this.blurKernelY = this._adaptiveBlurKernel * dh;
  74366. };
  74367. MirrorTexture.prototype._onRatioRescale = function () {
  74368. if (this._sizeRatio) {
  74369. this.resize(this._initialSizeParameter);
  74370. if (!this._adaptiveBlurKernel) {
  74371. this._preparePostProcesses();
  74372. }
  74373. }
  74374. if (this._adaptiveBlurKernel) {
  74375. this._autoComputeBlurKernel();
  74376. }
  74377. };
  74378. MirrorTexture.prototype._updateGammaSpace = function () {
  74379. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  74380. };
  74381. MirrorTexture.prototype._preparePostProcesses = function () {
  74382. this.clearPostProcesses(true);
  74383. if (this._blurKernelX && this._blurKernelY) {
  74384. var engine = this.getScene().getEngine();
  74385. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  74386. 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);
  74387. this._blurX.autoClear = false;
  74388. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  74389. this._blurX.inputTexture = this._texture;
  74390. }
  74391. else {
  74392. this._blurX.alwaysForcePOT = true;
  74393. }
  74394. 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);
  74395. this._blurY.autoClear = false;
  74396. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  74397. this.addPostProcess(this._blurX);
  74398. this.addPostProcess(this._blurY);
  74399. }
  74400. else {
  74401. if (this._blurY) {
  74402. this.removePostProcess(this._blurY);
  74403. this._blurY.dispose();
  74404. this._blurY = null;
  74405. }
  74406. if (this._blurX) {
  74407. this.removePostProcess(this._blurX);
  74408. this._blurX.dispose();
  74409. this._blurX = null;
  74410. }
  74411. }
  74412. };
  74413. /**
  74414. * Clone the mirror texture.
  74415. * @returns the cloned texture
  74416. */
  74417. MirrorTexture.prototype.clone = function () {
  74418. var scene = this.getScene();
  74419. if (!scene) {
  74420. return this;
  74421. }
  74422. var textureSize = this.getSize();
  74423. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  74424. // Base texture
  74425. newTexture.hasAlpha = this.hasAlpha;
  74426. newTexture.level = this.level;
  74427. // Mirror Texture
  74428. newTexture.mirrorPlane = this.mirrorPlane.clone();
  74429. if (this.renderList) {
  74430. newTexture.renderList = this.renderList.slice(0);
  74431. }
  74432. return newTexture;
  74433. };
  74434. /**
  74435. * Serialize the texture to a JSON representation you could use in Parse later on
  74436. * @returns the serialized JSON representation
  74437. */
  74438. MirrorTexture.prototype.serialize = function () {
  74439. if (!this.name) {
  74440. return null;
  74441. }
  74442. var serializationObject = _super.prototype.serialize.call(this);
  74443. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  74444. return serializationObject;
  74445. };
  74446. /**
  74447. * Dispose the texture and release its associated resources.
  74448. */
  74449. MirrorTexture.prototype.dispose = function () {
  74450. _super.prototype.dispose.call(this);
  74451. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  74452. };
  74453. return MirrorTexture;
  74454. }(BABYLON.RenderTargetTexture));
  74455. BABYLON.MirrorTexture = MirrorTexture;
  74456. })(BABYLON || (BABYLON = {}));
  74457. //# sourceMappingURL=babylon.mirrorTexture.js.map
  74458. var BABYLON;
  74459. (function (BABYLON) {
  74460. /**
  74461. * Creates a refraction texture used by refraction channel of the standard material.
  74462. * It is like a mirror but to see through a material.
  74463. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74464. */
  74465. var RefractionTexture = /** @class */ (function (_super) {
  74466. __extends(RefractionTexture, _super);
  74467. /**
  74468. * Creates a refraction texture used by refraction channel of the standard material.
  74469. * It is like a mirror but to see through a material.
  74470. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74471. * @param name Define the texture name
  74472. * @param size Define the size of the underlying texture
  74473. * @param scene Define the scene the refraction belongs to
  74474. * @param generateMipMaps Define if we need to generate mips level for the refraction
  74475. */
  74476. function RefractionTexture(name, size, scene, generateMipMaps) {
  74477. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  74478. /**
  74479. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  74480. * 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.
  74481. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74482. */
  74483. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  74484. /**
  74485. * Define how deep under the surface we should see.
  74486. */
  74487. _this.depth = 2.0;
  74488. _this.onBeforeRenderObservable.add(function () {
  74489. scene.clipPlane = _this.refractionPlane;
  74490. });
  74491. _this.onAfterRenderObservable.add(function () {
  74492. delete scene.clipPlane;
  74493. });
  74494. return _this;
  74495. }
  74496. /**
  74497. * Clone the refraction texture.
  74498. * @returns the cloned texture
  74499. */
  74500. RefractionTexture.prototype.clone = function () {
  74501. var scene = this.getScene();
  74502. if (!scene) {
  74503. return this;
  74504. }
  74505. var textureSize = this.getSize();
  74506. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  74507. // Base texture
  74508. newTexture.hasAlpha = this.hasAlpha;
  74509. newTexture.level = this.level;
  74510. // Refraction Texture
  74511. newTexture.refractionPlane = this.refractionPlane.clone();
  74512. if (this.renderList) {
  74513. newTexture.renderList = this.renderList.slice(0);
  74514. }
  74515. newTexture.depth = this.depth;
  74516. return newTexture;
  74517. };
  74518. /**
  74519. * Serialize the texture to a JSON representation you could use in Parse later on
  74520. * @returns the serialized JSON representation
  74521. */
  74522. RefractionTexture.prototype.serialize = function () {
  74523. if (!this.name) {
  74524. return null;
  74525. }
  74526. var serializationObject = _super.prototype.serialize.call(this);
  74527. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  74528. serializationObject.depth = this.depth;
  74529. return serializationObject;
  74530. };
  74531. return RefractionTexture;
  74532. }(BABYLON.RenderTargetTexture));
  74533. BABYLON.RefractionTexture = RefractionTexture;
  74534. })(BABYLON || (BABYLON = {}));
  74535. //# sourceMappingURL=babylon.refractionTexture.js.map
  74536. var BABYLON;
  74537. (function (BABYLON) {
  74538. /**
  74539. * A class extending Texture allowing drawing on a texture
  74540. * @see http://doc.babylonjs.com/how_to/dynamictexture
  74541. */
  74542. var DynamicTexture = /** @class */ (function (_super) {
  74543. __extends(DynamicTexture, _super);
  74544. /**
  74545. * Creates a DynamicTexture
  74546. * @param name defines the name of the texture
  74547. * @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
  74548. * @param scene defines the scene where you want the texture
  74549. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  74550. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  74551. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  74552. */
  74553. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  74554. if (scene === void 0) { scene = null; }
  74555. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74556. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  74557. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  74558. _this.name = name;
  74559. _this._engine = _this.getScene().getEngine();
  74560. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74561. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74562. _this._generateMipMaps = generateMipMaps;
  74563. if (options.getContext) {
  74564. _this._canvas = options;
  74565. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74566. }
  74567. else {
  74568. _this._canvas = document.createElement("canvas");
  74569. if (options.width || options.width === 0) {
  74570. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74571. }
  74572. else {
  74573. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  74574. }
  74575. }
  74576. var textureSize = _this.getSize();
  74577. _this._canvas.width = textureSize.width;
  74578. _this._canvas.height = textureSize.height;
  74579. _this._context = _this._canvas.getContext("2d");
  74580. return _this;
  74581. }
  74582. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  74583. /**
  74584. * Gets the current state of canRescale
  74585. */
  74586. get: function () {
  74587. return true;
  74588. },
  74589. enumerable: true,
  74590. configurable: true
  74591. });
  74592. DynamicTexture.prototype._recreate = function (textureSize) {
  74593. this._canvas.width = textureSize.width;
  74594. this._canvas.height = textureSize.height;
  74595. this.releaseInternalTexture();
  74596. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  74597. };
  74598. /**
  74599. * Scales the texture
  74600. * @param ratio the scale factor to apply to both width and height
  74601. */
  74602. DynamicTexture.prototype.scale = function (ratio) {
  74603. var textureSize = this.getSize();
  74604. textureSize.width *= ratio;
  74605. textureSize.height *= ratio;
  74606. this._recreate(textureSize);
  74607. };
  74608. /**
  74609. * Resizes the texture
  74610. * @param width the new width
  74611. * @param height the new height
  74612. */
  74613. DynamicTexture.prototype.scaleTo = function (width, height) {
  74614. var textureSize = this.getSize();
  74615. textureSize.width = width;
  74616. textureSize.height = height;
  74617. this._recreate(textureSize);
  74618. };
  74619. /**
  74620. * Gets the context of the canvas used by the texture
  74621. * @returns the canvas context of the dynamic texture
  74622. */
  74623. DynamicTexture.prototype.getContext = function () {
  74624. return this._context;
  74625. };
  74626. /**
  74627. * Clears the texture
  74628. */
  74629. DynamicTexture.prototype.clear = function () {
  74630. var size = this.getSize();
  74631. this._context.fillRect(0, 0, size.width, size.height);
  74632. };
  74633. /**
  74634. * Updates the texture
  74635. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74636. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  74637. */
  74638. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  74639. if (premulAlpha === void 0) { premulAlpha = false; }
  74640. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  74641. };
  74642. /**
  74643. * Draws text onto the texture
  74644. * @param text defines the text to be drawn
  74645. * @param x defines the placement of the text from the left
  74646. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  74647. * @param font defines the font to be used with font-style, font-size, font-name
  74648. * @param color defines the color used for the text
  74649. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  74650. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74651. * @param update defines whether texture is immediately update (default is true)
  74652. */
  74653. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  74654. if (update === void 0) { update = true; }
  74655. var size = this.getSize();
  74656. if (clearColor) {
  74657. this._context.fillStyle = clearColor;
  74658. this._context.fillRect(0, 0, size.width, size.height);
  74659. }
  74660. this._context.font = font;
  74661. if (x === null || x === undefined) {
  74662. var textSize = this._context.measureText(text);
  74663. x = (size.width - textSize.width) / 2;
  74664. }
  74665. if (y === null || y === undefined) {
  74666. var fontSize = parseInt((font.replace(/\D/g, '')));
  74667. y = (size.height / 2) + (fontSize / 3.65);
  74668. }
  74669. this._context.fillStyle = color;
  74670. this._context.fillText(text, x, y);
  74671. if (update) {
  74672. this.update(invertY);
  74673. }
  74674. };
  74675. /**
  74676. * Clones the texture
  74677. * @returns the clone of the texture.
  74678. */
  74679. DynamicTexture.prototype.clone = function () {
  74680. var scene = this.getScene();
  74681. if (!scene) {
  74682. return this;
  74683. }
  74684. var textureSize = this.getSize();
  74685. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  74686. // Base texture
  74687. newTexture.hasAlpha = this.hasAlpha;
  74688. newTexture.level = this.level;
  74689. // Dynamic Texture
  74690. newTexture.wrapU = this.wrapU;
  74691. newTexture.wrapV = this.wrapV;
  74692. return newTexture;
  74693. };
  74694. /**
  74695. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  74696. * @returns a serialized dynamic texture object
  74697. */
  74698. DynamicTexture.prototype.serialize = function () {
  74699. var scene = this.getScene();
  74700. if (scene && !scene.isReady()) {
  74701. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  74702. }
  74703. var serializationObject = _super.prototype.serialize.call(this);
  74704. serializationObject.base64String = this._canvas.toDataURL();
  74705. serializationObject.invertY = this._invertY;
  74706. serializationObject.samplingMode = this.samplingMode;
  74707. return serializationObject;
  74708. };
  74709. /** @hidden */
  74710. DynamicTexture.prototype._rebuild = function () {
  74711. this.update();
  74712. };
  74713. return DynamicTexture;
  74714. }(BABYLON.Texture));
  74715. BABYLON.DynamicTexture = DynamicTexture;
  74716. })(BABYLON || (BABYLON = {}));
  74717. //# sourceMappingURL=babylon.dynamicTexture.js.map
  74718. var BABYLON;
  74719. (function (BABYLON) {
  74720. /**
  74721. * If you want to display a video in your scene, this is the special texture for that.
  74722. * This special texture works similar to other textures, with the exception of a few parameters.
  74723. * @see https://doc.babylonjs.com/how_to/video_texture
  74724. */
  74725. var VideoTexture = /** @class */ (function (_super) {
  74726. __extends(VideoTexture, _super);
  74727. /**
  74728. * Creates a video texture.
  74729. * If you want to display a video in your scene, this is the special texture for that.
  74730. * This special texture works similar to other textures, with the exception of a few parameters.
  74731. * @see https://doc.babylonjs.com/how_to/video_texture
  74732. * @param name optional name, will detect from video source, if not defined
  74733. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  74734. * @param scene is obviously the current scene.
  74735. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  74736. * @param invertY is false by default but can be used to invert video on Y axis
  74737. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  74738. * @param settings allows finer control over video usage
  74739. */
  74740. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  74741. if (generateMipMaps === void 0) { generateMipMaps = false; }
  74742. if (invertY === void 0) { invertY = false; }
  74743. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74744. if (settings === void 0) { settings = {
  74745. autoPlay: true,
  74746. loop: true,
  74747. autoUpdateTexture: true,
  74748. }; }
  74749. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  74750. _this._onUserActionRequestedObservable = null;
  74751. _this._stillImageCaptured = false;
  74752. _this._poster = false;
  74753. _this._createInternalTexture = function () {
  74754. if (_this._texture != null) {
  74755. if (_this._poster) {
  74756. _this._texture.dispose();
  74757. _this._poster = false;
  74758. }
  74759. else {
  74760. return;
  74761. }
  74762. }
  74763. if (!_this._engine.needPOTTextures ||
  74764. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  74765. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  74766. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  74767. }
  74768. else {
  74769. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74770. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74771. _this._generateMipMaps = false;
  74772. }
  74773. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  74774. if (!_this.video.autoplay) {
  74775. var oldHandler_1 = _this.video.onplaying;
  74776. var error_1 = false;
  74777. _this.video.onplaying = function () {
  74778. _this.video.onplaying = oldHandler_1;
  74779. _this._texture.isReady = true;
  74780. _this._updateInternalTexture();
  74781. if (!error_1) {
  74782. _this.video.pause();
  74783. }
  74784. if (_this.onLoadObservable.hasObservers()) {
  74785. _this.onLoadObservable.notifyObservers(_this);
  74786. }
  74787. };
  74788. var playing = _this.video.play();
  74789. if (playing) {
  74790. playing.then(function () {
  74791. // Everything is good.
  74792. })
  74793. .catch(function () {
  74794. error_1 = true;
  74795. // On Chrome for instance, new policies might prevent playing without user interaction.
  74796. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  74797. _this._onUserActionRequestedObservable.notifyObservers(_this);
  74798. }
  74799. });
  74800. }
  74801. else {
  74802. _this.video.onplaying = oldHandler_1;
  74803. _this._texture.isReady = true;
  74804. _this._updateInternalTexture();
  74805. if (_this.onLoadObservable.hasObservers()) {
  74806. _this.onLoadObservable.notifyObservers(_this);
  74807. }
  74808. }
  74809. }
  74810. else {
  74811. _this._texture.isReady = true;
  74812. _this._updateInternalTexture();
  74813. if (_this.onLoadObservable.hasObservers()) {
  74814. _this.onLoadObservable.notifyObservers(_this);
  74815. }
  74816. }
  74817. };
  74818. _this.reset = function () {
  74819. if (_this._texture == null) {
  74820. return;
  74821. }
  74822. if (!_this._poster) {
  74823. _this._texture.dispose();
  74824. _this._texture = null;
  74825. }
  74826. };
  74827. _this._updateInternalTexture = function (e) {
  74828. if (_this._texture == null || !_this._texture.isReady) {
  74829. return;
  74830. }
  74831. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  74832. return;
  74833. }
  74834. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  74835. };
  74836. _this._engine = _this.getScene().getEngine();
  74837. _this._generateMipMaps = generateMipMaps;
  74838. _this._samplingMode = samplingMode;
  74839. _this.autoUpdateTexture = settings.autoUpdateTexture;
  74840. _this.name = name || _this._getName(src);
  74841. _this.video = _this._getVideo(src);
  74842. if (settings.poster) {
  74843. _this.video.poster = settings.poster;
  74844. }
  74845. if (settings.autoPlay !== undefined) {
  74846. _this.video.autoplay = settings.autoPlay;
  74847. }
  74848. if (settings.loop !== undefined) {
  74849. _this.video.loop = settings.loop;
  74850. }
  74851. _this.video.setAttribute("playsinline", "");
  74852. _this.video.addEventListener("canplay", _this._createInternalTexture);
  74853. _this.video.addEventListener("paused", _this._updateInternalTexture);
  74854. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  74855. _this.video.addEventListener("emptied", _this.reset);
  74856. if (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA) {
  74857. _this._createInternalTexture();
  74858. }
  74859. if (settings.poster) {
  74860. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  74861. _this._poster = true;
  74862. }
  74863. return _this;
  74864. }
  74865. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  74866. /**
  74867. * Event triggerd when a dom action is required by the user to play the video.
  74868. * This happens due to recent changes in browser policies preventing video to auto start.
  74869. */
  74870. get: function () {
  74871. if (!this._onUserActionRequestedObservable) {
  74872. this._onUserActionRequestedObservable = new BABYLON.Observable();
  74873. }
  74874. return this._onUserActionRequestedObservable;
  74875. },
  74876. enumerable: true,
  74877. configurable: true
  74878. });
  74879. VideoTexture.prototype._getName = function (src) {
  74880. if (src instanceof HTMLVideoElement) {
  74881. return src.currentSrc;
  74882. }
  74883. if (typeof src === "object") {
  74884. return src.toString();
  74885. }
  74886. return src;
  74887. };
  74888. VideoTexture.prototype._getVideo = function (src) {
  74889. if (src instanceof HTMLVideoElement) {
  74890. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  74891. return src;
  74892. }
  74893. var video = document.createElement("video");
  74894. if (typeof src === "string") {
  74895. BABYLON.Tools.SetCorsBehavior(src, video);
  74896. video.src = src;
  74897. }
  74898. else {
  74899. BABYLON.Tools.SetCorsBehavior(src[0], video);
  74900. src.forEach(function (url) {
  74901. var source = document.createElement("source");
  74902. source.src = url;
  74903. video.appendChild(source);
  74904. });
  74905. }
  74906. return video;
  74907. };
  74908. /**
  74909. * @hidden Internal method to initiate `update`.
  74910. */
  74911. VideoTexture.prototype._rebuild = function () {
  74912. this.update();
  74913. };
  74914. /**
  74915. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  74916. */
  74917. VideoTexture.prototype.update = function () {
  74918. if (!this.autoUpdateTexture) {
  74919. // Expecting user to call `updateTexture` manually
  74920. return;
  74921. }
  74922. this.updateTexture(true);
  74923. };
  74924. /**
  74925. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  74926. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  74927. */
  74928. VideoTexture.prototype.updateTexture = function (isVisible) {
  74929. if (!isVisible) {
  74930. return;
  74931. }
  74932. if (this.video.paused && this._stillImageCaptured) {
  74933. return;
  74934. }
  74935. this._stillImageCaptured = true;
  74936. this._updateInternalTexture();
  74937. };
  74938. /**
  74939. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  74940. * @param url New url.
  74941. */
  74942. VideoTexture.prototype.updateURL = function (url) {
  74943. this.video.src = url;
  74944. };
  74945. /**
  74946. * Dispose the texture and release its associated resources.
  74947. */
  74948. VideoTexture.prototype.dispose = function () {
  74949. _super.prototype.dispose.call(this);
  74950. if (this._onUserActionRequestedObservable) {
  74951. this._onUserActionRequestedObservable.clear();
  74952. this._onUserActionRequestedObservable = null;
  74953. }
  74954. this.video.removeEventListener("canplay", this._createInternalTexture);
  74955. this.video.removeEventListener("paused", this._updateInternalTexture);
  74956. this.video.removeEventListener("seeked", this._updateInternalTexture);
  74957. this.video.removeEventListener("emptied", this.reset);
  74958. this.video.pause();
  74959. };
  74960. /**
  74961. * Creates a video texture straight from your WebCam video feed.
  74962. * @param scene Define the scene the texture should be created in
  74963. * @param onReady Define a callback to triggered once the texture will be ready
  74964. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  74965. */
  74966. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  74967. var video = document.createElement("video");
  74968. video.setAttribute('autoplay', '');
  74969. video.setAttribute('muted', '');
  74970. video.setAttribute('playsinline', '');
  74971. var constraintsDeviceId;
  74972. if (constraints && constraints.deviceId) {
  74973. constraintsDeviceId = {
  74974. exact: constraints.deviceId,
  74975. };
  74976. }
  74977. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  74978. if (navigator.mediaDevices) {
  74979. navigator.mediaDevices.getUserMedia({ video: constraints })
  74980. .then(function (stream) {
  74981. if (video.mozSrcObject !== undefined) {
  74982. // hack for Firefox < 19
  74983. video.mozSrcObject = stream;
  74984. }
  74985. else {
  74986. video.srcObject = stream;
  74987. }
  74988. var onPlaying = function () {
  74989. if (onReady) {
  74990. onReady(new VideoTexture("video", video, scene, true, true));
  74991. }
  74992. video.removeEventListener("playing", onPlaying);
  74993. };
  74994. video.addEventListener("playing", onPlaying);
  74995. video.play();
  74996. })
  74997. .catch(function (err) {
  74998. BABYLON.Tools.Error(err.name);
  74999. });
  75000. }
  75001. else {
  75002. navigator.getUserMedia =
  75003. navigator.getUserMedia ||
  75004. navigator.webkitGetUserMedia ||
  75005. navigator.mozGetUserMedia ||
  75006. navigator.msGetUserMedia;
  75007. if (navigator.getUserMedia) {
  75008. navigator.getUserMedia({
  75009. video: {
  75010. deviceId: constraintsDeviceId,
  75011. width: {
  75012. min: (constraints && constraints.minWidth) || 256,
  75013. max: (constraints && constraints.maxWidth) || 640,
  75014. },
  75015. height: {
  75016. min: (constraints && constraints.minHeight) || 256,
  75017. max: (constraints && constraints.maxHeight) || 480,
  75018. },
  75019. },
  75020. }, function (stream) {
  75021. if (video.mozSrcObject !== undefined) {
  75022. // hack for Firefox < 19
  75023. video.mozSrcObject = stream;
  75024. }
  75025. else {
  75026. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  75027. }
  75028. video.play();
  75029. if (onReady) {
  75030. onReady(new VideoTexture("video", video, scene, true, true));
  75031. }
  75032. }, function (e) {
  75033. BABYLON.Tools.Error(e.name);
  75034. });
  75035. }
  75036. }
  75037. };
  75038. return VideoTexture;
  75039. }(BABYLON.Texture));
  75040. BABYLON.VideoTexture = VideoTexture;
  75041. })(BABYLON || (BABYLON = {}));
  75042. //# sourceMappingURL=babylon.videoTexture.js.map
  75043. var BABYLON;
  75044. (function (BABYLON) {
  75045. /**
  75046. * Raw texture can help creating a texture directly from an array of data.
  75047. * This can be super useful if you either get the data from an uncompressed source or
  75048. * if you wish to create your texture pixel by pixel.
  75049. */
  75050. var RawTexture = /** @class */ (function (_super) {
  75051. __extends(RawTexture, _super);
  75052. /**
  75053. * Instantiates a new RawTexture.
  75054. * Raw texture can help creating a texture directly from an array of data.
  75055. * This can be super useful if you either get the data from an uncompressed source or
  75056. * if you wish to create your texture pixel by pixel.
  75057. * @param data define the array of data to use to create the texture
  75058. * @param width define the width of the texture
  75059. * @param height define the height of the texture
  75060. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75061. * @param scene define the scene the texture belongs to
  75062. * @param generateMipMaps define whether mip maps should be generated or not
  75063. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75064. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75065. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75066. */
  75067. function RawTexture(data, width, height,
  75068. /**
  75069. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75070. */
  75071. format, scene, generateMipMaps, invertY, samplingMode, type) {
  75072. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75073. if (invertY === void 0) { invertY = false; }
  75074. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75075. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75076. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75077. _this.format = format;
  75078. _this._engine = scene.getEngine();
  75079. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  75080. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75081. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75082. return _this;
  75083. }
  75084. /**
  75085. * Updates the texture underlying data.
  75086. * @param data Define the new data of the texture
  75087. */
  75088. RawTexture.prototype.update = function (data) {
  75089. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75090. };
  75091. /**
  75092. * Creates a luminance texture from some data.
  75093. * @param data Define the texture data
  75094. * @param width Define the width of the texture
  75095. * @param height Define the height of the texture
  75096. * @param scene Define the scene the texture belongs to
  75097. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75098. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75099. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75100. * @returns the luminance texture
  75101. */
  75102. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75103. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75104. if (invertY === void 0) { invertY = false; }
  75105. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75106. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  75107. };
  75108. /**
  75109. * Creates a luminance alpha texture from some data.
  75110. * @param data Define the texture data
  75111. * @param width Define the width of the texture
  75112. * @param height Define the height of the texture
  75113. * @param scene Define the scene the texture belongs to
  75114. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75115. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75116. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75117. * @returns the luminance alpha texture
  75118. */
  75119. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75120. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75121. if (invertY === void 0) { invertY = false; }
  75122. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75123. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75124. };
  75125. /**
  75126. * Creates an alpha texture from some data.
  75127. * @param data Define the texture data
  75128. * @param width Define the width of the texture
  75129. * @param height Define the height of the texture
  75130. * @param scene Define the scene the texture belongs to
  75131. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75132. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75133. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75134. * @returns the alpha texture
  75135. */
  75136. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75137. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75138. if (invertY === void 0) { invertY = false; }
  75139. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75140. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75141. };
  75142. /**
  75143. * Creates a RGB texture from some data.
  75144. * @param data Define the texture data
  75145. * @param width Define the width of the texture
  75146. * @param height Define the height of the texture
  75147. * @param scene Define the scene the texture belongs to
  75148. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75149. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75150. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75151. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75152. * @returns the RGB alpha texture
  75153. */
  75154. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75155. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75156. if (invertY === void 0) { invertY = false; }
  75157. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75158. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75159. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  75160. };
  75161. /**
  75162. * Creates a RGBA texture from some data.
  75163. * @param data Define the texture data
  75164. * @param width Define the width of the texture
  75165. * @param height Define the height of the texture
  75166. * @param scene Define the scene the texture belongs to
  75167. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75168. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75169. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75170. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75171. * @returns the RGBA texture
  75172. */
  75173. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75174. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75175. if (invertY === void 0) { invertY = false; }
  75176. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75177. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75178. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  75179. };
  75180. /**
  75181. * Creates a R texture from some data.
  75182. * @param data Define the texture data
  75183. * @param width Define the width of the texture
  75184. * @param height Define the height of the texture
  75185. * @param scene Define the scene the texture belongs to
  75186. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75187. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75188. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75189. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75190. * @returns the R texture
  75191. */
  75192. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75193. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75194. if (invertY === void 0) { invertY = false; }
  75195. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75196. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  75197. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  75198. };
  75199. return RawTexture;
  75200. }(BABYLON.Texture));
  75201. BABYLON.RawTexture = RawTexture;
  75202. })(BABYLON || (BABYLON = {}));
  75203. //# sourceMappingURL=babylon.rawTexture.js.map
  75204. var BABYLON;
  75205. (function (BABYLON) {
  75206. /**
  75207. * Class used to store 3D textures containing user data
  75208. */
  75209. var RawTexture3D = /** @class */ (function (_super) {
  75210. __extends(RawTexture3D, _super);
  75211. /**
  75212. * Create a new RawTexture3D
  75213. * @param data defines the data of the texture
  75214. * @param width defines the width of the texture
  75215. * @param height defines the height of the texture
  75216. * @param depth defines the depth of the texture
  75217. * @param format defines the texture format to use
  75218. * @param scene defines the hosting scene
  75219. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  75220. * @param invertY defines if texture must be stored with Y axis inverted
  75221. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  75222. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  75223. */
  75224. function RawTexture3D(data, width, height, depth,
  75225. /** Gets or sets the texture format to use */
  75226. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  75227. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75228. if (invertY === void 0) { invertY = false; }
  75229. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75230. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75231. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75232. _this.format = format;
  75233. _this._engine = scene.getEngine();
  75234. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  75235. _this.is3D = true;
  75236. return _this;
  75237. }
  75238. /**
  75239. * Update the texture with new data
  75240. * @param data defines the data to store in the texture
  75241. */
  75242. RawTexture3D.prototype.update = function (data) {
  75243. if (!this._texture) {
  75244. return;
  75245. }
  75246. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75247. };
  75248. return RawTexture3D;
  75249. }(BABYLON.Texture));
  75250. BABYLON.RawTexture3D = RawTexture3D;
  75251. })(BABYLON || (BABYLON = {}));
  75252. //# sourceMappingURL=babylon.rawTexture3D.js.map
  75253. var BABYLON;
  75254. (function (BABYLON) {
  75255. /**
  75256. * PostProcessManager is used to manage one or more post processes or post process pipelines
  75257. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75258. */
  75259. var PostProcessManager = /** @class */ (function () {
  75260. /**
  75261. * Creates a new instance PostProcess
  75262. * @param scene The scene that the post process is associated with.
  75263. */
  75264. function PostProcessManager(scene) {
  75265. this._vertexBuffers = {};
  75266. this._scene = scene;
  75267. }
  75268. PostProcessManager.prototype._prepareBuffers = function () {
  75269. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  75270. return;
  75271. }
  75272. // VBO
  75273. var vertices = [];
  75274. vertices.push(1, 1);
  75275. vertices.push(-1, 1);
  75276. vertices.push(-1, -1);
  75277. vertices.push(1, -1);
  75278. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  75279. this._buildIndexBuffer();
  75280. };
  75281. PostProcessManager.prototype._buildIndexBuffer = function () {
  75282. // Indices
  75283. var indices = [];
  75284. indices.push(0);
  75285. indices.push(1);
  75286. indices.push(2);
  75287. indices.push(0);
  75288. indices.push(2);
  75289. indices.push(3);
  75290. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  75291. };
  75292. /**
  75293. * Rebuilds the vertex buffers of the manager.
  75294. * @hidden
  75295. */
  75296. PostProcessManager.prototype._rebuild = function () {
  75297. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75298. if (!vb) {
  75299. return;
  75300. }
  75301. vb._rebuild();
  75302. this._buildIndexBuffer();
  75303. };
  75304. // Methods
  75305. /**
  75306. * Prepares a frame to be run through a post process.
  75307. * @param sourceTexture The input texture to the post procesess. (default: null)
  75308. * @param postProcesses An array of post processes to be run. (default: null)
  75309. * @returns True if the post processes were able to be run.
  75310. * @hidden
  75311. */
  75312. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  75313. if (sourceTexture === void 0) { sourceTexture = null; }
  75314. if (postProcesses === void 0) { postProcesses = null; }
  75315. var camera = this._scene.activeCamera;
  75316. if (!camera) {
  75317. return false;
  75318. }
  75319. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75320. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75321. return false;
  75322. }
  75323. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  75324. return true;
  75325. };
  75326. /**
  75327. * Manually render a set of post processes to a texture.
  75328. * @param postProcesses An array of post processes to be run.
  75329. * @param targetTexture The target texture to render to.
  75330. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  75331. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  75332. * @param lodLevel defines which lod of the texture to render to
  75333. */
  75334. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  75335. if (targetTexture === void 0) { targetTexture = null; }
  75336. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75337. if (faceIndex === void 0) { faceIndex = 0; }
  75338. if (lodLevel === void 0) { lodLevel = 0; }
  75339. var engine = this._scene.getEngine();
  75340. for (var index = 0; index < postProcesses.length; index++) {
  75341. if (index < postProcesses.length - 1) {
  75342. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  75343. }
  75344. else {
  75345. if (targetTexture) {
  75346. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  75347. }
  75348. else {
  75349. engine.restoreDefaultFramebuffer();
  75350. }
  75351. }
  75352. var pp = postProcesses[index];
  75353. var effect = pp.apply();
  75354. if (effect) {
  75355. pp.onBeforeRenderObservable.notifyObservers(effect);
  75356. // VBOs
  75357. this._prepareBuffers();
  75358. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75359. // Draw order
  75360. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75361. pp.onAfterRenderObservable.notifyObservers(effect);
  75362. }
  75363. }
  75364. // Restore depth buffer
  75365. engine.setDepthBuffer(true);
  75366. engine.setDepthWrite(true);
  75367. };
  75368. /**
  75369. * Finalize the result of the output of the postprocesses.
  75370. * @param doNotPresent If true the result will not be displayed to the screen.
  75371. * @param targetTexture The target texture to render to.
  75372. * @param faceIndex The index of the face to bind the target texture to.
  75373. * @param postProcesses The array of post processes to render.
  75374. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  75375. * @hidden
  75376. */
  75377. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  75378. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75379. var camera = this._scene.activeCamera;
  75380. if (!camera) {
  75381. return;
  75382. }
  75383. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75384. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75385. return;
  75386. }
  75387. var engine = this._scene.getEngine();
  75388. for (var index = 0, len = postProcesses.length; index < len; index++) {
  75389. var pp = postProcesses[index];
  75390. if (index < len - 1) {
  75391. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  75392. }
  75393. else {
  75394. if (targetTexture) {
  75395. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  75396. pp._outputTexture = targetTexture;
  75397. }
  75398. else {
  75399. engine.restoreDefaultFramebuffer();
  75400. pp._outputTexture = null;
  75401. }
  75402. }
  75403. if (doNotPresent) {
  75404. break;
  75405. }
  75406. var effect = pp.apply();
  75407. if (effect) {
  75408. pp.onBeforeRenderObservable.notifyObservers(effect);
  75409. // VBOs
  75410. this._prepareBuffers();
  75411. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75412. // Draw order
  75413. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75414. pp.onAfterRenderObservable.notifyObservers(effect);
  75415. }
  75416. }
  75417. // Restore states
  75418. engine.setDepthBuffer(true);
  75419. engine.setDepthWrite(true);
  75420. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  75421. };
  75422. /**
  75423. * Disposes of the post process manager.
  75424. */
  75425. PostProcessManager.prototype.dispose = function () {
  75426. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75427. if (buffer) {
  75428. buffer.dispose();
  75429. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  75430. }
  75431. if (this._indexBuffer) {
  75432. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  75433. this._indexBuffer = null;
  75434. }
  75435. };
  75436. return PostProcessManager;
  75437. }());
  75438. BABYLON.PostProcessManager = PostProcessManager;
  75439. })(BABYLON || (BABYLON = {}));
  75440. //# sourceMappingURL=babylon.postProcessManager.js.map
  75441. var BABYLON;
  75442. (function (BABYLON) {
  75443. /**
  75444. * PostProcess can be used to apply a shader to a texture after it has been rendered
  75445. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75446. */
  75447. var PostProcess = /** @class */ (function () {
  75448. /**
  75449. * Creates a new instance PostProcess
  75450. * @param name The name of the PostProcess.
  75451. * @param fragmentUrl The url of the fragment shader to be used.
  75452. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  75453. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  75454. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  75455. * @param camera The camera to apply the render pass to.
  75456. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75457. * @param engine The engine which the post process will be applied. (default: current engine)
  75458. * @param reusable If the post process can be reused on the same frame. (default: false)
  75459. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  75460. * @param textureType Type of textures used when performing the post process. (default: 0)
  75461. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  75462. * @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
  75463. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  75464. */
  75465. function PostProcess(
  75466. /** Name of the PostProcess. */
  75467. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  75468. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  75469. if (defines === void 0) { defines = null; }
  75470. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75471. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  75472. if (blockCompilation === void 0) { blockCompilation = false; }
  75473. this.name = name;
  75474. /**
  75475. * Width of the texture to apply the post process on
  75476. */
  75477. this.width = -1;
  75478. /**
  75479. * Height of the texture to apply the post process on
  75480. */
  75481. this.height = -1;
  75482. /**
  75483. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  75484. * @hidden
  75485. */
  75486. this._outputTexture = null;
  75487. /**
  75488. * If the buffer needs to be cleared before applying the post process. (default: true)
  75489. * Should be set to false if shader will overwrite all previous pixels.
  75490. */
  75491. this.autoClear = true;
  75492. /**
  75493. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  75494. */
  75495. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  75496. /**
  75497. * Animations to be used for the post processing
  75498. */
  75499. this.animations = new Array();
  75500. /**
  75501. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  75502. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  75503. */
  75504. this.enablePixelPerfectMode = false;
  75505. /**
  75506. * Force the postprocess to be applied without taking in account viewport
  75507. */
  75508. this.forceFullscreenViewport = true;
  75509. /**
  75510. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  75511. *
  75512. * | Value | Type | Description |
  75513. * | ----- | ----------------------------------- | ----------- |
  75514. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  75515. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  75516. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  75517. *
  75518. */
  75519. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  75520. /**
  75521. * Force textures to be a power of two (default: false)
  75522. */
  75523. this.alwaysForcePOT = false;
  75524. this._samples = 1;
  75525. /**
  75526. * Modify the scale of the post process to be the same as the viewport (default: false)
  75527. */
  75528. this.adaptScaleToCurrentViewport = false;
  75529. this._reusable = false;
  75530. /**
  75531. * Smart array of input and output textures for the post process.
  75532. * @hidden
  75533. */
  75534. this._textures = new BABYLON.SmartArray(2);
  75535. /**
  75536. * The index in _textures that corresponds to the output texture.
  75537. * @hidden
  75538. */
  75539. this._currentRenderTextureInd = 0;
  75540. this._scaleRatio = new BABYLON.Vector2(1, 1);
  75541. this._texelSize = BABYLON.Vector2.Zero();
  75542. // Events
  75543. /**
  75544. * An event triggered when the postprocess is activated.
  75545. */
  75546. this.onActivateObservable = new BABYLON.Observable();
  75547. /**
  75548. * An event triggered when the postprocess changes its size.
  75549. */
  75550. this.onSizeChangedObservable = new BABYLON.Observable();
  75551. /**
  75552. * An event triggered when the postprocess applies its effect.
  75553. */
  75554. this.onApplyObservable = new BABYLON.Observable();
  75555. /**
  75556. * An event triggered before rendering the postprocess
  75557. */
  75558. this.onBeforeRenderObservable = new BABYLON.Observable();
  75559. /**
  75560. * An event triggered after rendering the postprocess
  75561. */
  75562. this.onAfterRenderObservable = new BABYLON.Observable();
  75563. if (camera != null) {
  75564. this._camera = camera;
  75565. this._scene = camera.getScene();
  75566. camera.attachPostProcess(this);
  75567. this._engine = this._scene.getEngine();
  75568. this._scene.postProcesses.push(this);
  75569. }
  75570. else if (engine) {
  75571. this._engine = engine;
  75572. this._engine.postProcesses.push(this);
  75573. }
  75574. this._options = options;
  75575. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  75576. this._reusable = reusable || false;
  75577. this._textureType = textureType;
  75578. this._samplers = samplers || [];
  75579. this._samplers.push("textureSampler");
  75580. this._fragmentUrl = fragmentUrl;
  75581. this._vertexUrl = vertexUrl;
  75582. this._parameters = parameters || [];
  75583. this._parameters.push("scale");
  75584. this._indexParameters = indexParameters;
  75585. if (!blockCompilation) {
  75586. this.updateEffect(defines);
  75587. }
  75588. }
  75589. Object.defineProperty(PostProcess.prototype, "samples", {
  75590. /**
  75591. * Number of sample textures (default: 1)
  75592. */
  75593. get: function () {
  75594. return this._samples;
  75595. },
  75596. set: function (n) {
  75597. var _this = this;
  75598. this._samples = n;
  75599. this._textures.forEach(function (texture) {
  75600. if (texture.samples !== _this._samples) {
  75601. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  75602. }
  75603. });
  75604. },
  75605. enumerable: true,
  75606. configurable: true
  75607. });
  75608. Object.defineProperty(PostProcess.prototype, "onActivate", {
  75609. /**
  75610. * A function that is added to the onActivateObservable
  75611. */
  75612. set: function (callback) {
  75613. if (this._onActivateObserver) {
  75614. this.onActivateObservable.remove(this._onActivateObserver);
  75615. }
  75616. if (callback) {
  75617. this._onActivateObserver = this.onActivateObservable.add(callback);
  75618. }
  75619. },
  75620. enumerable: true,
  75621. configurable: true
  75622. });
  75623. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  75624. /**
  75625. * A function that is added to the onSizeChangedObservable
  75626. */
  75627. set: function (callback) {
  75628. if (this._onSizeChangedObserver) {
  75629. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  75630. }
  75631. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  75632. },
  75633. enumerable: true,
  75634. configurable: true
  75635. });
  75636. Object.defineProperty(PostProcess.prototype, "onApply", {
  75637. /**
  75638. * A function that is added to the onApplyObservable
  75639. */
  75640. set: function (callback) {
  75641. if (this._onApplyObserver) {
  75642. this.onApplyObservable.remove(this._onApplyObserver);
  75643. }
  75644. this._onApplyObserver = this.onApplyObservable.add(callback);
  75645. },
  75646. enumerable: true,
  75647. configurable: true
  75648. });
  75649. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  75650. /**
  75651. * A function that is added to the onBeforeRenderObservable
  75652. */
  75653. set: function (callback) {
  75654. if (this._onBeforeRenderObserver) {
  75655. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  75656. }
  75657. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  75658. },
  75659. enumerable: true,
  75660. configurable: true
  75661. });
  75662. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  75663. /**
  75664. * A function that is added to the onAfterRenderObservable
  75665. */
  75666. set: function (callback) {
  75667. if (this._onAfterRenderObserver) {
  75668. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  75669. }
  75670. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  75671. },
  75672. enumerable: true,
  75673. configurable: true
  75674. });
  75675. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  75676. /**
  75677. * 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
  75678. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  75679. */
  75680. get: function () {
  75681. return this._textures.data[this._currentRenderTextureInd];
  75682. },
  75683. set: function (value) {
  75684. this._forcedOutputTexture = value;
  75685. },
  75686. enumerable: true,
  75687. configurable: true
  75688. });
  75689. /**
  75690. * Gets the camera which post process is applied to.
  75691. * @returns The camera the post process is applied to.
  75692. */
  75693. PostProcess.prototype.getCamera = function () {
  75694. return this._camera;
  75695. };
  75696. Object.defineProperty(PostProcess.prototype, "texelSize", {
  75697. /**
  75698. * Gets the texel size of the postprocess.
  75699. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  75700. */
  75701. get: function () {
  75702. if (this._shareOutputWithPostProcess) {
  75703. return this._shareOutputWithPostProcess.texelSize;
  75704. }
  75705. if (this._forcedOutputTexture) {
  75706. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  75707. }
  75708. return this._texelSize;
  75709. },
  75710. enumerable: true,
  75711. configurable: true
  75712. });
  75713. /**
  75714. * Gets the engine which this post process belongs to.
  75715. * @returns The engine the post process was enabled with.
  75716. */
  75717. PostProcess.prototype.getEngine = function () {
  75718. return this._engine;
  75719. };
  75720. /**
  75721. * The effect that is created when initializing the post process.
  75722. * @returns The created effect corrisponding the the postprocess.
  75723. */
  75724. PostProcess.prototype.getEffect = function () {
  75725. return this._effect;
  75726. };
  75727. /**
  75728. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  75729. * @param postProcess The post process to share the output with.
  75730. * @returns This post process.
  75731. */
  75732. PostProcess.prototype.shareOutputWith = function (postProcess) {
  75733. this._disposeTextures();
  75734. this._shareOutputWithPostProcess = postProcess;
  75735. return this;
  75736. };
  75737. /**
  75738. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  75739. * This should be called if the post process that shares output with this post process is disabled/disposed.
  75740. */
  75741. PostProcess.prototype.useOwnOutput = function () {
  75742. if (this._textures.length == 0) {
  75743. this._textures = new BABYLON.SmartArray(2);
  75744. }
  75745. this._shareOutputWithPostProcess = null;
  75746. };
  75747. /**
  75748. * Updates the effect with the current post process compile time values and recompiles the shader.
  75749. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  75750. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  75751. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  75752. * @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
  75753. * @param onCompiled Called when the shader has been compiled.
  75754. * @param onError Called if there is an error when compiling a shader.
  75755. */
  75756. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  75757. if (defines === void 0) { defines = null; }
  75758. if (uniforms === void 0) { uniforms = null; }
  75759. if (samplers === void 0) { samplers = null; }
  75760. 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);
  75761. };
  75762. /**
  75763. * The post process is reusable if it can be used multiple times within one frame.
  75764. * @returns If the post process is reusable
  75765. */
  75766. PostProcess.prototype.isReusable = function () {
  75767. return this._reusable;
  75768. };
  75769. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  75770. PostProcess.prototype.markTextureDirty = function () {
  75771. this.width = -1;
  75772. };
  75773. /**
  75774. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  75775. * 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.
  75776. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  75777. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  75778. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  75779. * @returns The target texture that was bound to be written to.
  75780. */
  75781. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  75782. var _this = this;
  75783. if (sourceTexture === void 0) { sourceTexture = null; }
  75784. camera = camera || this._camera;
  75785. var scene = camera.getScene();
  75786. var engine = scene.getEngine();
  75787. var maxSize = engine.getCaps().maxTextureSize;
  75788. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  75789. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  75790. // 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
  75791. var webVRCamera = camera.parent;
  75792. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  75793. requiredWidth /= 2;
  75794. }
  75795. var desiredWidth = (this._options.width || requiredWidth);
  75796. var desiredHeight = this._options.height || requiredHeight;
  75797. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  75798. if (this.adaptScaleToCurrentViewport) {
  75799. var currentViewport = engine.currentViewport;
  75800. if (currentViewport) {
  75801. desiredWidth *= currentViewport.width;
  75802. desiredHeight *= currentViewport.height;
  75803. }
  75804. }
  75805. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  75806. if (!this._options.width) {
  75807. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  75808. }
  75809. if (!this._options.height) {
  75810. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  75811. }
  75812. }
  75813. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  75814. if (this._textures.length > 0) {
  75815. for (var i = 0; i < this._textures.length; i++) {
  75816. this._engine._releaseTexture(this._textures.data[i]);
  75817. }
  75818. this._textures.reset();
  75819. }
  75820. this.width = desiredWidth;
  75821. this.height = desiredHeight;
  75822. var textureSize = { width: this.width, height: this.height };
  75823. var textureOptions = {
  75824. generateMipMaps: false,
  75825. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  75826. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  75827. samplingMode: this.renderTargetSamplingMode,
  75828. type: this._textureType
  75829. };
  75830. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  75831. if (this._reusable) {
  75832. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  75833. }
  75834. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  75835. this.onSizeChangedObservable.notifyObservers(this);
  75836. }
  75837. this._textures.forEach(function (texture) {
  75838. if (texture.samples !== _this.samples) {
  75839. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  75840. }
  75841. });
  75842. }
  75843. var target;
  75844. if (this._shareOutputWithPostProcess) {
  75845. target = this._shareOutputWithPostProcess.inputTexture;
  75846. }
  75847. else if (this._forcedOutputTexture) {
  75848. target = this._forcedOutputTexture;
  75849. this.width = this._forcedOutputTexture.width;
  75850. this.height = this._forcedOutputTexture.height;
  75851. }
  75852. else {
  75853. target = this.inputTexture;
  75854. }
  75855. // Bind the input of this post process to be used as the output of the previous post process.
  75856. if (this.enablePixelPerfectMode) {
  75857. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  75858. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  75859. }
  75860. else {
  75861. this._scaleRatio.copyFromFloats(1, 1);
  75862. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  75863. }
  75864. this.onActivateObservable.notifyObservers(camera);
  75865. // Clear
  75866. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  75867. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  75868. }
  75869. if (this._reusable) {
  75870. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  75871. }
  75872. return target;
  75873. };
  75874. Object.defineProperty(PostProcess.prototype, "isSupported", {
  75875. /**
  75876. * If the post process is supported.
  75877. */
  75878. get: function () {
  75879. return this._effect.isSupported;
  75880. },
  75881. enumerable: true,
  75882. configurable: true
  75883. });
  75884. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  75885. /**
  75886. * The aspect ratio of the output texture.
  75887. */
  75888. get: function () {
  75889. if (this._shareOutputWithPostProcess) {
  75890. return this._shareOutputWithPostProcess.aspectRatio;
  75891. }
  75892. if (this._forcedOutputTexture) {
  75893. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  75894. }
  75895. return this.width / this.height;
  75896. },
  75897. enumerable: true,
  75898. configurable: true
  75899. });
  75900. /**
  75901. * Get a value indicating if the post-process is ready to be used
  75902. * @returns true if the post-process is ready (shader is compiled)
  75903. */
  75904. PostProcess.prototype.isReady = function () {
  75905. return this._effect && this._effect.isReady();
  75906. };
  75907. /**
  75908. * Binds all textures and uniforms to the shader, this will be run on every pass.
  75909. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  75910. */
  75911. PostProcess.prototype.apply = function () {
  75912. // Check
  75913. if (!this._effect || !this._effect.isReady()) {
  75914. return null;
  75915. }
  75916. // States
  75917. this._engine.enableEffect(this._effect);
  75918. this._engine.setState(false);
  75919. this._engine.setDepthBuffer(false);
  75920. this._engine.setDepthWrite(false);
  75921. // Alpha
  75922. this._engine.setAlphaMode(this.alphaMode);
  75923. if (this.alphaConstants) {
  75924. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  75925. }
  75926. // Bind the output texture of the preivous post process as the input to this post process.
  75927. var source;
  75928. if (this._shareOutputWithPostProcess) {
  75929. source = this._shareOutputWithPostProcess.inputTexture;
  75930. }
  75931. else if (this._forcedOutputTexture) {
  75932. source = this._forcedOutputTexture;
  75933. }
  75934. else {
  75935. source = this.inputTexture;
  75936. }
  75937. this._effect._bindTexture("textureSampler", source);
  75938. // Parameters
  75939. this._effect.setVector2("scale", this._scaleRatio);
  75940. this.onApplyObservable.notifyObservers(this._effect);
  75941. return this._effect;
  75942. };
  75943. PostProcess.prototype._disposeTextures = function () {
  75944. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  75945. return;
  75946. }
  75947. if (this._textures.length > 0) {
  75948. for (var i = 0; i < this._textures.length; i++) {
  75949. this._engine._releaseTexture(this._textures.data[i]);
  75950. }
  75951. }
  75952. this._textures.dispose();
  75953. };
  75954. /**
  75955. * Disposes the post process.
  75956. * @param camera The camera to dispose the post process on.
  75957. */
  75958. PostProcess.prototype.dispose = function (camera) {
  75959. camera = camera || this._camera;
  75960. this._disposeTextures();
  75961. if (this._scene) {
  75962. var index_1 = this._scene.postProcesses.indexOf(this);
  75963. if (index_1 !== -1) {
  75964. this._scene.postProcesses.splice(index_1, 1);
  75965. }
  75966. }
  75967. else {
  75968. var index_2 = this._engine.postProcesses.indexOf(this);
  75969. if (index_2 !== -1) {
  75970. this._engine.postProcesses.splice(index_2, 1);
  75971. }
  75972. }
  75973. if (!camera) {
  75974. return;
  75975. }
  75976. camera.detachPostProcess(this);
  75977. var index = camera._postProcesses.indexOf(this);
  75978. if (index === 0 && camera._postProcesses.length > 0) {
  75979. var firstPostProcess = this._camera._getFirstPostProcess();
  75980. if (firstPostProcess) {
  75981. firstPostProcess.markTextureDirty();
  75982. }
  75983. }
  75984. this.onActivateObservable.clear();
  75985. this.onAfterRenderObservable.clear();
  75986. this.onApplyObservable.clear();
  75987. this.onBeforeRenderObservable.clear();
  75988. this.onSizeChangedObservable.clear();
  75989. };
  75990. return PostProcess;
  75991. }());
  75992. BABYLON.PostProcess = PostProcess;
  75993. })(BABYLON || (BABYLON = {}));
  75994. //# sourceMappingURL=babylon.postProcess.js.map
  75995. var BABYLON;
  75996. (function (BABYLON) {
  75997. /**
  75998. * PassPostProcess which produces an output the same as it's input
  75999. */
  76000. var PassPostProcess = /** @class */ (function (_super) {
  76001. __extends(PassPostProcess, _super);
  76002. /**
  76003. * Creates the PassPostProcess
  76004. * @param name The name of the effect.
  76005. * @param options The required width/height ratio to downsize to before computing the render pass.
  76006. * @param camera The camera to apply the render pass to.
  76007. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76008. * @param engine The engine which the post process will be applied. (default: current engine)
  76009. * @param reusable If the post process can be reused on the same frame. (default: false)
  76010. * @param textureType The type of texture to be used when performing the post processing.
  76011. * @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)
  76012. */
  76013. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76014. if (camera === void 0) { camera = null; }
  76015. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76016. if (blockCompilation === void 0) { blockCompilation = false; }
  76017. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  76018. }
  76019. return PassPostProcess;
  76020. }(BABYLON.PostProcess));
  76021. BABYLON.PassPostProcess = PassPostProcess;
  76022. /**
  76023. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  76024. */
  76025. var PassCubePostProcess = /** @class */ (function (_super) {
  76026. __extends(PassCubePostProcess, _super);
  76027. /**
  76028. * Creates the PassCubePostProcess
  76029. * @param name The name of the effect.
  76030. * @param options The required width/height ratio to downsize to before computing the render pass.
  76031. * @param camera The camera to apply the render pass to.
  76032. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76033. * @param engine The engine which the post process will be applied. (default: current engine)
  76034. * @param reusable If the post process can be reused on the same frame. (default: false)
  76035. * @param textureType The type of texture to be used when performing the post processing.
  76036. * @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)
  76037. */
  76038. function PassCubePostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76039. if (camera === void 0) { camera = null; }
  76040. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76041. if (blockCompilation === void 0) { blockCompilation = false; }
  76042. var _this = _super.call(this, name, "passCube", null, null, options, camera, samplingMode, engine, reusable, "#define POSITIVEX", textureType, undefined, null, blockCompilation) || this;
  76043. _this._face = 0;
  76044. return _this;
  76045. }
  76046. Object.defineProperty(PassCubePostProcess.prototype, "face", {
  76047. /**
  76048. * Gets or sets the cube face to display.
  76049. * * 0 is +X
  76050. * * 1 is -X
  76051. * * 2 is +Y
  76052. * * 3 is -Y
  76053. * * 4 is +Z
  76054. * * 5 is -Z
  76055. */
  76056. get: function () {
  76057. return this._face;
  76058. },
  76059. set: function (value) {
  76060. if (value < 0 || value > 5) {
  76061. return;
  76062. }
  76063. this._face = value;
  76064. switch (this._face) {
  76065. case 0:
  76066. this.updateEffect("#define POSITIVEX");
  76067. break;
  76068. case 1:
  76069. this.updateEffect("#define NEGATIVEX");
  76070. break;
  76071. case 2:
  76072. this.updateEffect("#define POSITIVEY");
  76073. break;
  76074. case 3:
  76075. this.updateEffect("#define NEGATIVEY");
  76076. break;
  76077. case 4:
  76078. this.updateEffect("#define POSITIVEZ");
  76079. break;
  76080. case 5:
  76081. this.updateEffect("#define NEGATIVEZ");
  76082. break;
  76083. }
  76084. },
  76085. enumerable: true,
  76086. configurable: true
  76087. });
  76088. return PassCubePostProcess;
  76089. }(BABYLON.PostProcess));
  76090. BABYLON.PassCubePostProcess = PassCubePostProcess;
  76091. })(BABYLON || (BABYLON = {}));
  76092. //# sourceMappingURL=babylon.passPostProcess.js.map
  76093. var __assign = (this && this.__assign) || function () {
  76094. __assign = Object.assign || function(t) {
  76095. for (var s, i = 1, n = arguments.length; i < n; i++) {
  76096. s = arguments[i];
  76097. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  76098. t[p] = s[p];
  76099. }
  76100. return t;
  76101. };
  76102. return __assign.apply(this, arguments);
  76103. };
  76104. var BABYLON;
  76105. (function (BABYLON) {
  76106. /**
  76107. * Default implementation IShadowGenerator.
  76108. * This is the main object responsible of generating shadows in the framework.
  76109. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  76110. */
  76111. var ShadowGenerator = /** @class */ (function () {
  76112. /**
  76113. * Creates a ShadowGenerator object.
  76114. * A ShadowGenerator is the required tool to use the shadows.
  76115. * Each light casting shadows needs to use its own ShadowGenerator.
  76116. * Documentation : http://doc.babylonjs.com/tutorials/shadows
  76117. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  76118. * @param light The light object generating the shadows.
  76119. * @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.
  76120. */
  76121. function ShadowGenerator(mapSize, light, useFullFloatFirst) {
  76122. this._bias = 0.00005;
  76123. this._normalBias = 0;
  76124. this._blurBoxOffset = 1;
  76125. this._blurScale = 2;
  76126. this._blurKernel = 1;
  76127. this._useKernelBlur = false;
  76128. this._filter = ShadowGenerator.FILTER_NONE;
  76129. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  76130. this._contactHardeningLightSizeUVRatio = 0.1;
  76131. this._darkness = 0;
  76132. this._transparencyShadow = false;
  76133. /**
  76134. * Controls the extent to which the shadows fade out at the edge of the frustum
  76135. * Used only by directionals and spots
  76136. */
  76137. this.frustumEdgeFalloff = 0;
  76138. /**
  76139. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  76140. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  76141. * It might on the other hand introduce peter panning.
  76142. */
  76143. this.forceBackFacesOnly = false;
  76144. this._lightDirection = BABYLON.Vector3.Zero();
  76145. this._viewMatrix = BABYLON.Matrix.Zero();
  76146. this._projectionMatrix = BABYLON.Matrix.Zero();
  76147. this._transformMatrix = BABYLON.Matrix.Zero();
  76148. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76149. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76150. this._currentFaceIndex = 0;
  76151. this._currentFaceIndexCache = 0;
  76152. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  76153. this._mapSize = mapSize;
  76154. this._light = light;
  76155. this._scene = light.getScene();
  76156. light._shadowGenerator = this;
  76157. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  76158. if (!component) {
  76159. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  76160. this._scene._addComponent(component);
  76161. }
  76162. // Texture type fallback from float to int if not supported.
  76163. var caps = this._scene.getEngine().getCaps();
  76164. if (!useFullFloatFirst) {
  76165. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76166. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76167. }
  76168. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76169. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76170. }
  76171. else {
  76172. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76173. }
  76174. }
  76175. else {
  76176. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76177. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76178. }
  76179. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76180. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76181. }
  76182. else {
  76183. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76184. }
  76185. }
  76186. this._initializeGenerator();
  76187. this._applyFilterValues();
  76188. }
  76189. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  76190. /**
  76191. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  76192. */
  76193. get: function () {
  76194. return this._bias;
  76195. },
  76196. /**
  76197. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  76198. */
  76199. set: function (bias) {
  76200. this._bias = bias;
  76201. },
  76202. enumerable: true,
  76203. configurable: true
  76204. });
  76205. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  76206. /**
  76207. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76208. */
  76209. get: function () {
  76210. return this._normalBias;
  76211. },
  76212. /**
  76213. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76214. */
  76215. set: function (normalBias) {
  76216. this._normalBias = normalBias;
  76217. },
  76218. enumerable: true,
  76219. configurable: true
  76220. });
  76221. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  76222. /**
  76223. * Gets the blur box offset: offset applied during the blur pass.
  76224. * Only usefull if useKernelBlur = false
  76225. */
  76226. get: function () {
  76227. return this._blurBoxOffset;
  76228. },
  76229. /**
  76230. * Sets the blur box offset: offset applied during the blur pass.
  76231. * Only usefull if useKernelBlur = false
  76232. */
  76233. set: function (value) {
  76234. if (this._blurBoxOffset === value) {
  76235. return;
  76236. }
  76237. this._blurBoxOffset = value;
  76238. this._disposeBlurPostProcesses();
  76239. },
  76240. enumerable: true,
  76241. configurable: true
  76242. });
  76243. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  76244. /**
  76245. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  76246. * 2 means half of the size.
  76247. */
  76248. get: function () {
  76249. return this._blurScale;
  76250. },
  76251. /**
  76252. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  76253. * 2 means half of the size.
  76254. */
  76255. set: function (value) {
  76256. if (this._blurScale === value) {
  76257. return;
  76258. }
  76259. this._blurScale = value;
  76260. this._disposeBlurPostProcesses();
  76261. },
  76262. enumerable: true,
  76263. configurable: true
  76264. });
  76265. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  76266. /**
  76267. * Gets the blur kernel: kernel size of the blur pass.
  76268. * Only usefull if useKernelBlur = true
  76269. */
  76270. get: function () {
  76271. return this._blurKernel;
  76272. },
  76273. /**
  76274. * Sets the blur kernel: kernel size of the blur pass.
  76275. * Only usefull if useKernelBlur = true
  76276. */
  76277. set: function (value) {
  76278. if (this._blurKernel === value) {
  76279. return;
  76280. }
  76281. this._blurKernel = value;
  76282. this._disposeBlurPostProcesses();
  76283. },
  76284. enumerable: true,
  76285. configurable: true
  76286. });
  76287. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  76288. /**
  76289. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  76290. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  76291. */
  76292. get: function () {
  76293. return this._useKernelBlur;
  76294. },
  76295. /**
  76296. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  76297. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  76298. */
  76299. set: function (value) {
  76300. if (this._useKernelBlur === value) {
  76301. return;
  76302. }
  76303. this._useKernelBlur = value;
  76304. this._disposeBlurPostProcesses();
  76305. },
  76306. enumerable: true,
  76307. configurable: true
  76308. });
  76309. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  76310. /**
  76311. * Gets the depth scale used in ESM mode.
  76312. */
  76313. get: function () {
  76314. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  76315. },
  76316. /**
  76317. * Sets the depth scale used in ESM mode.
  76318. * This can override the scale stored on the light.
  76319. */
  76320. set: function (value) {
  76321. this._depthScale = value;
  76322. },
  76323. enumerable: true,
  76324. configurable: true
  76325. });
  76326. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  76327. /**
  76328. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  76329. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76330. */
  76331. get: function () {
  76332. return this._filter;
  76333. },
  76334. /**
  76335. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  76336. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76337. */
  76338. set: function (value) {
  76339. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  76340. if (this._light.needCube()) {
  76341. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76342. this.useExponentialShadowMap = true;
  76343. return;
  76344. }
  76345. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76346. this.useCloseExponentialShadowMap = true;
  76347. return;
  76348. }
  76349. // PCF on cubemap would also be expensive
  76350. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76351. this.usePoissonSampling = true;
  76352. return;
  76353. }
  76354. }
  76355. // Weblg1 fallback for PCF.
  76356. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76357. if (this._scene.getEngine().webGLVersion === 1) {
  76358. this.usePoissonSampling = true;
  76359. return;
  76360. }
  76361. }
  76362. if (this._filter === value) {
  76363. return;
  76364. }
  76365. this._filter = value;
  76366. this._disposeBlurPostProcesses();
  76367. this._applyFilterValues();
  76368. this._light._markMeshesAsLightDirty();
  76369. },
  76370. enumerable: true,
  76371. configurable: true
  76372. });
  76373. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  76374. /**
  76375. * Gets if the current filter is set to Poisson Sampling.
  76376. */
  76377. get: function () {
  76378. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  76379. },
  76380. /**
  76381. * Sets the current filter to Poisson Sampling.
  76382. */
  76383. set: function (value) {
  76384. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  76385. return;
  76386. }
  76387. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  76388. },
  76389. enumerable: true,
  76390. configurable: true
  76391. });
  76392. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  76393. /**
  76394. * Gets if the current filter is set to ESM.
  76395. */
  76396. get: function () {
  76397. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  76398. },
  76399. /**
  76400. * Sets the current filter is to ESM.
  76401. */
  76402. set: function (value) {
  76403. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  76404. return;
  76405. }
  76406. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76407. },
  76408. enumerable: true,
  76409. configurable: true
  76410. });
  76411. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  76412. /**
  76413. * Gets if the current filter is set to filtered ESM.
  76414. */
  76415. get: function () {
  76416. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  76417. },
  76418. /**
  76419. * Gets if the current filter is set to filtered ESM.
  76420. */
  76421. set: function (value) {
  76422. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76423. return;
  76424. }
  76425. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76426. },
  76427. enumerable: true,
  76428. configurable: true
  76429. });
  76430. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  76431. /**
  76432. * Gets if the current filter is set to "close ESM" (using the inverse of the
  76433. * exponential to prevent steep falloff artifacts).
  76434. */
  76435. get: function () {
  76436. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  76437. },
  76438. /**
  76439. * Sets the current filter to "close ESM" (using the inverse of the
  76440. * exponential to prevent steep falloff artifacts).
  76441. */
  76442. set: function (value) {
  76443. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  76444. return;
  76445. }
  76446. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76447. },
  76448. enumerable: true,
  76449. configurable: true
  76450. });
  76451. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  76452. /**
  76453. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  76454. * exponential to prevent steep falloff artifacts).
  76455. */
  76456. get: function () {
  76457. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  76458. },
  76459. /**
  76460. * Sets the current filter to filtered "close ESM" (using the inverse of the
  76461. * exponential to prevent steep falloff artifacts).
  76462. */
  76463. set: function (value) {
  76464. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76465. return;
  76466. }
  76467. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76468. },
  76469. enumerable: true,
  76470. configurable: true
  76471. });
  76472. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  76473. /**
  76474. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  76475. */
  76476. get: function () {
  76477. return this.filter === ShadowGenerator.FILTER_PCF;
  76478. },
  76479. /**
  76480. * Sets the current filter to "PCF" (percentage closer filtering).
  76481. */
  76482. set: function (value) {
  76483. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  76484. return;
  76485. }
  76486. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  76487. },
  76488. enumerable: true,
  76489. configurable: true
  76490. });
  76491. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  76492. /**
  76493. * Gets the PCF or PCSS Quality.
  76494. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76495. */
  76496. get: function () {
  76497. return this._filteringQuality;
  76498. },
  76499. /**
  76500. * Sets the PCF or PCSS Quality.
  76501. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76502. */
  76503. set: function (filteringQuality) {
  76504. this._filteringQuality = filteringQuality;
  76505. },
  76506. enumerable: true,
  76507. configurable: true
  76508. });
  76509. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  76510. /**
  76511. * Gets if the current filter is set to "PCSS" (contact hardening).
  76512. */
  76513. get: function () {
  76514. return this.filter === ShadowGenerator.FILTER_PCSS;
  76515. },
  76516. /**
  76517. * Sets the current filter to "PCSS" (contact hardening).
  76518. */
  76519. set: function (value) {
  76520. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  76521. return;
  76522. }
  76523. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  76524. },
  76525. enumerable: true,
  76526. configurable: true
  76527. });
  76528. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  76529. /**
  76530. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76531. * Using a ratio helps keeping shape stability independently of the map size.
  76532. *
  76533. * It does not account for the light projection as it was having too much
  76534. * instability during the light setup or during light position changes.
  76535. *
  76536. * Only valid if useContactHardeningShadow is true.
  76537. */
  76538. get: function () {
  76539. return this._contactHardeningLightSizeUVRatio;
  76540. },
  76541. /**
  76542. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76543. * Using a ratio helps keeping shape stability independently of the map size.
  76544. *
  76545. * It does not account for the light projection as it was having too much
  76546. * instability during the light setup or during light position changes.
  76547. *
  76548. * Only valid if useContactHardeningShadow is true.
  76549. */
  76550. set: function (contactHardeningLightSizeUVRatio) {
  76551. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  76552. },
  76553. enumerable: true,
  76554. configurable: true
  76555. });
  76556. /**
  76557. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  76558. * 0 means strongest and 1 would means no shadow.
  76559. * @returns the darkness.
  76560. */
  76561. ShadowGenerator.prototype.getDarkness = function () {
  76562. return this._darkness;
  76563. };
  76564. /**
  76565. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  76566. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  76567. * @returns the shadow generator allowing fluent coding.
  76568. */
  76569. ShadowGenerator.prototype.setDarkness = function (darkness) {
  76570. if (darkness >= 1.0) {
  76571. this._darkness = 1.0;
  76572. }
  76573. else if (darkness <= 0.0) {
  76574. this._darkness = 0.0;
  76575. }
  76576. else {
  76577. this._darkness = darkness;
  76578. }
  76579. return this;
  76580. };
  76581. /**
  76582. * Sets the ability to have transparent shadow (boolean).
  76583. * @param transparent True if transparent else False
  76584. * @returns the shadow generator allowing fluent coding
  76585. */
  76586. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  76587. this._transparencyShadow = transparent;
  76588. return this;
  76589. };
  76590. /**
  76591. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  76592. * @returns The render target texture if present otherwise, null
  76593. */
  76594. ShadowGenerator.prototype.getShadowMap = function () {
  76595. return this._shadowMap;
  76596. };
  76597. /**
  76598. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  76599. * @returns The render target texture if the shadow map is present otherwise, null
  76600. */
  76601. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  76602. if (this._shadowMap2) {
  76603. return this._shadowMap2;
  76604. }
  76605. return this._shadowMap;
  76606. };
  76607. /**
  76608. * Helper function to add a mesh and its descendants to the list of shadow casters.
  76609. * @param mesh Mesh to add
  76610. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  76611. * @returns the Shadow Generator itself
  76612. */
  76613. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  76614. if (includeDescendants === void 0) { includeDescendants = true; }
  76615. var _a;
  76616. if (!this._shadowMap) {
  76617. return this;
  76618. }
  76619. if (!this._shadowMap.renderList) {
  76620. this._shadowMap.renderList = [];
  76621. }
  76622. this._shadowMap.renderList.push(mesh);
  76623. if (includeDescendants) {
  76624. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  76625. }
  76626. return this;
  76627. };
  76628. /**
  76629. * Helper function to remove a mesh and its descendants from the list of shadow casters
  76630. * @param mesh Mesh to remove
  76631. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  76632. * @returns the Shadow Generator itself
  76633. */
  76634. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  76635. if (includeDescendants === void 0) { includeDescendants = true; }
  76636. if (!this._shadowMap || !this._shadowMap.renderList) {
  76637. return this;
  76638. }
  76639. var index = this._shadowMap.renderList.indexOf(mesh);
  76640. if (index !== -1) {
  76641. this._shadowMap.renderList.splice(index, 1);
  76642. }
  76643. if (includeDescendants) {
  76644. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  76645. var child = _a[_i];
  76646. this.removeShadowCaster(child);
  76647. }
  76648. }
  76649. return this;
  76650. };
  76651. /**
  76652. * Returns the associated light object.
  76653. * @returns the light generating the shadow
  76654. */
  76655. ShadowGenerator.prototype.getLight = function () {
  76656. return this._light;
  76657. };
  76658. ShadowGenerator.prototype._initializeGenerator = function () {
  76659. this._light._markMeshesAsLightDirty();
  76660. this._initializeShadowMap();
  76661. };
  76662. ShadowGenerator.prototype._initializeShadowMap = function () {
  76663. var _this = this;
  76664. // Render target
  76665. var engine = this._scene.getEngine();
  76666. if (engine.webGLVersion > 1) {
  76667. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  76668. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  76669. }
  76670. else {
  76671. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  76672. }
  76673. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76674. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76675. this._shadowMap.anisotropicFilteringLevel = 1;
  76676. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76677. this._shadowMap.renderParticles = false;
  76678. this._shadowMap.ignoreCameraViewport = true;
  76679. // Record Face Index before render.
  76680. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  76681. _this._currentFaceIndex = faceIndex;
  76682. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76683. engine.setColorWrite(false);
  76684. }
  76685. });
  76686. // Custom render function.
  76687. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  76688. // Blur if required afer render.
  76689. this._shadowMap.onAfterUnbindObservable.add(function () {
  76690. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76691. engine.setColorWrite(true);
  76692. }
  76693. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  76694. return;
  76695. }
  76696. var shadowMap = _this.getShadowMapForRendering();
  76697. if (shadowMap) {
  76698. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  76699. }
  76700. });
  76701. // Clear according to the chosen filter.
  76702. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  76703. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  76704. this._shadowMap.onClearObservable.add(function (engine) {
  76705. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76706. engine.clear(clearOne, false, true, false);
  76707. }
  76708. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  76709. engine.clear(clearZero, true, true, false);
  76710. }
  76711. else {
  76712. engine.clear(clearOne, true, true, false);
  76713. }
  76714. });
  76715. };
  76716. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  76717. var _this = this;
  76718. var engine = this._scene.getEngine();
  76719. var targetSize = this._mapSize / this.blurScale;
  76720. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  76721. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  76722. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76723. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76724. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76725. }
  76726. if (this.useKernelBlur) {
  76727. 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);
  76728. this._kernelBlurXPostprocess.width = targetSize;
  76729. this._kernelBlurXPostprocess.height = targetSize;
  76730. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  76731. effect.setTexture("textureSampler", _this._shadowMap);
  76732. });
  76733. 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);
  76734. this._kernelBlurXPostprocess.autoClear = false;
  76735. this._kernelBlurYPostprocess.autoClear = false;
  76736. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  76737. this._kernelBlurXPostprocess.packedFloat = true;
  76738. this._kernelBlurYPostprocess.packedFloat = true;
  76739. }
  76740. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  76741. }
  76742. else {
  76743. 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);
  76744. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  76745. effect.setFloat2("screenSize", targetSize, targetSize);
  76746. effect.setTexture("textureSampler", _this._shadowMap);
  76747. });
  76748. this._boxBlurPostprocess.autoClear = false;
  76749. this._blurPostProcesses = [this._boxBlurPostprocess];
  76750. }
  76751. };
  76752. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  76753. var index;
  76754. var engine = this._scene.getEngine();
  76755. if (depthOnlySubMeshes.length) {
  76756. engine.setColorWrite(false);
  76757. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  76758. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  76759. }
  76760. engine.setColorWrite(true);
  76761. }
  76762. for (index = 0; index < opaqueSubMeshes.length; index++) {
  76763. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  76764. }
  76765. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  76766. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  76767. }
  76768. if (this._transparencyShadow) {
  76769. for (index = 0; index < transparentSubMeshes.length; index++) {
  76770. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  76771. }
  76772. }
  76773. };
  76774. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  76775. var _this = this;
  76776. var mesh = subMesh.getRenderingMesh();
  76777. var scene = this._scene;
  76778. var engine = scene.getEngine();
  76779. var material = subMesh.getMaterial();
  76780. if (!material || subMesh.verticesCount === 0) {
  76781. return;
  76782. }
  76783. // Culling
  76784. engine.setState(material.backFaceCulling);
  76785. // Managing instances
  76786. var batch = mesh._getInstancesRenderList(subMesh._id);
  76787. if (batch.mustReturn) {
  76788. return;
  76789. }
  76790. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  76791. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  76792. engine.enableEffect(this._effect);
  76793. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  76794. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  76795. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  76796. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  76797. this._effect.setVector3("lightData", this._cachedDirection);
  76798. }
  76799. else {
  76800. this._effect.setVector3("lightData", this._cachedPosition);
  76801. }
  76802. if (scene.activeCamera) {
  76803. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  76804. }
  76805. // Alpha test
  76806. if (material && material.needAlphaTesting()) {
  76807. var alphaTexture = material.getAlphaTestTexture();
  76808. if (alphaTexture) {
  76809. this._effect.setTexture("diffuseSampler", alphaTexture);
  76810. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  76811. }
  76812. }
  76813. // Bones
  76814. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  76815. var skeleton = mesh.skeleton;
  76816. if (skeleton.isUsingTextureForMatrices) {
  76817. var boneTexture = skeleton.getTransformMatrixTexture();
  76818. if (!boneTexture) {
  76819. return;
  76820. }
  76821. this._effect.setTexture("boneSampler", boneTexture);
  76822. this._effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  76823. }
  76824. else {
  76825. this._effect.setMatrices("mBones", skeleton.getTransformMatrices((mesh)));
  76826. }
  76827. }
  76828. // Morph targets
  76829. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  76830. if (this.forceBackFacesOnly) {
  76831. engine.setState(true, 0, false, true);
  76832. }
  76833. // Draw
  76834. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  76835. if (this.forceBackFacesOnly) {
  76836. engine.setState(true, 0, false, false);
  76837. }
  76838. }
  76839. else {
  76840. // Need to reset refresh rate of the shadowMap
  76841. if (this._shadowMap) {
  76842. this._shadowMap.resetRefreshCounter();
  76843. }
  76844. }
  76845. };
  76846. ShadowGenerator.prototype._applyFilterValues = function () {
  76847. if (!this._shadowMap) {
  76848. return;
  76849. }
  76850. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  76851. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  76852. }
  76853. else {
  76854. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76855. }
  76856. };
  76857. /**
  76858. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76859. * @param onCompiled Callback triggered at the and of the effects compilation
  76860. * @param options Sets of optional options forcing the compilation with different modes
  76861. */
  76862. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  76863. var _this = this;
  76864. var localOptions = __assign({ useInstances: false }, options);
  76865. var shadowMap = this.getShadowMap();
  76866. if (!shadowMap) {
  76867. if (onCompiled) {
  76868. onCompiled(this);
  76869. }
  76870. return;
  76871. }
  76872. var renderList = shadowMap.renderList;
  76873. if (!renderList) {
  76874. if (onCompiled) {
  76875. onCompiled(this);
  76876. }
  76877. return;
  76878. }
  76879. var subMeshes = new Array();
  76880. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  76881. var mesh = renderList_1[_i];
  76882. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  76883. }
  76884. if (subMeshes.length === 0) {
  76885. if (onCompiled) {
  76886. onCompiled(this);
  76887. }
  76888. return;
  76889. }
  76890. var currentIndex = 0;
  76891. var checkReady = function () {
  76892. if (!_this._scene || !_this._scene.getEngine()) {
  76893. return;
  76894. }
  76895. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  76896. currentIndex++;
  76897. if (currentIndex >= subMeshes.length) {
  76898. if (onCompiled) {
  76899. onCompiled(_this);
  76900. }
  76901. return;
  76902. }
  76903. }
  76904. setTimeout(checkReady, 16);
  76905. };
  76906. checkReady();
  76907. };
  76908. /**
  76909. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76910. * @param options Sets of optional options forcing the compilation with different modes
  76911. * @returns A promise that resolves when the compilation completes
  76912. */
  76913. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  76914. var _this = this;
  76915. return new Promise(function (resolve) {
  76916. _this.forceCompilation(function () {
  76917. resolve();
  76918. }, options);
  76919. });
  76920. };
  76921. /**
  76922. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  76923. * @param subMesh The submesh we want to render in the shadow map
  76924. * @param useInstances Defines wether will draw in the map using instances
  76925. * @returns true if ready otherwise, false
  76926. */
  76927. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  76928. var defines = [];
  76929. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  76930. defines.push("#define FLOAT");
  76931. }
  76932. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  76933. defines.push("#define ESM");
  76934. }
  76935. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  76936. defines.push("#define DEPTHTEXTURE");
  76937. }
  76938. var attribs = [BABYLON.VertexBuffer.PositionKind];
  76939. var mesh = subMesh.getMesh();
  76940. var material = subMesh.getMaterial();
  76941. // Normal bias.
  76942. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  76943. attribs.push(BABYLON.VertexBuffer.NormalKind);
  76944. defines.push("#define NORMAL");
  76945. if (mesh.nonUniformScaling) {
  76946. defines.push("#define NONUNIFORMSCALING");
  76947. }
  76948. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  76949. defines.push("#define DIRECTIONINLIGHTDATA");
  76950. }
  76951. }
  76952. // Alpha test
  76953. if (material && material.needAlphaTesting()) {
  76954. var alphaTexture = material.getAlphaTestTexture();
  76955. if (alphaTexture) {
  76956. defines.push("#define ALPHATEST");
  76957. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  76958. attribs.push(BABYLON.VertexBuffer.UVKind);
  76959. defines.push("#define UV1");
  76960. }
  76961. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  76962. if (alphaTexture.coordinatesIndex === 1) {
  76963. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  76964. defines.push("#define UV2");
  76965. }
  76966. }
  76967. }
  76968. }
  76969. // Bones
  76970. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  76971. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  76972. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  76973. if (mesh.numBoneInfluencers > 4) {
  76974. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  76975. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  76976. }
  76977. var skeleton = mesh.skeleton;
  76978. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  76979. if (skeleton.isUsingTextureForMatrices) {
  76980. defines.push("#define BONETEXTURE");
  76981. }
  76982. else {
  76983. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  76984. }
  76985. }
  76986. else {
  76987. defines.push("#define NUM_BONE_INFLUENCERS 0");
  76988. }
  76989. // Morph targets
  76990. var manager = mesh.morphTargetManager;
  76991. var morphInfluencers = 0;
  76992. if (manager) {
  76993. if (manager.numInfluencers > 0) {
  76994. defines.push("#define MORPHTARGETS");
  76995. morphInfluencers = manager.numInfluencers;
  76996. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  76997. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  76998. }
  76999. }
  77000. // Instances
  77001. if (useInstances) {
  77002. defines.push("#define INSTANCES");
  77003. attribs.push("world0");
  77004. attribs.push("world1");
  77005. attribs.push("world2");
  77006. attribs.push("world3");
  77007. }
  77008. // Get correct effect
  77009. var join = defines.join("\n");
  77010. if (this._cachedDefines !== join) {
  77011. this._cachedDefines = join;
  77012. 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 });
  77013. }
  77014. if (!this._effect.isReady()) {
  77015. return false;
  77016. }
  77017. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77018. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  77019. this._initializeBlurRTTAndPostProcesses();
  77020. }
  77021. }
  77022. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  77023. return false;
  77024. }
  77025. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  77026. return false;
  77027. }
  77028. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  77029. return false;
  77030. }
  77031. return true;
  77032. };
  77033. /**
  77034. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77035. * @param defines Defines of the material we want to update
  77036. * @param lightIndex Index of the light in the enabled light list of the material
  77037. */
  77038. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  77039. var scene = this._scene;
  77040. var light = this._light;
  77041. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77042. return;
  77043. }
  77044. defines["SHADOW" + lightIndex] = true;
  77045. if (this.useContactHardeningShadow) {
  77046. defines["SHADOWPCSS" + lightIndex] = true;
  77047. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77048. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77049. }
  77050. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77051. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77052. }
  77053. // else default to high.
  77054. }
  77055. if (this.usePercentageCloserFiltering) {
  77056. defines["SHADOWPCF" + lightIndex] = true;
  77057. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77058. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77059. }
  77060. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77061. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77062. }
  77063. // else default to high.
  77064. }
  77065. else if (this.usePoissonSampling) {
  77066. defines["SHADOWPOISSON" + lightIndex] = true;
  77067. }
  77068. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77069. defines["SHADOWESM" + lightIndex] = true;
  77070. }
  77071. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77072. defines["SHADOWCLOSEESM" + lightIndex] = true;
  77073. }
  77074. if (light.needCube()) {
  77075. defines["SHADOWCUBE" + lightIndex] = true;
  77076. }
  77077. };
  77078. /**
  77079. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77080. * defined in the generator but impacting the effect).
  77081. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77082. * @param effect The effect we are binfing the information for
  77083. */
  77084. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  77085. var light = this._light;
  77086. var scene = this._scene;
  77087. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77088. return;
  77089. }
  77090. var camera = scene.activeCamera;
  77091. if (!camera) {
  77092. return;
  77093. }
  77094. var shadowMap = this.getShadowMap();
  77095. if (!shadowMap) {
  77096. return;
  77097. }
  77098. if (!light.needCube()) {
  77099. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  77100. }
  77101. // Only PCF uses depth stencil texture.
  77102. if (this._filter === ShadowGenerator.FILTER_PCF) {
  77103. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77104. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77105. }
  77106. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  77107. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77108. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  77109. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77110. }
  77111. else {
  77112. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77113. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  77114. }
  77115. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  77116. };
  77117. /**
  77118. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77119. * (eq to shadow prjection matrix * light transform matrix)
  77120. * @returns The transform matrix used to create the shadow map
  77121. */
  77122. ShadowGenerator.prototype.getTransformMatrix = function () {
  77123. var scene = this._scene;
  77124. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  77125. return this._transformMatrix;
  77126. }
  77127. this._currentRenderID = scene.getRenderId();
  77128. this._currentFaceIndexCache = this._currentFaceIndex;
  77129. var lightPosition = this._light.position;
  77130. if (this._light.computeTransformedInformation()) {
  77131. lightPosition = this._light.transformedPosition;
  77132. }
  77133. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  77134. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  77135. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  77136. }
  77137. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  77138. this._cachedPosition.copyFrom(lightPosition);
  77139. this._cachedDirection.copyFrom(this._lightDirection);
  77140. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  77141. var shadowMap = this.getShadowMap();
  77142. if (shadowMap) {
  77143. var renderList = shadowMap.renderList;
  77144. if (renderList) {
  77145. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  77146. }
  77147. }
  77148. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  77149. }
  77150. return this._transformMatrix;
  77151. };
  77152. /**
  77153. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77154. * Cube and 2D textures for instance.
  77155. */
  77156. ShadowGenerator.prototype.recreateShadowMap = function () {
  77157. var shadowMap = this._shadowMap;
  77158. if (!shadowMap) {
  77159. return;
  77160. }
  77161. // Track render list.
  77162. var renderList = shadowMap.renderList;
  77163. // Clean up existing data.
  77164. this._disposeRTTandPostProcesses();
  77165. // Reinitializes.
  77166. this._initializeGenerator();
  77167. // Reaffect the filter to ensure a correct fallback if necessary.
  77168. this.filter = this.filter;
  77169. // Reaffect the filter.
  77170. this._applyFilterValues();
  77171. // Reaffect Render List.
  77172. this._shadowMap.renderList = renderList;
  77173. };
  77174. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  77175. if (this._shadowMap2) {
  77176. this._shadowMap2.dispose();
  77177. this._shadowMap2 = null;
  77178. }
  77179. if (this._boxBlurPostprocess) {
  77180. this._boxBlurPostprocess.dispose();
  77181. this._boxBlurPostprocess = null;
  77182. }
  77183. if (this._kernelBlurXPostprocess) {
  77184. this._kernelBlurXPostprocess.dispose();
  77185. this._kernelBlurXPostprocess = null;
  77186. }
  77187. if (this._kernelBlurYPostprocess) {
  77188. this._kernelBlurYPostprocess.dispose();
  77189. this._kernelBlurYPostprocess = null;
  77190. }
  77191. this._blurPostProcesses = [];
  77192. };
  77193. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  77194. if (this._shadowMap) {
  77195. this._shadowMap.dispose();
  77196. this._shadowMap = null;
  77197. }
  77198. this._disposeBlurPostProcesses();
  77199. };
  77200. /**
  77201. * Disposes the ShadowGenerator.
  77202. * Returns nothing.
  77203. */
  77204. ShadowGenerator.prototype.dispose = function () {
  77205. this._disposeRTTandPostProcesses();
  77206. if (this._light) {
  77207. this._light._shadowGenerator = null;
  77208. this._light._markMeshesAsLightDirty();
  77209. }
  77210. };
  77211. /**
  77212. * Serializes the shadow generator setup to a json object.
  77213. * @returns The serialized JSON object
  77214. */
  77215. ShadowGenerator.prototype.serialize = function () {
  77216. var serializationObject = {};
  77217. var shadowMap = this.getShadowMap();
  77218. if (!shadowMap) {
  77219. return serializationObject;
  77220. }
  77221. serializationObject.lightId = this._light.id;
  77222. serializationObject.mapSize = shadowMap.getRenderSize();
  77223. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  77224. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  77225. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77226. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77227. serializationObject.usePoissonSampling = this.usePoissonSampling;
  77228. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  77229. serializationObject.depthScale = this.depthScale;
  77230. serializationObject.darkness = this.getDarkness();
  77231. serializationObject.blurBoxOffset = this.blurBoxOffset;
  77232. serializationObject.blurKernel = this.blurKernel;
  77233. serializationObject.blurScale = this.blurScale;
  77234. serializationObject.useKernelBlur = this.useKernelBlur;
  77235. serializationObject.transparencyShadow = this._transparencyShadow;
  77236. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  77237. serializationObject.bias = this.bias;
  77238. serializationObject.normalBias = this.normalBias;
  77239. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  77240. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  77241. serializationObject.filteringQuality = this.filteringQuality;
  77242. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  77243. serializationObject.renderList = [];
  77244. if (shadowMap.renderList) {
  77245. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  77246. var mesh = shadowMap.renderList[meshIndex];
  77247. serializationObject.renderList.push(mesh.id);
  77248. }
  77249. }
  77250. return serializationObject;
  77251. };
  77252. /**
  77253. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77254. * @param parsedShadowGenerator The JSON object to parse
  77255. * @param scene The scene to create the shadow map for
  77256. * @returns The parsed shadow generator
  77257. */
  77258. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  77259. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  77260. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  77261. var shadowMap = shadowGenerator.getShadowMap();
  77262. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  77263. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  77264. meshes.forEach(function (mesh) {
  77265. if (!shadowMap) {
  77266. return;
  77267. }
  77268. if (!shadowMap.renderList) {
  77269. shadowMap.renderList = [];
  77270. }
  77271. shadowMap.renderList.push(mesh);
  77272. });
  77273. }
  77274. if (parsedShadowGenerator.usePoissonSampling) {
  77275. shadowGenerator.usePoissonSampling = true;
  77276. }
  77277. else if (parsedShadowGenerator.useExponentialShadowMap) {
  77278. shadowGenerator.useExponentialShadowMap = true;
  77279. }
  77280. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  77281. shadowGenerator.useBlurExponentialShadowMap = true;
  77282. }
  77283. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  77284. shadowGenerator.useCloseExponentialShadowMap = true;
  77285. }
  77286. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  77287. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  77288. }
  77289. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  77290. shadowGenerator.usePercentageCloserFiltering = true;
  77291. }
  77292. else if (parsedShadowGenerator.useContactHardeningShadow) {
  77293. shadowGenerator.useContactHardeningShadow = true;
  77294. }
  77295. if (parsedShadowGenerator.filteringQuality) {
  77296. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  77297. }
  77298. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  77299. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  77300. }
  77301. // Backward compat
  77302. else if (parsedShadowGenerator.useVarianceShadowMap) {
  77303. shadowGenerator.useExponentialShadowMap = true;
  77304. }
  77305. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  77306. shadowGenerator.useBlurExponentialShadowMap = true;
  77307. }
  77308. if (parsedShadowGenerator.depthScale) {
  77309. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  77310. }
  77311. if (parsedShadowGenerator.blurScale) {
  77312. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  77313. }
  77314. if (parsedShadowGenerator.blurBoxOffset) {
  77315. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  77316. }
  77317. if (parsedShadowGenerator.useKernelBlur) {
  77318. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  77319. }
  77320. if (parsedShadowGenerator.blurKernel) {
  77321. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  77322. }
  77323. if (parsedShadowGenerator.bias !== undefined) {
  77324. shadowGenerator.bias = parsedShadowGenerator.bias;
  77325. }
  77326. if (parsedShadowGenerator.normalBias !== undefined) {
  77327. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  77328. }
  77329. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  77330. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  77331. }
  77332. if (parsedShadowGenerator.darkness) {
  77333. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  77334. }
  77335. if (parsedShadowGenerator.transparencyShadow) {
  77336. shadowGenerator.setTransparencyShadow(true);
  77337. }
  77338. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  77339. return shadowGenerator;
  77340. };
  77341. /**
  77342. * Shadow generator mode None: no filtering applied.
  77343. */
  77344. ShadowGenerator.FILTER_NONE = 0;
  77345. /**
  77346. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77347. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77348. */
  77349. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  77350. /**
  77351. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77352. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77353. */
  77354. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  77355. /**
  77356. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77357. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77358. */
  77359. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  77360. /**
  77361. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77362. * edge artifacts on steep falloff.
  77363. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77364. */
  77365. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  77366. /**
  77367. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77368. * edge artifacts on steep falloff.
  77369. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77370. */
  77371. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  77372. /**
  77373. * Shadow generator mode PCF: Percentage Closer Filtering
  77374. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77375. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77376. */
  77377. ShadowGenerator.FILTER_PCF = 6;
  77378. /**
  77379. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77380. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77381. * Contact Hardening
  77382. */
  77383. ShadowGenerator.FILTER_PCSS = 7;
  77384. /**
  77385. * Reserved for PCF and PCSS
  77386. * Highest Quality.
  77387. *
  77388. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77389. *
  77390. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77391. */
  77392. ShadowGenerator.QUALITY_HIGH = 0;
  77393. /**
  77394. * Reserved for PCF and PCSS
  77395. * Good tradeoff for quality/perf cross devices
  77396. *
  77397. * Execute PCF on a 3*3 kernel.
  77398. *
  77399. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77400. */
  77401. ShadowGenerator.QUALITY_MEDIUM = 1;
  77402. /**
  77403. * Reserved for PCF and PCSS
  77404. * The lowest quality but the fastest.
  77405. *
  77406. * Execute PCF on a 1*1 kernel.
  77407. *
  77408. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77409. */
  77410. ShadowGenerator.QUALITY_LOW = 2;
  77411. return ShadowGenerator;
  77412. }());
  77413. BABYLON.ShadowGenerator = ShadowGenerator;
  77414. })(BABYLON || (BABYLON = {}));
  77415. //# sourceMappingURL=babylon.shadowGenerator.js.map
  77416. var BABYLON;
  77417. (function (BABYLON) {
  77418. // Adds the parser to the scene parsers.
  77419. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  77420. // Shadows
  77421. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  77422. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  77423. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  77424. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  77425. // SG would be available on their associated lights
  77426. }
  77427. }
  77428. });
  77429. /**
  77430. * Defines the shadow generator component responsible to manage any shadow generators
  77431. * in a given scene.
  77432. */
  77433. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  77434. /**
  77435. * Creates a new instance of the component for the given scene
  77436. * @param scene Defines the scene to register the component in
  77437. */
  77438. function ShadowGeneratorSceneComponent(scene) {
  77439. /**
  77440. * The component name helpfull to identify the component in the list of scene components.
  77441. */
  77442. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  77443. this.scene = scene;
  77444. }
  77445. /**
  77446. * Registers the component in a given scene
  77447. */
  77448. ShadowGeneratorSceneComponent.prototype.register = function () {
  77449. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  77450. };
  77451. /**
  77452. * Rebuilds the elements related to this component in case of
  77453. * context lost for instance.
  77454. */
  77455. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  77456. // Nothing To Do Here.
  77457. };
  77458. /**
  77459. * Serializes the component data to the specified json object
  77460. * @param serializationObject The object to serialize to
  77461. */
  77462. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  77463. // Shadows
  77464. serializationObject.shadowGenerators = [];
  77465. var lights = this.scene.lights;
  77466. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  77467. var light = lights_1[_i];
  77468. var shadowGenerator = light.getShadowGenerator();
  77469. if (shadowGenerator) {
  77470. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  77471. }
  77472. }
  77473. };
  77474. /**
  77475. * Adds all the element from the container to the scene
  77476. * @param container the container holding the elements
  77477. */
  77478. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  77479. // Nothing To Do Here. (directly attached to a light)
  77480. };
  77481. /**
  77482. * Removes all the elements in the container from the scene
  77483. * @param container contains the elements to remove
  77484. */
  77485. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  77486. // Nothing To Do Here. (directly attached to a light)
  77487. };
  77488. /**
  77489. * Rebuilds the elements related to this component in case of
  77490. * context lost for instance.
  77491. */
  77492. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  77493. // Nothing To Do Here.
  77494. };
  77495. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  77496. // Shadows
  77497. var scene = this.scene;
  77498. if (this.scene.shadowsEnabled) {
  77499. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  77500. var light = scene.lights[lightIndex];
  77501. var shadowGenerator = light.getShadowGenerator();
  77502. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  77503. var shadowMap = (shadowGenerator.getShadowMap());
  77504. if (scene.textures.indexOf(shadowMap) !== -1) {
  77505. renderTargets.push(shadowMap);
  77506. }
  77507. }
  77508. }
  77509. }
  77510. };
  77511. return ShadowGeneratorSceneComponent;
  77512. }());
  77513. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  77514. })(BABYLON || (BABYLON = {}));
  77515. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  77516. var BABYLON;
  77517. (function (BABYLON) {
  77518. /**
  77519. * Class used for the default loading screen
  77520. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  77521. */
  77522. var DefaultLoadingScreen = /** @class */ (function () {
  77523. /**
  77524. * Creates a new default loading screen
  77525. * @param _renderingCanvas defines the canvas used to render the scene
  77526. * @param _loadingText defines the default text to display
  77527. * @param _loadingDivBackgroundColor defines the default background color
  77528. */
  77529. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  77530. if (_loadingText === void 0) { _loadingText = ""; }
  77531. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  77532. var _this = this;
  77533. this._renderingCanvas = _renderingCanvas;
  77534. this._loadingText = _loadingText;
  77535. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  77536. // Resize
  77537. this._resizeLoadingUI = function () {
  77538. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  77539. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  77540. if (!_this._loadingDiv) {
  77541. return;
  77542. }
  77543. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  77544. _this._loadingDiv.style.left = canvasRect.left + "px";
  77545. _this._loadingDiv.style.top = canvasRect.top + "px";
  77546. _this._loadingDiv.style.width = canvasRect.width + "px";
  77547. _this._loadingDiv.style.height = canvasRect.height + "px";
  77548. };
  77549. }
  77550. /**
  77551. * Function called to display the loading screen
  77552. */
  77553. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  77554. if (this._loadingDiv) {
  77555. // Do not add a loading screen if there is already one
  77556. return;
  77557. }
  77558. this._loadingDiv = document.createElement("div");
  77559. this._loadingDiv.id = "babylonjsLoadingDiv";
  77560. this._loadingDiv.style.opacity = "0";
  77561. this._loadingDiv.style.transition = "opacity 1.5s ease";
  77562. this._loadingDiv.style.pointerEvents = "none";
  77563. // Loading text
  77564. this._loadingTextDiv = document.createElement("div");
  77565. this._loadingTextDiv.style.position = "absolute";
  77566. this._loadingTextDiv.style.left = "0";
  77567. this._loadingTextDiv.style.top = "50%";
  77568. this._loadingTextDiv.style.marginTop = "80px";
  77569. this._loadingTextDiv.style.width = "100%";
  77570. this._loadingTextDiv.style.height = "20px";
  77571. this._loadingTextDiv.style.fontFamily = "Arial";
  77572. this._loadingTextDiv.style.fontSize = "14px";
  77573. this._loadingTextDiv.style.color = "white";
  77574. this._loadingTextDiv.style.textAlign = "center";
  77575. this._loadingTextDiv.innerHTML = "Loading";
  77576. this._loadingDiv.appendChild(this._loadingTextDiv);
  77577. //set the predefined text
  77578. this._loadingTextDiv.innerHTML = this._loadingText;
  77579. // Generating keyframes
  77580. var style = document.createElement('style');
  77581. style.type = 'text/css';
  77582. 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 }";
  77583. style.innerHTML = keyFrames;
  77584. document.getElementsByTagName('head')[0].appendChild(style);
  77585. // Loading img
  77586. var imgBack = new Image();
  77587. imgBack.src = "data:image/png;base64,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";
  77588. imgBack.style.position = "absolute";
  77589. imgBack.style.left = "50%";
  77590. imgBack.style.top = "50%";
  77591. imgBack.style.marginLeft = "-60px";
  77592. imgBack.style.marginTop = "-60px";
  77593. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  77594. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  77595. imgBack.style.transformOrigin = "50% 50%";
  77596. imgBack.style.webkitTransformOrigin = "50% 50%";
  77597. this._loadingDiv.appendChild(imgBack);
  77598. this._resizeLoadingUI();
  77599. window.addEventListener("resize", this._resizeLoadingUI);
  77600. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77601. document.body.appendChild(this._loadingDiv);
  77602. this._loadingDiv.style.opacity = "1";
  77603. };
  77604. /**
  77605. * Function called to hide the loading screen
  77606. */
  77607. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  77608. var _this = this;
  77609. if (!this._loadingDiv) {
  77610. return;
  77611. }
  77612. var onTransitionEnd = function () {
  77613. if (!_this._loadingDiv) {
  77614. return;
  77615. }
  77616. document.body.removeChild(_this._loadingDiv);
  77617. window.removeEventListener("resize", _this._resizeLoadingUI);
  77618. _this._loadingDiv = null;
  77619. };
  77620. this._loadingDiv.style.opacity = "0";
  77621. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  77622. };
  77623. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  77624. get: function () {
  77625. return this._loadingText;
  77626. },
  77627. /**
  77628. * Gets or sets the text to display while loading
  77629. */
  77630. set: function (text) {
  77631. this._loadingText = text;
  77632. if (this._loadingTextDiv) {
  77633. this._loadingTextDiv.innerHTML = this._loadingText;
  77634. }
  77635. },
  77636. enumerable: true,
  77637. configurable: true
  77638. });
  77639. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  77640. /**
  77641. * Gets or sets the color to use for the background
  77642. */
  77643. get: function () {
  77644. return this._loadingDivBackgroundColor;
  77645. },
  77646. set: function (color) {
  77647. this._loadingDivBackgroundColor = color;
  77648. if (!this._loadingDiv) {
  77649. return;
  77650. }
  77651. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77652. },
  77653. enumerable: true,
  77654. configurable: true
  77655. });
  77656. return DefaultLoadingScreen;
  77657. }());
  77658. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  77659. })(BABYLON || (BABYLON = {}));
  77660. //# sourceMappingURL=babylon.loadingScreen.js.map
  77661. var BABYLON;
  77662. (function (BABYLON) {
  77663. /**
  77664. * Class used to represent data loading progression
  77665. */
  77666. var SceneLoaderProgressEvent = /** @class */ (function () {
  77667. /**
  77668. * Create a new progress event
  77669. * @param lengthComputable defines if data length to load can be evaluated
  77670. * @param loaded defines the loaded data length
  77671. * @param total defines the data length to load
  77672. */
  77673. function SceneLoaderProgressEvent(
  77674. /** defines if data length to load can be evaluated */
  77675. lengthComputable,
  77676. /** defines the loaded data length */
  77677. loaded,
  77678. /** defines the data length to load */
  77679. total) {
  77680. this.lengthComputable = lengthComputable;
  77681. this.loaded = loaded;
  77682. this.total = total;
  77683. }
  77684. /**
  77685. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  77686. * @param event defines the source event
  77687. * @returns a new SceneLoaderProgressEvent
  77688. */
  77689. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  77690. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  77691. };
  77692. return SceneLoaderProgressEvent;
  77693. }());
  77694. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  77695. /**
  77696. * Class used to load scene from various file formats using registered plugins
  77697. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  77698. */
  77699. var SceneLoader = /** @class */ (function () {
  77700. function SceneLoader() {
  77701. }
  77702. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  77703. /**
  77704. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  77705. */
  77706. get: function () {
  77707. return SceneLoader._ForceFullSceneLoadingForIncremental;
  77708. },
  77709. set: function (value) {
  77710. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  77711. },
  77712. enumerable: true,
  77713. configurable: true
  77714. });
  77715. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  77716. /**
  77717. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  77718. */
  77719. get: function () {
  77720. return SceneLoader._ShowLoadingScreen;
  77721. },
  77722. set: function (value) {
  77723. SceneLoader._ShowLoadingScreen = value;
  77724. },
  77725. enumerable: true,
  77726. configurable: true
  77727. });
  77728. Object.defineProperty(SceneLoader, "loggingLevel", {
  77729. /**
  77730. * Defines the current logging level (while loading the scene)
  77731. * @ignorenaming
  77732. */
  77733. get: function () {
  77734. return SceneLoader._loggingLevel;
  77735. },
  77736. set: function (value) {
  77737. SceneLoader._loggingLevel = value;
  77738. },
  77739. enumerable: true,
  77740. configurable: true
  77741. });
  77742. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  77743. /**
  77744. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  77745. */
  77746. get: function () {
  77747. return SceneLoader._CleanBoneMatrixWeights;
  77748. },
  77749. set: function (value) {
  77750. SceneLoader._CleanBoneMatrixWeights = value;
  77751. },
  77752. enumerable: true,
  77753. configurable: true
  77754. });
  77755. SceneLoader._getDefaultPlugin = function () {
  77756. return SceneLoader._registeredPlugins[".babylon"];
  77757. };
  77758. SceneLoader._getPluginForExtension = function (extension) {
  77759. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  77760. if (registeredPlugin) {
  77761. return registeredPlugin;
  77762. }
  77763. 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");
  77764. return SceneLoader._getDefaultPlugin();
  77765. };
  77766. SceneLoader._getPluginForDirectLoad = function (data) {
  77767. for (var extension in SceneLoader._registeredPlugins) {
  77768. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  77769. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  77770. return SceneLoader._registeredPlugins[extension];
  77771. }
  77772. }
  77773. return SceneLoader._getDefaultPlugin();
  77774. };
  77775. SceneLoader._getPluginForFilename = function (sceneFilename) {
  77776. var queryStringPosition = sceneFilename.indexOf("?");
  77777. if (queryStringPosition !== -1) {
  77778. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  77779. }
  77780. var dotPosition = sceneFilename.lastIndexOf(".");
  77781. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  77782. return SceneLoader._getPluginForExtension(extension);
  77783. };
  77784. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  77785. SceneLoader._getDirectLoad = function (sceneFilename) {
  77786. if (sceneFilename.substr(0, 5) === "data:") {
  77787. return sceneFilename.substr(5);
  77788. }
  77789. return null;
  77790. };
  77791. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  77792. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  77793. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  77794. var plugin;
  77795. if (registeredPlugin.plugin.createPlugin) {
  77796. plugin = registeredPlugin.plugin.createPlugin();
  77797. }
  77798. else {
  77799. plugin = registeredPlugin.plugin;
  77800. }
  77801. var useArrayBuffer = registeredPlugin.isBinary;
  77802. var offlineProvider;
  77803. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  77804. var dataCallback = function (data, responseURL) {
  77805. if (scene.isDisposed) {
  77806. onError("Scene has been disposed");
  77807. return;
  77808. }
  77809. scene.offlineProvider = offlineProvider;
  77810. onSuccess(plugin, data, responseURL);
  77811. };
  77812. var request = null;
  77813. var pluginDisposed = false;
  77814. var onDisposeObservable = plugin.onDisposeObservable;
  77815. if (onDisposeObservable) {
  77816. onDisposeObservable.add(function () {
  77817. pluginDisposed = true;
  77818. if (request) {
  77819. request.abort();
  77820. request = null;
  77821. }
  77822. onDispose();
  77823. });
  77824. }
  77825. var manifestChecked = function () {
  77826. if (pluginDisposed) {
  77827. return;
  77828. }
  77829. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  77830. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  77831. } : undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  77832. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  77833. });
  77834. };
  77835. if (directLoad) {
  77836. dataCallback(directLoad);
  77837. return plugin;
  77838. }
  77839. if (fileInfo.rootUrl.indexOf("file:") === -1) {
  77840. var engine = scene.getEngine();
  77841. var canUseOfflineSupport = engine.enableOfflineSupport;
  77842. if (canUseOfflineSupport) {
  77843. // Also check for exceptions
  77844. var exceptionFound = false;
  77845. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  77846. var regex = _a[_i];
  77847. if (regex.test(fileInfo.url)) {
  77848. exceptionFound = true;
  77849. break;
  77850. }
  77851. }
  77852. canUseOfflineSupport = !exceptionFound;
  77853. }
  77854. if (canUseOfflineSupport && BABYLON.Engine.OfflineProviderFactory) {
  77855. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  77856. offlineProvider = BABYLON.Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  77857. }
  77858. else {
  77859. manifestChecked();
  77860. }
  77861. }
  77862. // Loading file from disk via input file or drag'n'drop
  77863. else {
  77864. var file = BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  77865. if (file) {
  77866. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  77867. }
  77868. else {
  77869. onError("Unable to find file named " + fileInfo.name);
  77870. }
  77871. }
  77872. return plugin;
  77873. };
  77874. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  77875. var url;
  77876. var name;
  77877. if (!sceneFilename) {
  77878. url = rootUrl;
  77879. name = BABYLON.Tools.GetFilename(rootUrl);
  77880. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  77881. }
  77882. else {
  77883. if (sceneFilename.substr(0, 1) === "/") {
  77884. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  77885. return null;
  77886. }
  77887. url = rootUrl + sceneFilename;
  77888. name = sceneFilename;
  77889. }
  77890. return {
  77891. url: url,
  77892. rootUrl: rootUrl,
  77893. name: name
  77894. };
  77895. };
  77896. // Public functions
  77897. /**
  77898. * Gets a plugin that can load the given extension
  77899. * @param extension defines the extension to load
  77900. * @returns a plugin or null if none works
  77901. */
  77902. SceneLoader.GetPluginForExtension = function (extension) {
  77903. return SceneLoader._getPluginForExtension(extension).plugin;
  77904. };
  77905. /**
  77906. * Gets a boolean indicating that the given extension can be loaded
  77907. * @param extension defines the extension to load
  77908. * @returns true if the extension is supported
  77909. */
  77910. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  77911. return !!SceneLoader._registeredPlugins[extension];
  77912. };
  77913. /**
  77914. * Adds a new plugin to the list of registered plugins
  77915. * @param plugin defines the plugin to add
  77916. */
  77917. SceneLoader.RegisterPlugin = function (plugin) {
  77918. if (typeof plugin.extensions === "string") {
  77919. var extension = plugin.extensions;
  77920. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  77921. plugin: plugin,
  77922. isBinary: false
  77923. };
  77924. }
  77925. else {
  77926. var extensions = plugin.extensions;
  77927. Object.keys(extensions).forEach(function (extension) {
  77928. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  77929. plugin: plugin,
  77930. isBinary: extensions[extension].isBinary
  77931. };
  77932. });
  77933. }
  77934. };
  77935. /**
  77936. * Import meshes into a scene
  77937. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  77938. * @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)
  77939. * @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)
  77940. * @param scene the instance of BABYLON.Scene to append to
  77941. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  77942. * @param onProgress a callback with a progress event for each file being loaded
  77943. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77944. * @param pluginExtension the extension used to determine the plugin
  77945. * @returns The loaded plugin
  77946. */
  77947. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  77948. if (sceneFilename === void 0) { sceneFilename = ""; }
  77949. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77950. if (onSuccess === void 0) { onSuccess = null; }
  77951. if (onProgress === void 0) { onProgress = null; }
  77952. if (onError === void 0) { onError = null; }
  77953. if (pluginExtension === void 0) { pluginExtension = null; }
  77954. if (!scene) {
  77955. BABYLON.Tools.Error("No scene available to import mesh to");
  77956. return null;
  77957. }
  77958. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  77959. if (!fileInfo) {
  77960. return null;
  77961. }
  77962. var loadingToken = {};
  77963. scene._addPendingData(loadingToken);
  77964. var disposeHandler = function () {
  77965. scene._removePendingData(loadingToken);
  77966. };
  77967. var errorHandler = function (message, exception) {
  77968. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  77969. if (onError) {
  77970. onError(scene, errorMessage, exception);
  77971. }
  77972. else {
  77973. BABYLON.Tools.Error(errorMessage);
  77974. // should the exception be thrown?
  77975. }
  77976. disposeHandler();
  77977. };
  77978. var progressHandler = onProgress ? function (event) {
  77979. try {
  77980. onProgress(event);
  77981. }
  77982. catch (e) {
  77983. errorHandler("Error in onProgress callback", e);
  77984. }
  77985. } : undefined;
  77986. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  77987. scene.importedMeshesFiles.push(fileInfo.url);
  77988. if (onSuccess) {
  77989. try {
  77990. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  77991. }
  77992. catch (e) {
  77993. errorHandler("Error in onSuccess callback", e);
  77994. }
  77995. }
  77996. scene._removePendingData(loadingToken);
  77997. };
  77998. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  77999. if (plugin.rewriteRootURL) {
  78000. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  78001. }
  78002. if (plugin.importMesh) {
  78003. var syncedPlugin = plugin;
  78004. var meshes = new Array();
  78005. var particleSystems = new Array();
  78006. var skeletons = new Array();
  78007. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  78008. return;
  78009. }
  78010. scene.loadingPluginName = plugin.name;
  78011. successHandler(meshes, particleSystems, skeletons, []);
  78012. }
  78013. else {
  78014. var asyncedPlugin = plugin;
  78015. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  78016. scene.loadingPluginName = plugin.name;
  78017. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  78018. }).catch(function (error) {
  78019. errorHandler(error.message, error);
  78020. });
  78021. }
  78022. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78023. };
  78024. /**
  78025. * Import meshes into a scene
  78026. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78027. * @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)
  78028. * @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)
  78029. * @param scene the instance of BABYLON.Scene to append to
  78030. * @param onProgress a callback with a progress event for each file being loaded
  78031. * @param pluginExtension the extension used to determine the plugin
  78032. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  78033. */
  78034. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78035. if (sceneFilename === void 0) { sceneFilename = ""; }
  78036. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78037. if (onProgress === void 0) { onProgress = null; }
  78038. if (pluginExtension === void 0) { pluginExtension = null; }
  78039. return new Promise(function (resolve, reject) {
  78040. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  78041. resolve({
  78042. meshes: meshes,
  78043. particleSystems: particleSystems,
  78044. skeletons: skeletons,
  78045. animationGroups: animationGroups
  78046. });
  78047. }, onProgress, function (scene, message, exception) {
  78048. reject(exception || new Error(message));
  78049. }, pluginExtension);
  78050. });
  78051. };
  78052. /**
  78053. * Load a scene
  78054. * @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)
  78055. * @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)
  78056. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78057. * @param onSuccess a callback with the scene when import succeeds
  78058. * @param onProgress a callback with a progress event for each file being loaded
  78059. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78060. * @param pluginExtension the extension used to determine the plugin
  78061. * @returns The loaded plugin
  78062. */
  78063. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  78064. if (onSuccess === void 0) { onSuccess = null; }
  78065. if (onProgress === void 0) { onProgress = null; }
  78066. if (onError === void 0) { onError = null; }
  78067. if (pluginExtension === void 0) { pluginExtension = null; }
  78068. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  78069. };
  78070. /**
  78071. * Load a scene
  78072. * @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)
  78073. * @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)
  78074. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78075. * @param onProgress a callback with a progress event for each file being loaded
  78076. * @param pluginExtension the extension used to determine the plugin
  78077. * @returns The loaded scene
  78078. */
  78079. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  78080. if (onProgress === void 0) { onProgress = null; }
  78081. if (pluginExtension === void 0) { pluginExtension = null; }
  78082. return new Promise(function (resolve, reject) {
  78083. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  78084. resolve(scene);
  78085. }, onProgress, function (scene, message, exception) {
  78086. reject(exception || new Error(message));
  78087. }, pluginExtension);
  78088. });
  78089. };
  78090. /**
  78091. * Append a scene
  78092. * @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)
  78093. * @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)
  78094. * @param scene is the instance of BABYLON.Scene to append to
  78095. * @param onSuccess a callback with the scene when import succeeds
  78096. * @param onProgress a callback with a progress event for each file being loaded
  78097. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78098. * @param pluginExtension the extension used to determine the plugin
  78099. * @returns The loaded plugin
  78100. */
  78101. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78102. if (sceneFilename === void 0) { sceneFilename = ""; }
  78103. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78104. if (onSuccess === void 0) { onSuccess = null; }
  78105. if (onProgress === void 0) { onProgress = null; }
  78106. if (onError === void 0) { onError = null; }
  78107. if (pluginExtension === void 0) { pluginExtension = null; }
  78108. if (!scene) {
  78109. BABYLON.Tools.Error("No scene available to append to");
  78110. return null;
  78111. }
  78112. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78113. if (!fileInfo) {
  78114. return null;
  78115. }
  78116. if (SceneLoader.ShowLoadingScreen) {
  78117. scene.getEngine().displayLoadingUI();
  78118. }
  78119. var loadingToken = {};
  78120. scene._addPendingData(loadingToken);
  78121. var disposeHandler = function () {
  78122. scene._removePendingData(loadingToken);
  78123. scene.getEngine().hideLoadingUI();
  78124. };
  78125. var errorHandler = function (message, exception) {
  78126. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  78127. if (onError) {
  78128. onError(scene, errorMessage, exception);
  78129. }
  78130. else {
  78131. BABYLON.Tools.Error(errorMessage);
  78132. // should the exception be thrown?
  78133. }
  78134. disposeHandler();
  78135. };
  78136. var progressHandler = onProgress ? function (event) {
  78137. try {
  78138. onProgress(event);
  78139. }
  78140. catch (e) {
  78141. errorHandler("Error in onProgress callback", e);
  78142. }
  78143. } : undefined;
  78144. var successHandler = function () {
  78145. if (onSuccess) {
  78146. try {
  78147. onSuccess(scene);
  78148. }
  78149. catch (e) {
  78150. errorHandler("Error in onSuccess callback", e);
  78151. }
  78152. }
  78153. scene._removePendingData(loadingToken);
  78154. };
  78155. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78156. if (plugin.load) {
  78157. var syncedPlugin = plugin;
  78158. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  78159. return;
  78160. }
  78161. scene.loadingPluginName = plugin.name;
  78162. successHandler();
  78163. }
  78164. else {
  78165. var asyncedPlugin = plugin;
  78166. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  78167. scene.loadingPluginName = plugin.name;
  78168. successHandler();
  78169. }).catch(function (error) {
  78170. errorHandler(error.message, error);
  78171. });
  78172. }
  78173. if (SceneLoader.ShowLoadingScreen) {
  78174. scene.executeWhenReady(function () {
  78175. scene.getEngine().hideLoadingUI();
  78176. });
  78177. }
  78178. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78179. };
  78180. /**
  78181. * Append a scene
  78182. * @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)
  78183. * @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)
  78184. * @param scene is the instance of BABYLON.Scene to append to
  78185. * @param onProgress a callback with a progress event for each file being loaded
  78186. * @param pluginExtension the extension used to determine the plugin
  78187. * @returns The given scene
  78188. */
  78189. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78190. if (sceneFilename === void 0) { sceneFilename = ""; }
  78191. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78192. if (onProgress === void 0) { onProgress = null; }
  78193. if (pluginExtension === void 0) { pluginExtension = null; }
  78194. return new Promise(function (resolve, reject) {
  78195. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  78196. resolve(scene);
  78197. }, onProgress, function (scene, message, exception) {
  78198. reject(exception || new Error(message));
  78199. }, pluginExtension);
  78200. });
  78201. };
  78202. /**
  78203. * Load a scene into an asset container
  78204. * @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)
  78205. * @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)
  78206. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  78207. * @param onSuccess a callback with the scene when import succeeds
  78208. * @param onProgress a callback with a progress event for each file being loaded
  78209. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78210. * @param pluginExtension the extension used to determine the plugin
  78211. * @returns The loaded plugin
  78212. */
  78213. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78214. if (sceneFilename === void 0) { sceneFilename = ""; }
  78215. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78216. if (onSuccess === void 0) { onSuccess = null; }
  78217. if (onProgress === void 0) { onProgress = null; }
  78218. if (onError === void 0) { onError = null; }
  78219. if (pluginExtension === void 0) { pluginExtension = null; }
  78220. if (!scene) {
  78221. BABYLON.Tools.Error("No scene available to load asset container to");
  78222. return null;
  78223. }
  78224. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78225. if (!fileInfo) {
  78226. return null;
  78227. }
  78228. var loadingToken = {};
  78229. scene._addPendingData(loadingToken);
  78230. var disposeHandler = function () {
  78231. scene._removePendingData(loadingToken);
  78232. };
  78233. var errorHandler = function (message, exception) {
  78234. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  78235. if (onError) {
  78236. onError(scene, errorMessage, exception);
  78237. }
  78238. else {
  78239. BABYLON.Tools.Error(errorMessage);
  78240. // should the exception be thrown?
  78241. }
  78242. disposeHandler();
  78243. };
  78244. var progressHandler = onProgress ? function (event) {
  78245. try {
  78246. onProgress(event);
  78247. }
  78248. catch (e) {
  78249. errorHandler("Error in onProgress callback", e);
  78250. }
  78251. } : undefined;
  78252. var successHandler = function (assets) {
  78253. if (onSuccess) {
  78254. try {
  78255. onSuccess(assets);
  78256. }
  78257. catch (e) {
  78258. errorHandler("Error in onSuccess callback", e);
  78259. }
  78260. }
  78261. scene._removePendingData(loadingToken);
  78262. };
  78263. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78264. if (plugin.loadAssetContainer) {
  78265. var syncedPlugin = plugin;
  78266. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  78267. if (!assetContainer) {
  78268. return;
  78269. }
  78270. scene.loadingPluginName = plugin.name;
  78271. successHandler(assetContainer);
  78272. }
  78273. else if (plugin.loadAssetContainerAsync) {
  78274. var asyncedPlugin = plugin;
  78275. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  78276. scene.loadingPluginName = plugin.name;
  78277. successHandler(assetContainer);
  78278. }).catch(function (error) {
  78279. errorHandler(error.message, error);
  78280. });
  78281. }
  78282. else {
  78283. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  78284. }
  78285. if (SceneLoader.ShowLoadingScreen) {
  78286. scene.executeWhenReady(function () {
  78287. scene.getEngine().hideLoadingUI();
  78288. });
  78289. }
  78290. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78291. };
  78292. /**
  78293. * Load a scene into an asset container
  78294. * @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)
  78295. * @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)
  78296. * @param scene is the instance of BABYLON.Scene to append to
  78297. * @param onProgress a callback with a progress event for each file being loaded
  78298. * @param pluginExtension the extension used to determine the plugin
  78299. * @returns The loaded asset container
  78300. */
  78301. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78302. if (sceneFilename === void 0) { sceneFilename = ""; }
  78303. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78304. if (onProgress === void 0) { onProgress = null; }
  78305. if (pluginExtension === void 0) { pluginExtension = null; }
  78306. return new Promise(function (resolve, reject) {
  78307. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  78308. resolve(assetContainer);
  78309. }, onProgress, function (scene, message, exception) {
  78310. reject(exception || new Error(message));
  78311. }, pluginExtension);
  78312. });
  78313. };
  78314. // Flags
  78315. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  78316. SceneLoader._ShowLoadingScreen = true;
  78317. SceneLoader._CleanBoneMatrixWeights = false;
  78318. /**
  78319. * No logging while loading
  78320. */
  78321. SceneLoader.NO_LOGGING = 0;
  78322. /**
  78323. * Minimal logging while loading
  78324. */
  78325. SceneLoader.MINIMAL_LOGGING = 1;
  78326. /**
  78327. * Summary logging while loading
  78328. */
  78329. SceneLoader.SUMMARY_LOGGING = 2;
  78330. /**
  78331. * Detailled logging while loading
  78332. */
  78333. SceneLoader.DETAILED_LOGGING = 3;
  78334. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  78335. // Members
  78336. /**
  78337. * Event raised when a plugin is used to load a scene
  78338. */
  78339. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  78340. SceneLoader._registeredPlugins = {};
  78341. return SceneLoader;
  78342. }());
  78343. BABYLON.SceneLoader = SceneLoader;
  78344. })(BABYLON || (BABYLON = {}));
  78345. //# sourceMappingURL=babylon.sceneLoader.js.map
  78346. var BABYLON;
  78347. (function (BABYLON) {
  78348. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  78349. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78350. var parsedMaterial = parsedData.materials[index];
  78351. if (parsedMaterial.id === id) {
  78352. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78353. }
  78354. }
  78355. return null;
  78356. };
  78357. var isDescendantOf = function (mesh, names, hierarchyIds) {
  78358. for (var i in names) {
  78359. if (mesh.name === names[i]) {
  78360. hierarchyIds.push(mesh.id);
  78361. return true;
  78362. }
  78363. }
  78364. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  78365. hierarchyIds.push(mesh.id);
  78366. return true;
  78367. }
  78368. return false;
  78369. };
  78370. var logOperation = function (operation, producer) {
  78371. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  78372. };
  78373. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  78374. if (addToScene === void 0) { addToScene = false; }
  78375. var container = new BABYLON.AssetContainer(scene);
  78376. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78377. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78378. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78379. // and avoid problems with multiple concurrent .babylon loads.
  78380. var log = "importScene has failed JSON parse";
  78381. try {
  78382. var parsedData = JSON.parse(data);
  78383. log = "";
  78384. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78385. var index;
  78386. var cache;
  78387. // Lights
  78388. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  78389. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  78390. var parsedLight = parsedData.lights[index];
  78391. var light = BABYLON.Light.Parse(parsedLight, scene);
  78392. if (light) {
  78393. container.lights.push(light);
  78394. log += (index === 0 ? "\n\tLights:" : "");
  78395. log += "\n\t\t" + light.toString(fullDetails);
  78396. }
  78397. }
  78398. }
  78399. // Animations
  78400. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  78401. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  78402. var parsedAnimation = parsedData.animations[index];
  78403. var animation = BABYLON.Animation.Parse(parsedAnimation);
  78404. scene.animations.push(animation);
  78405. container.animations.push(animation);
  78406. log += (index === 0 ? "\n\tAnimations:" : "");
  78407. log += "\n\t\t" + animation.toString(fullDetails);
  78408. }
  78409. }
  78410. // Materials
  78411. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  78412. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78413. var parsedMaterial = parsedData.materials[index];
  78414. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78415. container.materials.push(mat);
  78416. log += (index === 0 ? "\n\tMaterials:" : "");
  78417. log += "\n\t\t" + mat.toString(fullDetails);
  78418. }
  78419. }
  78420. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78421. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  78422. var parsedMultiMaterial = parsedData.multiMaterials[index];
  78423. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78424. container.multiMaterials.push(mmat);
  78425. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  78426. log += "\n\t\t" + mmat.toString(fullDetails);
  78427. }
  78428. }
  78429. // Morph targets
  78430. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78431. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78432. var managerData = _a[_i];
  78433. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  78434. }
  78435. }
  78436. // Skeletons
  78437. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78438. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  78439. var parsedSkeleton = parsedData.skeletons[index];
  78440. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78441. container.skeletons.push(skeleton);
  78442. log += (index === 0 ? "\n\tSkeletons:" : "");
  78443. log += "\n\t\t" + skeleton.toString(fullDetails);
  78444. }
  78445. }
  78446. // Geometries
  78447. var geometries = parsedData.geometries;
  78448. if (geometries !== undefined && geometries !== null) {
  78449. var addedGeometry = new Array();
  78450. // Boxes
  78451. var boxes = geometries.boxes;
  78452. if (boxes !== undefined && boxes !== null) {
  78453. for (index = 0, cache = boxes.length; index < cache; index++) {
  78454. var parsedBox = boxes[index];
  78455. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  78456. }
  78457. }
  78458. // Spheres
  78459. var spheres = geometries.spheres;
  78460. if (spheres !== undefined && spheres !== null) {
  78461. for (index = 0, cache = spheres.length; index < cache; index++) {
  78462. var parsedSphere = spheres[index];
  78463. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  78464. }
  78465. }
  78466. // Cylinders
  78467. var cylinders = geometries.cylinders;
  78468. if (cylinders !== undefined && cylinders !== null) {
  78469. for (index = 0, cache = cylinders.length; index < cache; index++) {
  78470. var parsedCylinder = cylinders[index];
  78471. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  78472. }
  78473. }
  78474. // Toruses
  78475. var toruses = geometries.toruses;
  78476. if (toruses !== undefined && toruses !== null) {
  78477. for (index = 0, cache = toruses.length; index < cache; index++) {
  78478. var parsedTorus = toruses[index];
  78479. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  78480. }
  78481. }
  78482. // Grounds
  78483. var grounds = geometries.grounds;
  78484. if (grounds !== undefined && grounds !== null) {
  78485. for (index = 0, cache = grounds.length; index < cache; index++) {
  78486. var parsedGround = grounds[index];
  78487. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  78488. }
  78489. }
  78490. // Planes
  78491. var planes = geometries.planes;
  78492. if (planes !== undefined && planes !== null) {
  78493. for (index = 0, cache = planes.length; index < cache; index++) {
  78494. var parsedPlane = planes[index];
  78495. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  78496. }
  78497. }
  78498. // TorusKnots
  78499. var torusKnots = geometries.torusKnots;
  78500. if (torusKnots !== undefined && torusKnots !== null) {
  78501. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  78502. var parsedTorusKnot = torusKnots[index];
  78503. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  78504. }
  78505. }
  78506. // VertexData
  78507. var vertexData = geometries.vertexData;
  78508. if (vertexData !== undefined && vertexData !== null) {
  78509. for (index = 0, cache = vertexData.length; index < cache; index++) {
  78510. var parsedVertexData = vertexData[index];
  78511. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  78512. }
  78513. }
  78514. addedGeometry.forEach(function (g) {
  78515. if (g) {
  78516. container.geometries.push(g);
  78517. }
  78518. });
  78519. }
  78520. // Transform nodes
  78521. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  78522. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  78523. var parsedTransformNode = parsedData.transformNodes[index];
  78524. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  78525. container.transformNodes.push(node);
  78526. }
  78527. }
  78528. // Meshes
  78529. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78530. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78531. var parsedMesh = parsedData.meshes[index];
  78532. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78533. container.meshes.push(mesh);
  78534. log += (index === 0 ? "\n\tMeshes:" : "");
  78535. log += "\n\t\t" + mesh.toString(fullDetails);
  78536. }
  78537. }
  78538. // Cameras
  78539. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  78540. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  78541. var parsedCamera = parsedData.cameras[index];
  78542. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  78543. container.cameras.push(camera);
  78544. log += (index === 0 ? "\n\tCameras:" : "");
  78545. log += "\n\t\t" + camera.toString(fullDetails);
  78546. }
  78547. }
  78548. // Animation Groups
  78549. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  78550. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  78551. var parsedAnimationGroup = parsedData.animationGroups[index];
  78552. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  78553. container.animationGroups.push(animationGroup);
  78554. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  78555. log += "\n\t\t" + animationGroup.toString(fullDetails);
  78556. }
  78557. }
  78558. // Browsing all the graph to connect the dots
  78559. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  78560. var camera = scene.cameras[index];
  78561. if (camera._waitingParentId) {
  78562. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  78563. camera._waitingParentId = null;
  78564. }
  78565. }
  78566. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78567. var light_1 = scene.lights[index];
  78568. if (light_1 && light_1._waitingParentId) {
  78569. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  78570. light_1._waitingParentId = null;
  78571. }
  78572. }
  78573. // Connect parents & children and parse actions
  78574. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  78575. var transformNode = scene.transformNodes[index];
  78576. if (transformNode._waitingParentId) {
  78577. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  78578. transformNode._waitingParentId = null;
  78579. }
  78580. }
  78581. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78582. var mesh = scene.meshes[index];
  78583. if (mesh._waitingParentId) {
  78584. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  78585. mesh._waitingParentId = null;
  78586. }
  78587. }
  78588. // freeze world matrix application
  78589. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78590. var currentMesh = scene.meshes[index];
  78591. if (currentMesh._waitingFreezeWorldMatrix) {
  78592. currentMesh.freezeWorldMatrix();
  78593. currentMesh._waitingFreezeWorldMatrix = null;
  78594. }
  78595. else {
  78596. currentMesh.computeWorldMatrix(true);
  78597. }
  78598. }
  78599. // Lights exclusions / inclusions
  78600. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78601. var light_2 = scene.lights[index];
  78602. // Excluded check
  78603. if (light_2._excludedMeshesIds.length > 0) {
  78604. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  78605. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  78606. if (excludedMesh) {
  78607. light_2.excludedMeshes.push(excludedMesh);
  78608. }
  78609. }
  78610. light_2._excludedMeshesIds = [];
  78611. }
  78612. // Included check
  78613. if (light_2._includedOnlyMeshesIds.length > 0) {
  78614. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  78615. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  78616. if (includedOnlyMesh) {
  78617. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  78618. }
  78619. }
  78620. light_2._includedOnlyMeshesIds = [];
  78621. }
  78622. }
  78623. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  78624. // Actions (scene) Done last as it can access other objects.
  78625. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78626. var mesh = scene.meshes[index];
  78627. if (mesh._waitingActions) {
  78628. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  78629. mesh._waitingActions = null;
  78630. }
  78631. }
  78632. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  78633. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  78634. }
  78635. if (!addToScene) {
  78636. container.removeAllFromScene();
  78637. }
  78638. }
  78639. catch (err) {
  78640. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  78641. if (onError) {
  78642. onError(msg, err);
  78643. }
  78644. else {
  78645. BABYLON.Tools.Log(msg);
  78646. throw err;
  78647. }
  78648. }
  78649. finally {
  78650. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78651. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78652. }
  78653. }
  78654. return container;
  78655. };
  78656. BABYLON.SceneLoader.RegisterPlugin({
  78657. name: "babylon.js",
  78658. extensions: ".babylon",
  78659. canDirectLoad: function (data) {
  78660. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  78661. return true;
  78662. }
  78663. return false;
  78664. },
  78665. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  78666. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78667. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78668. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78669. // and avoid problems with multiple concurrent .babylon loads.
  78670. var log = "importMesh has failed JSON parse";
  78671. try {
  78672. var parsedData = JSON.parse(data);
  78673. log = "";
  78674. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78675. if (!meshesNames) {
  78676. meshesNames = null;
  78677. }
  78678. else if (!Array.isArray(meshesNames)) {
  78679. meshesNames = [meshesNames];
  78680. }
  78681. var hierarchyIds = new Array();
  78682. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78683. var loadedSkeletonsIds = [];
  78684. var loadedMaterialsIds = [];
  78685. var index;
  78686. var cache;
  78687. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78688. var parsedMesh = parsedData.meshes[index];
  78689. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  78690. if (meshesNames !== null) {
  78691. // Remove found mesh name from list.
  78692. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  78693. }
  78694. //Geometry?
  78695. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  78696. //does the file contain geometries?
  78697. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  78698. //find the correct geometry and add it to the scene
  78699. var found = false;
  78700. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  78701. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  78702. return;
  78703. }
  78704. else {
  78705. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  78706. if (parsedGeometryData.id === parsedMesh.geometryId) {
  78707. switch (geometryType) {
  78708. case "boxes":
  78709. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  78710. break;
  78711. case "spheres":
  78712. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  78713. break;
  78714. case "cylinders":
  78715. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  78716. break;
  78717. case "toruses":
  78718. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  78719. break;
  78720. case "grounds":
  78721. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  78722. break;
  78723. case "planes":
  78724. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  78725. break;
  78726. case "torusKnots":
  78727. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  78728. break;
  78729. case "vertexData":
  78730. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  78731. break;
  78732. }
  78733. found = true;
  78734. }
  78735. });
  78736. }
  78737. });
  78738. if (found === false) {
  78739. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  78740. }
  78741. }
  78742. }
  78743. // Material ?
  78744. if (parsedMesh.materialId) {
  78745. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  78746. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78747. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  78748. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  78749. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  78750. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  78751. var subMatId = parsedMultiMaterial.materials[matIndex];
  78752. loadedMaterialsIds.push(subMatId);
  78753. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  78754. if (mat) {
  78755. log += "\n\tMaterial " + mat.toString(fullDetails);
  78756. }
  78757. }
  78758. loadedMaterialsIds.push(parsedMultiMaterial.id);
  78759. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78760. if (mmat) {
  78761. materialFound = true;
  78762. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  78763. }
  78764. break;
  78765. }
  78766. }
  78767. }
  78768. if (materialFound === false) {
  78769. loadedMaterialsIds.push(parsedMesh.materialId);
  78770. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  78771. if (!mat) {
  78772. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  78773. }
  78774. else {
  78775. log += "\n\tMaterial " + mat.toString(fullDetails);
  78776. }
  78777. }
  78778. }
  78779. // Skeleton ?
  78780. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78781. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  78782. if (skeletonAlreadyLoaded === false) {
  78783. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  78784. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  78785. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  78786. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78787. skeletons.push(skeleton);
  78788. loadedSkeletonsIds.push(parsedSkeleton.id);
  78789. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  78790. }
  78791. }
  78792. }
  78793. }
  78794. // Morph targets ?
  78795. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78796. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78797. var managerData = _a[_i];
  78798. BABYLON.MorphTargetManager.Parse(managerData, scene);
  78799. }
  78800. }
  78801. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78802. meshes.push(mesh);
  78803. log += "\n\tMesh " + mesh.toString(fullDetails);
  78804. }
  78805. }
  78806. // Connecting parents
  78807. var currentMesh;
  78808. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78809. currentMesh = scene.meshes[index];
  78810. if (currentMesh._waitingParentId) {
  78811. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  78812. currentMesh._waitingParentId = null;
  78813. }
  78814. }
  78815. // freeze and compute world matrix application
  78816. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78817. currentMesh = scene.meshes[index];
  78818. if (currentMesh._waitingFreezeWorldMatrix) {
  78819. currentMesh.freezeWorldMatrix();
  78820. currentMesh._waitingFreezeWorldMatrix = null;
  78821. }
  78822. else {
  78823. currentMesh.computeWorldMatrix(true);
  78824. }
  78825. }
  78826. }
  78827. // Particles
  78828. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  78829. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  78830. if (parser) {
  78831. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  78832. var parsedParticleSystem = parsedData.particleSystems[index];
  78833. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  78834. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  78835. }
  78836. }
  78837. }
  78838. }
  78839. return true;
  78840. }
  78841. catch (err) {
  78842. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  78843. if (onError) {
  78844. onError(msg, err);
  78845. }
  78846. else {
  78847. BABYLON.Tools.Log(msg);
  78848. throw err;
  78849. }
  78850. }
  78851. finally {
  78852. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78853. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78854. }
  78855. }
  78856. return false;
  78857. },
  78858. load: function (scene, data, rootUrl, onError) {
  78859. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78860. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78861. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78862. // and avoid problems with multiple concurrent .babylon loads.
  78863. var log = "importScene has failed JSON parse";
  78864. try {
  78865. var parsedData = JSON.parse(data);
  78866. log = "";
  78867. // Scene
  78868. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  78869. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  78870. }
  78871. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  78872. scene.autoClear = parsedData.autoClear;
  78873. }
  78874. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  78875. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  78876. }
  78877. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  78878. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  78879. }
  78880. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  78881. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  78882. }
  78883. // Fog
  78884. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  78885. scene.fogMode = parsedData.fogMode;
  78886. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  78887. scene.fogStart = parsedData.fogStart;
  78888. scene.fogEnd = parsedData.fogEnd;
  78889. scene.fogDensity = parsedData.fogDensity;
  78890. log += "\tFog mode for scene: ";
  78891. switch (scene.fogMode) {
  78892. // getters not compiling, so using hardcoded
  78893. case 1:
  78894. log += "exp\n";
  78895. break;
  78896. case 2:
  78897. log += "exp2\n";
  78898. break;
  78899. case 3:
  78900. log += "linear\n";
  78901. break;
  78902. }
  78903. }
  78904. //Physics
  78905. if (parsedData.physicsEnabled) {
  78906. var physicsPlugin;
  78907. if (parsedData.physicsEngine === "cannon") {
  78908. physicsPlugin = new BABYLON.CannonJSPlugin();
  78909. }
  78910. else if (parsedData.physicsEngine === "oimo") {
  78911. physicsPlugin = new BABYLON.OimoJSPlugin();
  78912. }
  78913. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  78914. //else - default engine, which is currently oimo
  78915. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  78916. scene.enablePhysics(physicsGravity, physicsPlugin);
  78917. }
  78918. // Metadata
  78919. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  78920. scene.metadata = parsedData.metadata;
  78921. }
  78922. //collisions, if defined. otherwise, default is true
  78923. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  78924. scene.collisionsEnabled = parsedData.collisionsEnabled;
  78925. }
  78926. scene.workerCollisions = !!parsedData.workerCollisions;
  78927. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  78928. if (!container) {
  78929. return false;
  78930. }
  78931. if (parsedData.autoAnimate) {
  78932. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  78933. }
  78934. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  78935. scene.setActiveCameraByID(parsedData.activeCameraID);
  78936. }
  78937. // Environment texture
  78938. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  78939. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  78940. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  78941. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize);
  78942. if (parsedData.environmentTextureRotationY) {
  78943. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  78944. }
  78945. scene.environmentTexture = hdrTexture;
  78946. }
  78947. else {
  78948. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  78949. if (parsedData.environmentTextureRotationY) {
  78950. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  78951. }
  78952. scene.environmentTexture = cubeTexture;
  78953. }
  78954. if (parsedData.createDefaultSkybox === true) {
  78955. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  78956. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  78957. scene.createDefaultSkybox(undefined, true, skyboxScale, skyboxBlurLevel);
  78958. }
  78959. }
  78960. // Finish
  78961. return true;
  78962. }
  78963. catch (err) {
  78964. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  78965. if (onError) {
  78966. onError(msg, err);
  78967. }
  78968. else {
  78969. BABYLON.Tools.Log(msg);
  78970. throw err;
  78971. }
  78972. }
  78973. finally {
  78974. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78975. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78976. }
  78977. }
  78978. return false;
  78979. },
  78980. loadAssetContainer: function (scene, data, rootUrl, onError) {
  78981. var container = loadAssetContainer(scene, data, rootUrl, onError);
  78982. return container;
  78983. }
  78984. });
  78985. })(BABYLON || (BABYLON = {}));
  78986. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  78987. var BABYLON;
  78988. (function (BABYLON) {
  78989. /**
  78990. * Class used to help managing file picking and drag'n'drop
  78991. */
  78992. var FilesInput = /** @class */ (function () {
  78993. /**
  78994. * Creates a new FilesInput
  78995. * @param engine defines the rendering engine
  78996. * @param scene defines the hosting scene
  78997. * @param sceneLoadedCallback callback called when scene is loaded
  78998. * @param progressCallback callback called to track progress
  78999. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  79000. * @param textureLoadingCallback callback called when a texture is loading
  79001. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  79002. * @param onReloadCallback callback called when a reload is requested
  79003. * @param errorCallback callback call if an error occurs
  79004. */
  79005. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  79006. /**
  79007. * Callback called when a file is processed
  79008. */
  79009. this.onProcessFileCallback = function () { return true; };
  79010. this._engine = engine;
  79011. this._currentScene = scene;
  79012. this._sceneLoadedCallback = sceneLoadedCallback;
  79013. this._progressCallback = progressCallback;
  79014. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  79015. this._textureLoadingCallback = textureLoadingCallback;
  79016. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  79017. this._onReloadCallback = onReloadCallback;
  79018. this._errorCallback = errorCallback;
  79019. }
  79020. /**
  79021. * Calls this function to listen to drag'n'drop events on a specific DOM element
  79022. * @param elementToMonitor defines the DOM element to track
  79023. */
  79024. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  79025. var _this = this;
  79026. if (elementToMonitor) {
  79027. this._elementToMonitor = elementToMonitor;
  79028. this._dragEnterHandler = function (e) { _this.drag(e); };
  79029. this._dragOverHandler = function (e) { _this.drag(e); };
  79030. this._dropHandler = function (e) { _this.drop(e); };
  79031. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  79032. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  79033. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  79034. }
  79035. };
  79036. /**
  79037. * Release all associated resources
  79038. */
  79039. FilesInput.prototype.dispose = function () {
  79040. if (!this._elementToMonitor) {
  79041. return;
  79042. }
  79043. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  79044. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  79045. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  79046. };
  79047. FilesInput.prototype.renderFunction = function () {
  79048. if (this._additionalRenderLoopLogicCallback) {
  79049. this._additionalRenderLoopLogicCallback();
  79050. }
  79051. if (this._currentScene) {
  79052. if (this._textureLoadingCallback) {
  79053. var remaining = this._currentScene.getWaitingItemsCount();
  79054. if (remaining > 0) {
  79055. this._textureLoadingCallback(remaining);
  79056. }
  79057. }
  79058. this._currentScene.render();
  79059. }
  79060. };
  79061. FilesInput.prototype.drag = function (e) {
  79062. e.stopPropagation();
  79063. e.preventDefault();
  79064. };
  79065. FilesInput.prototype.drop = function (eventDrop) {
  79066. eventDrop.stopPropagation();
  79067. eventDrop.preventDefault();
  79068. this.loadFiles(eventDrop);
  79069. };
  79070. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  79071. var _this = this;
  79072. var reader = folder.createReader();
  79073. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  79074. reader.readEntries(function (entries) {
  79075. remaining.count += entries.length;
  79076. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  79077. var entry = entries_1[_i];
  79078. if (entry.isFile) {
  79079. entry.file(function (file) {
  79080. file.correctName = relativePath + file.name;
  79081. files.push(file);
  79082. if (--remaining.count === 0) {
  79083. callback();
  79084. }
  79085. });
  79086. }
  79087. else if (entry.isDirectory) {
  79088. _this._traverseFolder(entry, files, remaining, callback);
  79089. }
  79090. }
  79091. if (--remaining.count) {
  79092. callback();
  79093. }
  79094. });
  79095. };
  79096. FilesInput.prototype._processFiles = function (files) {
  79097. for (var i = 0; i < files.length; i++) {
  79098. var name = files[i].correctName.toLowerCase();
  79099. var extension = name.split('.').pop();
  79100. if (!this.onProcessFileCallback(files[i], name, extension)) {
  79101. continue;
  79102. }
  79103. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  79104. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  79105. this._sceneFileToLoad = files[i];
  79106. }
  79107. FilesInput.FilesToLoad[name] = files[i];
  79108. }
  79109. };
  79110. /**
  79111. * Load files from a drop event
  79112. * @param event defines the drop event to use as source
  79113. */
  79114. FilesInput.prototype.loadFiles = function (event) {
  79115. var _this = this;
  79116. // Handling data transfer via drag'n'drop
  79117. if (event && event.dataTransfer && event.dataTransfer.files) {
  79118. this._filesToLoad = event.dataTransfer.files;
  79119. }
  79120. // Handling files from input files
  79121. if (event && event.target && event.target.files) {
  79122. this._filesToLoad = event.target.files;
  79123. }
  79124. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  79125. return;
  79126. }
  79127. if (this._startingProcessingFilesCallback) {
  79128. this._startingProcessingFilesCallback(this._filesToLoad);
  79129. }
  79130. if (this._filesToLoad && this._filesToLoad.length > 0) {
  79131. var files_1 = new Array();
  79132. var folders = [];
  79133. var items = event.dataTransfer ? event.dataTransfer.items : null;
  79134. for (var i = 0; i < this._filesToLoad.length; i++) {
  79135. var fileToLoad = this._filesToLoad[i];
  79136. var name_1 = fileToLoad.name.toLowerCase();
  79137. var entry = void 0;
  79138. fileToLoad.correctName = name_1;
  79139. if (items) {
  79140. var item = items[i];
  79141. if (item.getAsEntry) {
  79142. entry = item.getAsEntry();
  79143. }
  79144. else if (item.webkitGetAsEntry) {
  79145. entry = item.webkitGetAsEntry();
  79146. }
  79147. }
  79148. if (!entry) {
  79149. files_1.push(fileToLoad);
  79150. }
  79151. else {
  79152. if (entry.isDirectory) {
  79153. folders.push(entry);
  79154. }
  79155. else {
  79156. files_1.push(fileToLoad);
  79157. }
  79158. }
  79159. }
  79160. if (folders.length === 0) {
  79161. this._processFiles(files_1);
  79162. this._processReload();
  79163. }
  79164. else {
  79165. var remaining = { count: folders.length };
  79166. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  79167. var folder = folders_1[_i];
  79168. this._traverseFolder(folder, files_1, remaining, function () {
  79169. _this._processFiles(files_1);
  79170. if (remaining.count === 0) {
  79171. _this._processReload();
  79172. }
  79173. });
  79174. }
  79175. }
  79176. }
  79177. };
  79178. FilesInput.prototype._processReload = function () {
  79179. if (this._onReloadCallback) {
  79180. this._onReloadCallback(this._sceneFileToLoad);
  79181. }
  79182. else {
  79183. this.reload();
  79184. }
  79185. };
  79186. /**
  79187. * Reload the current scene from the loaded files
  79188. */
  79189. FilesInput.prototype.reload = function () {
  79190. var _this = this;
  79191. // If a scene file has been provided
  79192. if (this._sceneFileToLoad) {
  79193. if (this._currentScene) {
  79194. if (BABYLON.Tools.errorsCount > 0) {
  79195. BABYLON.Tools.ClearLogCache();
  79196. }
  79197. this._engine.stopRenderLoop();
  79198. }
  79199. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad.name, this._engine, function (progress) {
  79200. if (_this._progressCallback) {
  79201. _this._progressCallback(progress);
  79202. }
  79203. }).then(function (scene) {
  79204. if (_this._currentScene) {
  79205. _this._currentScene.dispose();
  79206. }
  79207. _this._currentScene = scene;
  79208. if (_this._sceneLoadedCallback) {
  79209. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  79210. }
  79211. // Wait for textures and shaders to be ready
  79212. _this._currentScene.executeWhenReady(function () {
  79213. _this._engine.runRenderLoop(function () {
  79214. _this.renderFunction();
  79215. });
  79216. });
  79217. }).catch(function (error) {
  79218. if (_this._errorCallback) {
  79219. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  79220. }
  79221. });
  79222. }
  79223. else {
  79224. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  79225. }
  79226. };
  79227. /**
  79228. * List of files ready to be loaded
  79229. */
  79230. FilesInput.FilesToLoad = {};
  79231. return FilesInput;
  79232. }());
  79233. BABYLON.FilesInput = FilesInput;
  79234. })(BABYLON || (BABYLON = {}));
  79235. //# sourceMappingURL=babylon.filesInput.js.map
  79236. var BABYLON;
  79237. (function (BABYLON) {
  79238. /**
  79239. * Class used to store custom tags
  79240. */
  79241. var Tags = /** @class */ (function () {
  79242. function Tags() {
  79243. }
  79244. /**
  79245. * Adds support for tags on the given object
  79246. * @param obj defines the object to use
  79247. */
  79248. Tags.EnableFor = function (obj) {
  79249. obj._tags = obj._tags || {};
  79250. obj.hasTags = function () {
  79251. return Tags.HasTags(obj);
  79252. };
  79253. obj.addTags = function (tagsString) {
  79254. return Tags.AddTagsTo(obj, tagsString);
  79255. };
  79256. obj.removeTags = function (tagsString) {
  79257. return Tags.RemoveTagsFrom(obj, tagsString);
  79258. };
  79259. obj.matchesTagsQuery = function (tagsQuery) {
  79260. return Tags.MatchesQuery(obj, tagsQuery);
  79261. };
  79262. };
  79263. /**
  79264. * Removes tags support
  79265. * @param obj defines the object to use
  79266. */
  79267. Tags.DisableFor = function (obj) {
  79268. delete obj._tags;
  79269. delete obj.hasTags;
  79270. delete obj.addTags;
  79271. delete obj.removeTags;
  79272. delete obj.matchesTagsQuery;
  79273. };
  79274. /**
  79275. * Gets a boolean indicating if the given object has tags
  79276. * @param obj defines the object to use
  79277. * @returns a boolean
  79278. */
  79279. Tags.HasTags = function (obj) {
  79280. if (!obj._tags) {
  79281. return false;
  79282. }
  79283. return !BABYLON.Tools.IsEmpty(obj._tags);
  79284. };
  79285. /**
  79286. * Gets the tags available on a given object
  79287. * @param obj defines the object to use
  79288. * @param asString defines if the tags must be returned as a string instead of an array of strings
  79289. * @returns the tags
  79290. */
  79291. Tags.GetTags = function (obj, asString) {
  79292. if (asString === void 0) { asString = true; }
  79293. if (!obj._tags) {
  79294. return null;
  79295. }
  79296. if (asString) {
  79297. var tagsArray = [];
  79298. for (var tag in obj._tags) {
  79299. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  79300. tagsArray.push(tag);
  79301. }
  79302. }
  79303. return tagsArray.join(" ");
  79304. }
  79305. else {
  79306. return obj._tags;
  79307. }
  79308. };
  79309. /**
  79310. * Adds tags to an object
  79311. * @param obj defines the object to use
  79312. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  79313. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  79314. */
  79315. Tags.AddTagsTo = function (obj, tagsString) {
  79316. if (!tagsString) {
  79317. return;
  79318. }
  79319. if (typeof tagsString !== "string") {
  79320. return;
  79321. }
  79322. var tags = tagsString.split(" ");
  79323. tags.forEach(function (tag, index, array) {
  79324. Tags._AddTagTo(obj, tag);
  79325. });
  79326. };
  79327. /**
  79328. * @hidden
  79329. */
  79330. Tags._AddTagTo = function (obj, tag) {
  79331. tag = tag.trim();
  79332. if (tag === "" || tag === "true" || tag === "false") {
  79333. return;
  79334. }
  79335. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  79336. return;
  79337. }
  79338. Tags.EnableFor(obj);
  79339. obj._tags[tag] = true;
  79340. };
  79341. /**
  79342. * Removes specific tags from a specific object
  79343. * @param obj defines the object to use
  79344. * @param tagsString defines the tags to remove
  79345. */
  79346. Tags.RemoveTagsFrom = function (obj, tagsString) {
  79347. if (!Tags.HasTags(obj)) {
  79348. return;
  79349. }
  79350. var tags = tagsString.split(" ");
  79351. for (var t in tags) {
  79352. Tags._RemoveTagFrom(obj, tags[t]);
  79353. }
  79354. };
  79355. /**
  79356. * @hidden
  79357. */
  79358. Tags._RemoveTagFrom = function (obj, tag) {
  79359. delete obj._tags[tag];
  79360. };
  79361. /**
  79362. * Defines if tags hosted on an object match a given query
  79363. * @param obj defines the object to use
  79364. * @param tagsQuery defines the tag query
  79365. * @returns a boolean
  79366. */
  79367. Tags.MatchesQuery = function (obj, tagsQuery) {
  79368. if (tagsQuery === undefined) {
  79369. return true;
  79370. }
  79371. if (tagsQuery === "") {
  79372. return Tags.HasTags(obj);
  79373. }
  79374. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  79375. };
  79376. return Tags;
  79377. }());
  79378. BABYLON.Tags = Tags;
  79379. })(BABYLON || (BABYLON = {}));
  79380. //# sourceMappingURL=babylon.tags.js.map
  79381. var BABYLON;
  79382. (function (BABYLON) {
  79383. /**
  79384. * Class used to evalaute queries containing `and` and `or` operators
  79385. */
  79386. var AndOrNotEvaluator = /** @class */ (function () {
  79387. function AndOrNotEvaluator() {
  79388. }
  79389. /**
  79390. * Evaluate a query
  79391. * @param query defines the query to evaluate
  79392. * @param evaluateCallback defines the callback used to filter result
  79393. * @returns true if the query matches
  79394. */
  79395. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  79396. if (!query.match(/\([^\(\)]*\)/g)) {
  79397. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  79398. }
  79399. else {
  79400. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  79401. // remove parenthesis
  79402. r = r.slice(1, r.length - 1);
  79403. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  79404. });
  79405. }
  79406. if (query === "true") {
  79407. return true;
  79408. }
  79409. if (query === "false") {
  79410. return false;
  79411. }
  79412. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  79413. };
  79414. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  79415. evaluateCallback = evaluateCallback || (function (r) {
  79416. return r === "true" ? true : false;
  79417. });
  79418. var result;
  79419. var or = parenthesisContent.split("||");
  79420. for (var i in or) {
  79421. if (or.hasOwnProperty(i)) {
  79422. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  79423. var and = ori.split("&&");
  79424. if (and.length > 1) {
  79425. for (var j = 0; j < and.length; ++j) {
  79426. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  79427. if (andj !== "true" && andj !== "false") {
  79428. if (andj[0] === "!") {
  79429. result = !evaluateCallback(andj.substring(1));
  79430. }
  79431. else {
  79432. result = evaluateCallback(andj);
  79433. }
  79434. }
  79435. else {
  79436. result = andj === "true" ? true : false;
  79437. }
  79438. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  79439. ori = "false";
  79440. break;
  79441. }
  79442. }
  79443. }
  79444. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  79445. result = true;
  79446. break;
  79447. }
  79448. // result equals false (or undefined)
  79449. if (ori !== "true" && ori !== "false") {
  79450. if (ori[0] === "!") {
  79451. result = !evaluateCallback(ori.substring(1));
  79452. }
  79453. else {
  79454. result = evaluateCallback(ori);
  79455. }
  79456. }
  79457. else {
  79458. result = ori === "true" ? true : false;
  79459. }
  79460. }
  79461. }
  79462. // the whole parenthesis scope is replaced by 'true' or 'false'
  79463. return result ? "true" : "false";
  79464. };
  79465. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  79466. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  79467. // remove whitespaces
  79468. r = r.replace(/[\s]/g, function () { return ""; });
  79469. return r.length % 2 ? "!" : "";
  79470. });
  79471. booleanString = booleanString.trim();
  79472. if (booleanString === "!true") {
  79473. booleanString = "false";
  79474. }
  79475. else if (booleanString === "!false") {
  79476. booleanString = "true";
  79477. }
  79478. return booleanString;
  79479. };
  79480. return AndOrNotEvaluator;
  79481. }());
  79482. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  79483. })(BABYLON || (BABYLON = {}));
  79484. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  79485. var BABYLON;
  79486. (function (BABYLON) {
  79487. // Sets the default offline provider to Babylon.js
  79488. BABYLON.Engine.OfflineProviderFactory = function (urlToScene, callbackManifestChecked, disableManifestCheck) {
  79489. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79490. return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);
  79491. };
  79492. /**
  79493. * Class used to enable access to IndexedDB
  79494. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  79495. */
  79496. var Database = /** @class */ (function () {
  79497. /**
  79498. * Creates a new Database
  79499. * @param urlToScene defines the url to load the scene
  79500. * @param callbackManifestChecked defines the callback to use when manifest is checked
  79501. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  79502. */
  79503. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  79504. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79505. var _this = this;
  79506. // Handling various flavors of prefixed version of IndexedDB
  79507. this._idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  79508. this._callbackManifestChecked = callbackManifestChecked;
  79509. this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  79510. this._db = null;
  79511. this._enableSceneOffline = false;
  79512. this._enableTexturesOffline = false;
  79513. this._manifestVersionFound = 0;
  79514. this._mustUpdateRessources = false;
  79515. this._hasReachedQuota = false;
  79516. if (!Database.IDBStorageEnabled) {
  79517. this._callbackManifestChecked(true);
  79518. }
  79519. else {
  79520. if (disableManifestCheck) {
  79521. this._enableSceneOffline = true;
  79522. this._enableTexturesOffline = true;
  79523. this._manifestVersionFound = 1;
  79524. BABYLON.Tools.SetImmediate(function () {
  79525. _this._callbackManifestChecked(true);
  79526. });
  79527. }
  79528. else {
  79529. this._checkManifestFile();
  79530. }
  79531. }
  79532. }
  79533. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  79534. /**
  79535. * Gets a boolean indicating if scene must be saved in the database
  79536. */
  79537. get: function () {
  79538. return this._enableSceneOffline;
  79539. },
  79540. enumerable: true,
  79541. configurable: true
  79542. });
  79543. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  79544. /**
  79545. * Gets a boolean indicating if textures must be saved in the database
  79546. */
  79547. get: function () {
  79548. return this._enableTexturesOffline;
  79549. },
  79550. enumerable: true,
  79551. configurable: true
  79552. });
  79553. Database.prototype._checkManifestFile = function () {
  79554. var _this = this;
  79555. var noManifestFile = function () {
  79556. _this._enableSceneOffline = false;
  79557. _this._enableTexturesOffline = false;
  79558. _this._callbackManifestChecked(false);
  79559. };
  79560. var timeStampUsed = false;
  79561. var manifestURL = this._currentSceneUrl + ".manifest";
  79562. var xhr = new XMLHttpRequest();
  79563. if (navigator.onLine) {
  79564. // Adding a timestamp to by-pass browsers' cache
  79565. timeStampUsed = true;
  79566. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  79567. }
  79568. xhr.open("GET", manifestURL, true);
  79569. xhr.addEventListener("load", function () {
  79570. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  79571. try {
  79572. var manifestFile = JSON.parse(xhr.response);
  79573. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  79574. _this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;
  79575. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  79576. _this._manifestVersionFound = manifestFile.version;
  79577. }
  79578. if (_this._callbackManifestChecked) {
  79579. _this._callbackManifestChecked(true);
  79580. }
  79581. }
  79582. catch (ex) {
  79583. noManifestFile();
  79584. }
  79585. }
  79586. else {
  79587. noManifestFile();
  79588. }
  79589. }, false);
  79590. xhr.addEventListener("error", function (event) {
  79591. if (timeStampUsed) {
  79592. timeStampUsed = false;
  79593. // Let's retry without the timeStamp
  79594. // It could fail when coupled with HTML5 Offline API
  79595. var retryManifestURL = _this._currentSceneUrl + ".manifest";
  79596. xhr.open("GET", retryManifestURL, true);
  79597. xhr.send();
  79598. }
  79599. else {
  79600. noManifestFile();
  79601. }
  79602. }, false);
  79603. try {
  79604. xhr.send();
  79605. }
  79606. catch (ex) {
  79607. BABYLON.Tools.Error("Error on XHR send request.");
  79608. this._callbackManifestChecked(false);
  79609. }
  79610. };
  79611. /**
  79612. * Open the database and make it available
  79613. * @param successCallback defines the callback to call on success
  79614. * @param errorCallback defines the callback to call on error
  79615. */
  79616. Database.prototype.open = function (successCallback, errorCallback) {
  79617. var _this = this;
  79618. var handleError = function () {
  79619. _this._isSupported = false;
  79620. if (errorCallback) {
  79621. errorCallback();
  79622. }
  79623. };
  79624. if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  79625. // Your browser doesn't support IndexedDB
  79626. this._isSupported = false;
  79627. if (errorCallback) {
  79628. errorCallback();
  79629. }
  79630. }
  79631. else {
  79632. // If the DB hasn't been opened or created yet
  79633. if (!this._db) {
  79634. this._hasReachedQuota = false;
  79635. this._isSupported = true;
  79636. var request = this._idbFactory.open("babylonjs", 1);
  79637. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  79638. request.onerror = function (event) {
  79639. handleError();
  79640. };
  79641. // executes when a version change transaction cannot complete due to other active transactions
  79642. request.onblocked = function (event) {
  79643. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  79644. handleError();
  79645. };
  79646. // DB has been opened successfully
  79647. request.onsuccess = function (event) {
  79648. _this._db = request.result;
  79649. successCallback();
  79650. };
  79651. // Initialization of the DB. Creating Scenes & Textures stores
  79652. request.onupgradeneeded = function (event) {
  79653. _this._db = (event.target).result;
  79654. if (_this._db) {
  79655. try {
  79656. _this._db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  79657. _this._db.createObjectStore("versions", { keyPath: "sceneUrl" });
  79658. _this._db.createObjectStore("textures", { keyPath: "textureUrl" });
  79659. }
  79660. catch (ex) {
  79661. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  79662. handleError();
  79663. }
  79664. }
  79665. };
  79666. }
  79667. // DB has already been created and opened
  79668. else {
  79669. if (successCallback) {
  79670. successCallback();
  79671. }
  79672. }
  79673. }
  79674. };
  79675. /**
  79676. * Loads an image from the database
  79677. * @param url defines the url to load from
  79678. * @param image defines the target DOM image
  79679. */
  79680. Database.prototype.loadImage = function (url, image) {
  79681. var _this = this;
  79682. var completeURL = Database._ReturnFullUrlLocation(url);
  79683. var saveAndLoadImage = function () {
  79684. if (!_this._hasReachedQuota && _this._db !== null) {
  79685. // the texture is not yet in the DB, let's try to save it
  79686. _this._saveImageIntoDBAsync(completeURL, image);
  79687. }
  79688. // If the texture is not in the DB and we've reached the DB quota limit
  79689. // let's load it directly from the web
  79690. else {
  79691. image.src = url;
  79692. }
  79693. };
  79694. if (!this._mustUpdateRessources) {
  79695. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  79696. }
  79697. // First time we're download the images or update requested in the manifest file by a version change
  79698. else {
  79699. saveAndLoadImage();
  79700. }
  79701. };
  79702. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  79703. if (this._isSupported && this._db !== null) {
  79704. var texture;
  79705. var transaction = this._db.transaction(["textures"]);
  79706. transaction.onabort = function (event) {
  79707. image.src = url;
  79708. };
  79709. transaction.oncomplete = function (event) {
  79710. var blobTextureURL;
  79711. if (texture) {
  79712. var URL = window.URL || window.webkitURL;
  79713. blobTextureURL = URL.createObjectURL(texture.data);
  79714. image.onerror = function () {
  79715. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  79716. image.src = url;
  79717. };
  79718. image.src = blobTextureURL;
  79719. }
  79720. else {
  79721. notInDBCallback();
  79722. }
  79723. };
  79724. var getRequest = transaction.objectStore("textures").get(url);
  79725. getRequest.onsuccess = function (event) {
  79726. texture = (event.target).result;
  79727. };
  79728. getRequest.onerror = function (event) {
  79729. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  79730. image.src = url;
  79731. };
  79732. }
  79733. else {
  79734. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79735. image.src = url;
  79736. }
  79737. };
  79738. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  79739. var _this = this;
  79740. if (this._isSupported) {
  79741. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  79742. var generateBlobUrl = function () {
  79743. var blobTextureURL;
  79744. if (blob) {
  79745. var URL = window.URL || window.webkitURL;
  79746. try {
  79747. blobTextureURL = URL.createObjectURL(blob);
  79748. }
  79749. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  79750. catch (ex) {
  79751. blobTextureURL = URL.createObjectURL(blob);
  79752. }
  79753. }
  79754. if (blobTextureURL) {
  79755. image.src = blobTextureURL;
  79756. }
  79757. };
  79758. if (Database.IsUASupportingBlobStorage) { // Create XHR
  79759. var xhr = new XMLHttpRequest(), blob;
  79760. xhr.open("GET", url, true);
  79761. xhr.responseType = "blob";
  79762. xhr.addEventListener("load", function () {
  79763. if (xhr.status === 200 && _this._db) {
  79764. // Blob as response (XHR2)
  79765. blob = xhr.response;
  79766. var transaction = _this._db.transaction(["textures"], "readwrite");
  79767. // the transaction could abort because of a QuotaExceededError error
  79768. transaction.onabort = function (event) {
  79769. try {
  79770. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79771. var srcElement = (event.srcElement || event.target);
  79772. var error = srcElement.error;
  79773. if (error && error.name === "QuotaExceededError") {
  79774. _this._hasReachedQuota = true;
  79775. }
  79776. }
  79777. catch (ex) { }
  79778. generateBlobUrl();
  79779. };
  79780. transaction.oncomplete = function (event) {
  79781. generateBlobUrl();
  79782. };
  79783. var newTexture = { textureUrl: url, data: blob };
  79784. try {
  79785. // Put the blob into the dabase
  79786. var addRequest = transaction.objectStore("textures").put(newTexture);
  79787. addRequest.onsuccess = function (event) {
  79788. };
  79789. addRequest.onerror = function (event) {
  79790. generateBlobUrl();
  79791. };
  79792. }
  79793. catch (ex) {
  79794. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  79795. if (ex.code === 25) {
  79796. Database.IsUASupportingBlobStorage = false;
  79797. _this._enableTexturesOffline = false;
  79798. }
  79799. image.src = url;
  79800. }
  79801. }
  79802. else {
  79803. image.src = url;
  79804. }
  79805. }, false);
  79806. xhr.addEventListener("error", function (event) {
  79807. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  79808. image.src = url;
  79809. }, false);
  79810. xhr.send();
  79811. }
  79812. else {
  79813. image.src = url;
  79814. }
  79815. }
  79816. else {
  79817. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79818. image.src = url;
  79819. }
  79820. };
  79821. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  79822. var _this = this;
  79823. var updateVersion = function () {
  79824. // the version is not yet in the DB or we need to update it
  79825. _this._saveVersionIntoDBAsync(url, versionLoaded);
  79826. };
  79827. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  79828. };
  79829. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  79830. var _this = this;
  79831. if (this._isSupported && this._db) {
  79832. var version;
  79833. try {
  79834. var transaction = this._db.transaction(["versions"]);
  79835. transaction.oncomplete = function (event) {
  79836. if (version) {
  79837. // If the version in the JSON file is different from the version in DB
  79838. if (_this._manifestVersionFound !== version.data) {
  79839. _this._mustUpdateRessources = true;
  79840. updateInDBCallback();
  79841. }
  79842. else {
  79843. callback(version.data);
  79844. }
  79845. }
  79846. // version was not found in DB
  79847. else {
  79848. _this._mustUpdateRessources = true;
  79849. updateInDBCallback();
  79850. }
  79851. };
  79852. transaction.onabort = function (event) {
  79853. callback(-1);
  79854. };
  79855. var getRequest = transaction.objectStore("versions").get(url);
  79856. getRequest.onsuccess = function (event) {
  79857. version = (event.target).result;
  79858. };
  79859. getRequest.onerror = function (event) {
  79860. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  79861. callback(-1);
  79862. };
  79863. }
  79864. catch (ex) {
  79865. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  79866. callback(-1);
  79867. }
  79868. }
  79869. else {
  79870. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79871. callback(-1);
  79872. }
  79873. };
  79874. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  79875. var _this = this;
  79876. if (this._isSupported && !this._hasReachedQuota && this._db) {
  79877. try {
  79878. // Open a transaction to the database
  79879. var transaction = this._db.transaction(["versions"], "readwrite");
  79880. // the transaction could abort because of a QuotaExceededError error
  79881. transaction.onabort = function (event) {
  79882. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79883. var error = event.srcElement['error'];
  79884. if (error && error.name === "QuotaExceededError") {
  79885. _this._hasReachedQuota = true;
  79886. }
  79887. }
  79888. catch (ex) { }
  79889. callback(-1);
  79890. };
  79891. transaction.oncomplete = function (event) {
  79892. callback(_this._manifestVersionFound);
  79893. };
  79894. var newVersion = { sceneUrl: url, data: this._manifestVersionFound };
  79895. // Put the scene into the database
  79896. var addRequest = transaction.objectStore("versions").put(newVersion);
  79897. addRequest.onsuccess = function (event) {
  79898. };
  79899. addRequest.onerror = function (event) {
  79900. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  79901. };
  79902. }
  79903. catch (ex) {
  79904. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  79905. callback(-1);
  79906. }
  79907. }
  79908. else {
  79909. callback(-1);
  79910. }
  79911. };
  79912. /**
  79913. * Loads a file from database
  79914. * @param url defines the URL to load from
  79915. * @param sceneLoaded defines a callback to call on success
  79916. * @param progressCallBack defines a callback to call when progress changed
  79917. * @param errorCallback defines a callback to call on error
  79918. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  79919. */
  79920. Database.prototype.loadFile = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  79921. var _this = this;
  79922. var completeUrl = Database._ReturnFullUrlLocation(url);
  79923. var saveAndLoadFile = function () {
  79924. // the scene is not yet in the DB, let's try to save it
  79925. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  79926. };
  79927. this._checkVersionFromDB(completeUrl, function (version) {
  79928. if (version !== -1) {
  79929. if (!_this._mustUpdateRessources) {
  79930. _this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  79931. }
  79932. else {
  79933. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  79934. }
  79935. }
  79936. else {
  79937. if (errorCallback) {
  79938. errorCallback();
  79939. }
  79940. }
  79941. });
  79942. };
  79943. Database.prototype._loadFileAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  79944. if (this._isSupported && this._db) {
  79945. var targetStore;
  79946. if (url.indexOf(".babylon") !== -1) {
  79947. targetStore = "scenes";
  79948. }
  79949. else {
  79950. targetStore = "textures";
  79951. }
  79952. var file;
  79953. var transaction = this._db.transaction([targetStore]);
  79954. transaction.oncomplete = function (event) {
  79955. if (file) {
  79956. callback(file.data);
  79957. }
  79958. // file was not found in DB
  79959. else {
  79960. notInDBCallback();
  79961. }
  79962. };
  79963. transaction.onabort = function (event) {
  79964. notInDBCallback();
  79965. };
  79966. var getRequest = transaction.objectStore(targetStore).get(url);
  79967. getRequest.onsuccess = function (event) {
  79968. file = (event.target).result;
  79969. };
  79970. getRequest.onerror = function (event) {
  79971. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  79972. notInDBCallback();
  79973. };
  79974. }
  79975. else {
  79976. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79977. callback();
  79978. }
  79979. };
  79980. Database.prototype._saveFileAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  79981. var _this = this;
  79982. if (this._isSupported) {
  79983. var targetStore;
  79984. if (url.indexOf(".babylon") !== -1) {
  79985. targetStore = "scenes";
  79986. }
  79987. else {
  79988. targetStore = "textures";
  79989. }
  79990. // Create XHR
  79991. var xhr = new XMLHttpRequest();
  79992. var fileData;
  79993. xhr.open("GET", url + "?" + Date.now(), true);
  79994. if (useArrayBuffer) {
  79995. xhr.responseType = "arraybuffer";
  79996. }
  79997. if (progressCallback) {
  79998. xhr.onprogress = progressCallback;
  79999. }
  80000. xhr.addEventListener("load", function () {
  80001. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  80002. // Blob as response (XHR2)
  80003. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  80004. if (!_this._hasReachedQuota && _this._db) {
  80005. // Open a transaction to the database
  80006. var transaction = _this._db.transaction([targetStore], "readwrite");
  80007. // the transaction could abort because of a QuotaExceededError error
  80008. transaction.onabort = function (event) {
  80009. try {
  80010. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80011. var error = event.srcElement['error'];
  80012. if (error && error.name === "QuotaExceededError") {
  80013. _this._hasReachedQuota = true;
  80014. }
  80015. }
  80016. catch (ex) { }
  80017. callback(fileData);
  80018. };
  80019. transaction.oncomplete = function (event) {
  80020. callback(fileData);
  80021. };
  80022. var newFile;
  80023. if (targetStore === "scenes") {
  80024. newFile = { sceneUrl: url, data: fileData, version: _this._manifestVersionFound };
  80025. }
  80026. else {
  80027. newFile = { textureUrl: url, data: fileData };
  80028. }
  80029. try {
  80030. // Put the scene into the database
  80031. var addRequest = transaction.objectStore(targetStore).put(newFile);
  80032. addRequest.onsuccess = function (event) {
  80033. };
  80034. addRequest.onerror = function (event) {
  80035. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  80036. };
  80037. }
  80038. catch (ex) {
  80039. callback(fileData);
  80040. }
  80041. }
  80042. else {
  80043. callback(fileData);
  80044. }
  80045. }
  80046. else {
  80047. if (xhr.status >= 400 && errorCallback) {
  80048. errorCallback(xhr);
  80049. }
  80050. else {
  80051. callback();
  80052. }
  80053. }
  80054. }, false);
  80055. xhr.addEventListener("error", function (event) {
  80056. BABYLON.Tools.Error("error on XHR request.");
  80057. callback();
  80058. }, false);
  80059. xhr.send();
  80060. }
  80061. else {
  80062. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or Babylon.js Database is not open.");
  80063. callback();
  80064. }
  80065. };
  80066. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  80067. Database.IsUASupportingBlobStorage = true;
  80068. /**
  80069. * Gets a boolean indicating if Database storate is enabled (off by default)
  80070. */
  80071. Database.IDBStorageEnabled = false;
  80072. Database._ParseURL = function (url) {
  80073. var a = document.createElement('a');
  80074. a.href = url;
  80075. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  80076. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  80077. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  80078. return absLocation;
  80079. };
  80080. Database._ReturnFullUrlLocation = function (url) {
  80081. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  80082. return (Database._ParseURL(window.location.href) + url);
  80083. }
  80084. else {
  80085. return url;
  80086. }
  80087. };
  80088. return Database;
  80089. }());
  80090. BABYLON.Database = Database;
  80091. })(BABYLON || (BABYLON = {}));
  80092. //# sourceMappingURL=babylon.database.js.map
  80093. var BABYLON;
  80094. (function (BABYLON) {
  80095. /**
  80096. * This represents all the required information to add a fresnel effect on a material:
  80097. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  80098. */
  80099. var FresnelParameters = /** @class */ (function () {
  80100. function FresnelParameters() {
  80101. this._isEnabled = true;
  80102. /**
  80103. * Define the color used on edges (grazing angle)
  80104. */
  80105. this.leftColor = BABYLON.Color3.White();
  80106. /**
  80107. * Define the color used on center
  80108. */
  80109. this.rightColor = BABYLON.Color3.Black();
  80110. /**
  80111. * Define bias applied to computed fresnel term
  80112. */
  80113. this.bias = 0;
  80114. /**
  80115. * Defined the power exponent applied to fresnel term
  80116. */
  80117. this.power = 1;
  80118. }
  80119. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  80120. /**
  80121. * Define if the fresnel effect is enable or not.
  80122. */
  80123. get: function () {
  80124. return this._isEnabled;
  80125. },
  80126. set: function (value) {
  80127. if (this._isEnabled === value) {
  80128. return;
  80129. }
  80130. this._isEnabled = value;
  80131. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  80132. },
  80133. enumerable: true,
  80134. configurable: true
  80135. });
  80136. /**
  80137. * Clones the current fresnel and its valuues
  80138. * @returns a clone fresnel configuration
  80139. */
  80140. FresnelParameters.prototype.clone = function () {
  80141. var newFresnelParameters = new FresnelParameters();
  80142. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  80143. return newFresnelParameters;
  80144. };
  80145. /**
  80146. * Serializes the current fresnel parameters to a JSON representation.
  80147. * @return the JSON serialization
  80148. */
  80149. FresnelParameters.prototype.serialize = function () {
  80150. var serializationObject = {};
  80151. serializationObject.isEnabled = this.isEnabled;
  80152. serializationObject.leftColor = this.leftColor.asArray();
  80153. serializationObject.rightColor = this.rightColor.asArray();
  80154. serializationObject.bias = this.bias;
  80155. serializationObject.power = this.power;
  80156. return serializationObject;
  80157. };
  80158. /**
  80159. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  80160. * @param parsedFresnelParameters Define the JSON representation
  80161. * @returns the parsed parameters
  80162. */
  80163. FresnelParameters.Parse = function (parsedFresnelParameters) {
  80164. var fresnelParameters = new FresnelParameters();
  80165. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  80166. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  80167. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  80168. fresnelParameters.bias = parsedFresnelParameters.bias;
  80169. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  80170. return fresnelParameters;
  80171. };
  80172. return FresnelParameters;
  80173. }());
  80174. BABYLON.FresnelParameters = FresnelParameters;
  80175. })(BABYLON || (BABYLON = {}));
  80176. //# sourceMappingURL=babylon.fresnelParameters.js.map
  80177. var BABYLON;
  80178. (function (BABYLON) {
  80179. /**
  80180. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80181. * separate meshes. This can be use to improve performances.
  80182. * @see http://doc.babylonjs.com/how_to/multi_materials
  80183. */
  80184. var MultiMaterial = /** @class */ (function (_super) {
  80185. __extends(MultiMaterial, _super);
  80186. /**
  80187. * Instantiates a new Multi Material
  80188. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80189. * separate meshes. This can be use to improve performances.
  80190. * @see http://doc.babylonjs.com/how_to/multi_materials
  80191. * @param name Define the name in the scene
  80192. * @param scene Define the scene the material belongs to
  80193. */
  80194. function MultiMaterial(name, scene) {
  80195. var _this = _super.call(this, name, scene, true) || this;
  80196. scene.multiMaterials.push(_this);
  80197. _this.subMaterials = new Array();
  80198. _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  80199. return _this;
  80200. }
  80201. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  80202. /**
  80203. * Gets or Sets the list of Materials used within the multi material.
  80204. * They need to be ordered according to the submeshes order in the associated mesh
  80205. */
  80206. get: function () {
  80207. return this._subMaterials;
  80208. },
  80209. set: function (value) {
  80210. this._subMaterials = value;
  80211. this._hookArray(value);
  80212. },
  80213. enumerable: true,
  80214. configurable: true
  80215. });
  80216. /**
  80217. * Function used to align with Node.getChildren()
  80218. * @returns the list of Materials used within the multi material
  80219. */
  80220. MultiMaterial.prototype.getChildren = function () {
  80221. return this.subMaterials;
  80222. };
  80223. MultiMaterial.prototype._hookArray = function (array) {
  80224. var _this = this;
  80225. var oldPush = array.push;
  80226. array.push = function () {
  80227. var items = [];
  80228. for (var _i = 0; _i < arguments.length; _i++) {
  80229. items[_i] = arguments[_i];
  80230. }
  80231. var result = oldPush.apply(array, items);
  80232. _this._markAllSubMeshesAsTexturesDirty();
  80233. return result;
  80234. };
  80235. var oldSplice = array.splice;
  80236. array.splice = function (index, deleteCount) {
  80237. var deleted = oldSplice.apply(array, [index, deleteCount]);
  80238. _this._markAllSubMeshesAsTexturesDirty();
  80239. return deleted;
  80240. };
  80241. };
  80242. /**
  80243. * Get one of the submaterial by its index in the submaterials array
  80244. * @param index The index to look the sub material at
  80245. * @returns The Material if the index has been defined
  80246. */
  80247. MultiMaterial.prototype.getSubMaterial = function (index) {
  80248. if (index < 0 || index >= this.subMaterials.length) {
  80249. return this.getScene().defaultMaterial;
  80250. }
  80251. return this.subMaterials[index];
  80252. };
  80253. /**
  80254. * Get the list of active textures for the whole sub materials list.
  80255. * @returns All the textures that will be used during the rendering
  80256. */
  80257. MultiMaterial.prototype.getActiveTextures = function () {
  80258. var _a;
  80259. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  80260. if (subMaterial) {
  80261. return subMaterial.getActiveTextures();
  80262. }
  80263. else {
  80264. return [];
  80265. }
  80266. }));
  80267. };
  80268. /**
  80269. * Gets the current class name of the material e.g. "MultiMaterial"
  80270. * Mainly use in serialization.
  80271. * @returns the class name
  80272. */
  80273. MultiMaterial.prototype.getClassName = function () {
  80274. return "MultiMaterial";
  80275. };
  80276. /**
  80277. * Checks if the material is ready to render the requested sub mesh
  80278. * @param mesh Define the mesh the submesh belongs to
  80279. * @param subMesh Define the sub mesh to look readyness for
  80280. * @param useInstances Define whether or not the material is used with instances
  80281. * @returns true if ready, otherwise false
  80282. */
  80283. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  80284. for (var index = 0; index < this.subMaterials.length; index++) {
  80285. var subMaterial = this.subMaterials[index];
  80286. if (subMaterial) {
  80287. if (subMaterial._storeEffectOnSubMeshes) {
  80288. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  80289. return false;
  80290. }
  80291. continue;
  80292. }
  80293. if (!subMaterial.isReady(mesh)) {
  80294. return false;
  80295. }
  80296. }
  80297. }
  80298. return true;
  80299. };
  80300. /**
  80301. * Clones the current material and its related sub materials
  80302. * @param name Define the name of the newly cloned material
  80303. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  80304. * @returns the cloned material
  80305. */
  80306. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  80307. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  80308. for (var index = 0; index < this.subMaterials.length; index++) {
  80309. var subMaterial = null;
  80310. var current = this.subMaterials[index];
  80311. if (cloneChildren && current) {
  80312. subMaterial = current.clone(name + "-" + current.name);
  80313. }
  80314. else {
  80315. subMaterial = this.subMaterials[index];
  80316. }
  80317. newMultiMaterial.subMaterials.push(subMaterial);
  80318. }
  80319. return newMultiMaterial;
  80320. };
  80321. /**
  80322. * Serializes the materials into a JSON representation.
  80323. * @returns the JSON representation
  80324. */
  80325. MultiMaterial.prototype.serialize = function () {
  80326. var serializationObject = {};
  80327. serializationObject.name = this.name;
  80328. serializationObject.id = this.id;
  80329. if (BABYLON.Tags) {
  80330. serializationObject.tags = BABYLON.Tags.GetTags(this);
  80331. }
  80332. serializationObject.materials = [];
  80333. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  80334. var subMat = this.subMaterials[matIndex];
  80335. if (subMat) {
  80336. serializationObject.materials.push(subMat.id);
  80337. }
  80338. else {
  80339. serializationObject.materials.push(null);
  80340. }
  80341. }
  80342. return serializationObject;
  80343. };
  80344. /**
  80345. * Dispose the material and release its associated resources
  80346. * @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)
  80347. * @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)
  80348. */
  80349. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  80350. var scene = this.getScene();
  80351. if (!scene) {
  80352. return;
  80353. }
  80354. var index = scene.multiMaterials.indexOf(this);
  80355. if (index >= 0) {
  80356. scene.multiMaterials.splice(index, 1);
  80357. }
  80358. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  80359. };
  80360. return MultiMaterial;
  80361. }(BABYLON.Material));
  80362. BABYLON.MultiMaterial = MultiMaterial;
  80363. })(BABYLON || (BABYLON = {}));
  80364. //# sourceMappingURL=babylon.multiMaterial.js.map
  80365. var BABYLON;
  80366. (function (BABYLON) {
  80367. /**
  80368. * Manage the touch inputs to control the movement of a free camera.
  80369. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80370. */
  80371. var FreeCameraTouchInput = /** @class */ (function () {
  80372. function FreeCameraTouchInput() {
  80373. /**
  80374. * Defines the touch sensibility for rotation.
  80375. * The higher the faster.
  80376. */
  80377. this.touchAngularSensibility = 200000.0;
  80378. /**
  80379. * Defines the touch sensibility for move.
  80380. * The higher the faster.
  80381. */
  80382. this.touchMoveSensibility = 250.0;
  80383. this._offsetX = null;
  80384. this._offsetY = null;
  80385. this._pointerPressed = new Array();
  80386. }
  80387. /**
  80388. * Attach the input controls to a specific dom element to get the input from.
  80389. * @param element Defines the element the controls should be listened from
  80390. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80391. */
  80392. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  80393. var _this = this;
  80394. var previousPosition = null;
  80395. if (this._pointerInput === undefined) {
  80396. this._onLostFocus = function (evt) {
  80397. _this._offsetX = null;
  80398. _this._offsetY = null;
  80399. };
  80400. this._pointerInput = function (p, s) {
  80401. var evt = p.event;
  80402. if (evt.pointerType === "mouse") {
  80403. return;
  80404. }
  80405. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  80406. if (!noPreventDefault) {
  80407. evt.preventDefault();
  80408. }
  80409. _this._pointerPressed.push(evt.pointerId);
  80410. if (_this._pointerPressed.length !== 1) {
  80411. return;
  80412. }
  80413. previousPosition = {
  80414. x: evt.clientX,
  80415. y: evt.clientY
  80416. };
  80417. }
  80418. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  80419. if (!noPreventDefault) {
  80420. evt.preventDefault();
  80421. }
  80422. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80423. if (index === -1) {
  80424. return;
  80425. }
  80426. _this._pointerPressed.splice(index, 1);
  80427. if (index != 0) {
  80428. return;
  80429. }
  80430. previousPosition = null;
  80431. _this._offsetX = null;
  80432. _this._offsetY = null;
  80433. }
  80434. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  80435. if (!noPreventDefault) {
  80436. evt.preventDefault();
  80437. }
  80438. if (!previousPosition) {
  80439. return;
  80440. }
  80441. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80442. if (index != 0) {
  80443. return;
  80444. }
  80445. _this._offsetX = evt.clientX - previousPosition.x;
  80446. _this._offsetY = -(evt.clientY - previousPosition.y);
  80447. }
  80448. };
  80449. }
  80450. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  80451. if (this._onLostFocus) {
  80452. element.addEventListener("blur", this._onLostFocus);
  80453. }
  80454. };
  80455. /**
  80456. * Detach the current controls from the specified dom element.
  80457. * @param element Defines the element to stop listening the inputs from
  80458. */
  80459. FreeCameraTouchInput.prototype.detachControl = function (element) {
  80460. if (this._pointerInput && element) {
  80461. if (this._observer) {
  80462. this.camera.getScene().onPointerObservable.remove(this._observer);
  80463. this._observer = null;
  80464. }
  80465. if (this._onLostFocus) {
  80466. element.removeEventListener("blur", this._onLostFocus);
  80467. this._onLostFocus = null;
  80468. }
  80469. this._pointerPressed = [];
  80470. this._offsetX = null;
  80471. this._offsetY = null;
  80472. }
  80473. };
  80474. /**
  80475. * Update the current camera state depending on the inputs that have been used this frame.
  80476. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80477. */
  80478. FreeCameraTouchInput.prototype.checkInputs = function () {
  80479. if (this._offsetX && this._offsetY) {
  80480. var camera = this.camera;
  80481. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  80482. if (this._pointerPressed.length > 1) {
  80483. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  80484. }
  80485. else {
  80486. var speed = camera._computeLocalCameraSpeed();
  80487. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  80488. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  80489. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  80490. }
  80491. }
  80492. };
  80493. /**
  80494. * Gets the class name of the current intput.
  80495. * @returns the class name
  80496. */
  80497. FreeCameraTouchInput.prototype.getClassName = function () {
  80498. return "FreeCameraTouchInput";
  80499. };
  80500. /**
  80501. * Get the friendly name associated with the input class.
  80502. * @returns the input friendly name
  80503. */
  80504. FreeCameraTouchInput.prototype.getSimpleName = function () {
  80505. return "touch";
  80506. };
  80507. __decorate([
  80508. BABYLON.serialize()
  80509. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  80510. __decorate([
  80511. BABYLON.serialize()
  80512. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  80513. return FreeCameraTouchInput;
  80514. }());
  80515. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  80516. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  80517. })(BABYLON || (BABYLON = {}));
  80518. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  80519. var BABYLON;
  80520. (function (BABYLON) {
  80521. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  80522. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  80523. });
  80524. /**
  80525. * This represents a FPS type of camera controlled by touch.
  80526. * This is like a universal camera minus the Gamepad controls.
  80527. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80528. */
  80529. var TouchCamera = /** @class */ (function (_super) {
  80530. __extends(TouchCamera, _super);
  80531. /**
  80532. * Instantiates a new touch camera.
  80533. * This represents a FPS type of camera controlled by touch.
  80534. * This is like a universal camera minus the Gamepad controls.
  80535. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80536. * @param name Define the name of the camera in the scene
  80537. * @param position Define the start position of the camera in the scene
  80538. * @param scene Define the scene the camera belongs to
  80539. */
  80540. function TouchCamera(name, position, scene) {
  80541. var _this = _super.call(this, name, position, scene) || this;
  80542. _this.inputs.addTouch();
  80543. _this._setupInputs();
  80544. return _this;
  80545. }
  80546. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  80547. /**
  80548. * Defines the touch sensibility for rotation.
  80549. * The higher the faster.
  80550. */
  80551. get: function () {
  80552. var touch = this.inputs.attached["touch"];
  80553. if (touch) {
  80554. return touch.touchAngularSensibility;
  80555. }
  80556. return 0;
  80557. },
  80558. set: function (value) {
  80559. var touch = this.inputs.attached["touch"];
  80560. if (touch) {
  80561. touch.touchAngularSensibility = value;
  80562. }
  80563. },
  80564. enumerable: true,
  80565. configurable: true
  80566. });
  80567. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  80568. /**
  80569. * Defines the touch sensibility for move.
  80570. * The higher the faster.
  80571. */
  80572. get: function () {
  80573. var touch = this.inputs.attached["touch"];
  80574. if (touch) {
  80575. return touch.touchMoveSensibility;
  80576. }
  80577. return 0;
  80578. },
  80579. set: function (value) {
  80580. var touch = this.inputs.attached["touch"];
  80581. if (touch) {
  80582. touch.touchMoveSensibility = value;
  80583. }
  80584. },
  80585. enumerable: true,
  80586. configurable: true
  80587. });
  80588. /**
  80589. * Gets the current object class name.
  80590. * @return the class name
  80591. */
  80592. TouchCamera.prototype.getClassName = function () {
  80593. return "TouchCamera";
  80594. };
  80595. /** @hidden */
  80596. TouchCamera.prototype._setupInputs = function () {
  80597. var mouse = this.inputs.attached["mouse"];
  80598. if (mouse) {
  80599. mouse.touchEnabled = false;
  80600. }
  80601. };
  80602. return TouchCamera;
  80603. }(BABYLON.FreeCamera));
  80604. BABYLON.TouchCamera = TouchCamera;
  80605. })(BABYLON || (BABYLON = {}));
  80606. //# sourceMappingURL=babylon.touchCamera.js.map
  80607. var BABYLON;
  80608. (function (BABYLON) {
  80609. /**
  80610. * 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.
  80611. * This is the base class of any Procedural texture and contains most of the shareable code.
  80612. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80613. */
  80614. var ProceduralTexture = /** @class */ (function (_super) {
  80615. __extends(ProceduralTexture, _super);
  80616. /**
  80617. * Instantiates a new procedural texture.
  80618. * 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.
  80619. * This is the base class of any Procedural texture and contains most of the shareable code.
  80620. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80621. * @param name Define the name of the texture
  80622. * @param size Define the size of the texture to create
  80623. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  80624. * @param scene Define the scene the texture belongs to
  80625. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80626. * @param generateMipMaps Define if the texture should creates mip maps or not
  80627. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  80628. */
  80629. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  80630. if (fallbackTexture === void 0) { fallbackTexture = null; }
  80631. if (generateMipMaps === void 0) { generateMipMaps = true; }
  80632. if (isCube === void 0) { isCube = false; }
  80633. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  80634. _this.isCube = isCube;
  80635. /**
  80636. * Define if the texture is enabled or not (disabled texture will not render)
  80637. */
  80638. _this.isEnabled = true;
  80639. /**
  80640. * Define if the texture must be cleared before rendering (default is true)
  80641. */
  80642. _this.autoClear = true;
  80643. /**
  80644. * Event raised when the texture is generated
  80645. */
  80646. _this.onGeneratedObservable = new BABYLON.Observable();
  80647. /** @hidden */
  80648. _this._textures = {};
  80649. _this._currentRefreshId = -1;
  80650. _this._refreshRate = 1;
  80651. _this._vertexBuffers = {};
  80652. _this._uniforms = new Array();
  80653. _this._samplers = new Array();
  80654. _this._floats = {};
  80655. _this._ints = {};
  80656. _this._floatsArrays = {};
  80657. _this._colors3 = {};
  80658. _this._colors4 = {};
  80659. _this._vectors2 = {};
  80660. _this._vectors3 = {};
  80661. _this._matrices = {};
  80662. _this._fallbackTextureUsed = false;
  80663. _this._cachedDefines = "";
  80664. _this._contentUpdateId = -1;
  80665. scene = _this.getScene();
  80666. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  80667. if (!component) {
  80668. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  80669. scene._addComponent(component);
  80670. }
  80671. scene.proceduralTextures.push(_this);
  80672. _this._engine = scene.getEngine();
  80673. _this.name = name;
  80674. _this.isRenderTarget = true;
  80675. _this._size = size;
  80676. _this._generateMipMaps = generateMipMaps;
  80677. _this.setFragment(fragment);
  80678. _this._fallbackTexture = fallbackTexture;
  80679. if (isCube) {
  80680. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80681. _this.setFloat("face", 0);
  80682. }
  80683. else {
  80684. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80685. }
  80686. // VBO
  80687. var vertices = [];
  80688. vertices.push(1, 1);
  80689. vertices.push(-1, 1);
  80690. vertices.push(-1, -1);
  80691. vertices.push(1, -1);
  80692. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  80693. _this._createIndexBuffer();
  80694. return _this;
  80695. }
  80696. /**
  80697. * The effect that is created when initializing the post process.
  80698. * @returns The created effect corrisponding the the postprocess.
  80699. */
  80700. ProceduralTexture.prototype.getEffect = function () {
  80701. return this._effect;
  80702. };
  80703. /**
  80704. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  80705. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  80706. */
  80707. ProceduralTexture.prototype.getContent = function () {
  80708. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  80709. return this._contentData;
  80710. }
  80711. this._contentData = this.readPixels(0, 0, this._contentData);
  80712. this._contentUpdateId = this._currentRefreshId;
  80713. return this._contentData;
  80714. };
  80715. ProceduralTexture.prototype._createIndexBuffer = function () {
  80716. var engine = this._engine;
  80717. // Indices
  80718. var indices = [];
  80719. indices.push(0);
  80720. indices.push(1);
  80721. indices.push(2);
  80722. indices.push(0);
  80723. indices.push(2);
  80724. indices.push(3);
  80725. this._indexBuffer = engine.createIndexBuffer(indices);
  80726. };
  80727. /** @hidden */
  80728. ProceduralTexture.prototype._rebuild = function () {
  80729. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  80730. if (vb) {
  80731. vb._rebuild();
  80732. }
  80733. this._createIndexBuffer();
  80734. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  80735. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  80736. }
  80737. };
  80738. /**
  80739. * Resets the texture in order to recreate its associated resources.
  80740. * This can be called in case of context loss
  80741. */
  80742. ProceduralTexture.prototype.reset = function () {
  80743. if (this._effect === undefined) {
  80744. return;
  80745. }
  80746. var engine = this._engine;
  80747. engine._releaseEffect(this._effect);
  80748. };
  80749. ProceduralTexture.prototype._getDefines = function () {
  80750. return "";
  80751. };
  80752. /**
  80753. * Is the texture ready to be used ? (rendered at least once)
  80754. * @returns true if ready, otherwise, false.
  80755. */
  80756. ProceduralTexture.prototype.isReady = function () {
  80757. var _this = this;
  80758. var engine = this._engine;
  80759. var shaders;
  80760. if (!this._fragment) {
  80761. return false;
  80762. }
  80763. if (this._fallbackTextureUsed) {
  80764. return true;
  80765. }
  80766. var defines = this._getDefines();
  80767. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  80768. return true;
  80769. }
  80770. if (this._fragment.fragmentElement !== undefined) {
  80771. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  80772. }
  80773. else {
  80774. shaders = { vertex: "procedural", fragment: this._fragment };
  80775. }
  80776. this._cachedDefines = defines;
  80777. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  80778. _this.releaseInternalTexture();
  80779. if (_this._fallbackTexture) {
  80780. _this._texture = _this._fallbackTexture._texture;
  80781. if (_this._texture) {
  80782. _this._texture.incrementReferences();
  80783. }
  80784. }
  80785. _this._fallbackTextureUsed = true;
  80786. });
  80787. return this._effect.isReady();
  80788. };
  80789. /**
  80790. * Resets the refresh counter of the texture and start bak from scratch.
  80791. * Could be usefull to regenerate the texture if it is setup to render only once.
  80792. */
  80793. ProceduralTexture.prototype.resetRefreshCounter = function () {
  80794. this._currentRefreshId = -1;
  80795. };
  80796. /**
  80797. * Set the fragment shader to use in order to render the texture.
  80798. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  80799. */
  80800. ProceduralTexture.prototype.setFragment = function (fragment) {
  80801. this._fragment = fragment;
  80802. };
  80803. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  80804. /**
  80805. * Define the refresh rate of the texture or the rendering frequency.
  80806. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  80807. */
  80808. get: function () {
  80809. return this._refreshRate;
  80810. },
  80811. set: function (value) {
  80812. this._refreshRate = value;
  80813. this.resetRefreshCounter();
  80814. },
  80815. enumerable: true,
  80816. configurable: true
  80817. });
  80818. /** @hidden */
  80819. ProceduralTexture.prototype._shouldRender = function () {
  80820. if (!this.isEnabled || !this.isReady() || !this._texture) {
  80821. if (this._texture) {
  80822. this._texture.isReady = false;
  80823. }
  80824. return false;
  80825. }
  80826. if (this._fallbackTextureUsed) {
  80827. return false;
  80828. }
  80829. if (this._currentRefreshId === -1) { // At least render once
  80830. this._currentRefreshId = 1;
  80831. return true;
  80832. }
  80833. if (this.refreshRate === this._currentRefreshId) {
  80834. this._currentRefreshId = 1;
  80835. return true;
  80836. }
  80837. this._currentRefreshId++;
  80838. return false;
  80839. };
  80840. /**
  80841. * Get the size the texture is rendering at.
  80842. * @returns the size (texture is always squared)
  80843. */
  80844. ProceduralTexture.prototype.getRenderSize = function () {
  80845. return this._size;
  80846. };
  80847. /**
  80848. * Resize the texture to new value.
  80849. * @param size Define the new size the texture should have
  80850. * @param generateMipMaps Define whether the new texture should create mip maps
  80851. */
  80852. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  80853. if (this._fallbackTextureUsed) {
  80854. return;
  80855. }
  80856. this.releaseInternalTexture();
  80857. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  80858. // Update properties
  80859. this._size = size;
  80860. this._generateMipMaps = generateMipMaps;
  80861. };
  80862. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  80863. if (this._uniforms.indexOf(uniformName) === -1) {
  80864. this._uniforms.push(uniformName);
  80865. }
  80866. };
  80867. /**
  80868. * Set a texture in the shader program used to render.
  80869. * @param name Define the name of the uniform samplers as defined in the shader
  80870. * @param texture Define the texture to bind to this sampler
  80871. * @return the texture itself allowing "fluent" like uniform updates
  80872. */
  80873. ProceduralTexture.prototype.setTexture = function (name, texture) {
  80874. if (this._samplers.indexOf(name) === -1) {
  80875. this._samplers.push(name);
  80876. }
  80877. this._textures[name] = texture;
  80878. return this;
  80879. };
  80880. /**
  80881. * Set a float in the shader.
  80882. * @param name Define the name of the uniform as defined in the shader
  80883. * @param value Define the value to give to the uniform
  80884. * @return the texture itself allowing "fluent" like uniform updates
  80885. */
  80886. ProceduralTexture.prototype.setFloat = function (name, value) {
  80887. this._checkUniform(name);
  80888. this._floats[name] = value;
  80889. return this;
  80890. };
  80891. /**
  80892. * Set a int in the shader.
  80893. * @param name Define the name of the uniform as defined in the shader
  80894. * @param value Define the value to give to the uniform
  80895. * @return the texture itself allowing "fluent" like uniform updates
  80896. */
  80897. ProceduralTexture.prototype.setInt = function (name, value) {
  80898. this._checkUniform(name);
  80899. this._ints[name] = value;
  80900. return this;
  80901. };
  80902. /**
  80903. * Set an array of floats in the shader.
  80904. * @param name Define the name of the uniform as defined in the shader
  80905. * @param value Define the value to give to the uniform
  80906. * @return the texture itself allowing "fluent" like uniform updates
  80907. */
  80908. ProceduralTexture.prototype.setFloats = function (name, value) {
  80909. this._checkUniform(name);
  80910. this._floatsArrays[name] = value;
  80911. return this;
  80912. };
  80913. /**
  80914. * Set a vec3 in the shader from a Color3.
  80915. * @param name Define the name of the uniform as defined in the shader
  80916. * @param value Define the value to give to the uniform
  80917. * @return the texture itself allowing "fluent" like uniform updates
  80918. */
  80919. ProceduralTexture.prototype.setColor3 = function (name, value) {
  80920. this._checkUniform(name);
  80921. this._colors3[name] = value;
  80922. return this;
  80923. };
  80924. /**
  80925. * Set a vec4 in the shader from a Color4.
  80926. * @param name Define the name of the uniform as defined in the shader
  80927. * @param value Define the value to give to the uniform
  80928. * @return the texture itself allowing "fluent" like uniform updates
  80929. */
  80930. ProceduralTexture.prototype.setColor4 = function (name, value) {
  80931. this._checkUniform(name);
  80932. this._colors4[name] = value;
  80933. return this;
  80934. };
  80935. /**
  80936. * Set a vec2 in the shader from a Vector2.
  80937. * @param name Define the name of the uniform as defined in the shader
  80938. * @param value Define the value to give to the uniform
  80939. * @return the texture itself allowing "fluent" like uniform updates
  80940. */
  80941. ProceduralTexture.prototype.setVector2 = function (name, value) {
  80942. this._checkUniform(name);
  80943. this._vectors2[name] = value;
  80944. return this;
  80945. };
  80946. /**
  80947. * Set a vec3 in the shader from a Vector3.
  80948. * @param name Define the name of the uniform as defined in the shader
  80949. * @param value Define the value to give to the uniform
  80950. * @return the texture itself allowing "fluent" like uniform updates
  80951. */
  80952. ProceduralTexture.prototype.setVector3 = function (name, value) {
  80953. this._checkUniform(name);
  80954. this._vectors3[name] = value;
  80955. return this;
  80956. };
  80957. /**
  80958. * Set a mat4 in the shader from a MAtrix.
  80959. * @param name Define the name of the uniform as defined in the shader
  80960. * @param value Define the value to give to the uniform
  80961. * @return the texture itself allowing "fluent" like uniform updates
  80962. */
  80963. ProceduralTexture.prototype.setMatrix = function (name, value) {
  80964. this._checkUniform(name);
  80965. this._matrices[name] = value;
  80966. return this;
  80967. };
  80968. /**
  80969. * Render the texture to its associated render target.
  80970. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80971. */
  80972. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  80973. var scene = this.getScene();
  80974. if (!scene) {
  80975. return;
  80976. }
  80977. var engine = this._engine;
  80978. // Render
  80979. engine.enableEffect(this._effect);
  80980. engine.setState(false);
  80981. // Texture
  80982. for (var name in this._textures) {
  80983. this._effect.setTexture(name, this._textures[name]);
  80984. }
  80985. // Float
  80986. for (name in this._ints) {
  80987. this._effect.setInt(name, this._ints[name]);
  80988. }
  80989. // Float
  80990. for (name in this._floats) {
  80991. this._effect.setFloat(name, this._floats[name]);
  80992. }
  80993. // Floats
  80994. for (name in this._floatsArrays) {
  80995. this._effect.setArray(name, this._floatsArrays[name]);
  80996. }
  80997. // Color3
  80998. for (name in this._colors3) {
  80999. this._effect.setColor3(name, this._colors3[name]);
  81000. }
  81001. // Color4
  81002. for (name in this._colors4) {
  81003. var color = this._colors4[name];
  81004. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  81005. }
  81006. // Vector2
  81007. for (name in this._vectors2) {
  81008. this._effect.setVector2(name, this._vectors2[name]);
  81009. }
  81010. // Vector3
  81011. for (name in this._vectors3) {
  81012. this._effect.setVector3(name, this._vectors3[name]);
  81013. }
  81014. // Matrix
  81015. for (name in this._matrices) {
  81016. this._effect.setMatrix(name, this._matrices[name]);
  81017. }
  81018. if (!this._texture) {
  81019. return;
  81020. }
  81021. if (this.isCube) {
  81022. for (var face = 0; face < 6; face++) {
  81023. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  81024. // VBOs
  81025. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81026. this._effect.setFloat("face", face);
  81027. // Clear
  81028. if (this.autoClear) {
  81029. engine.clear(scene.clearColor, true, false, false);
  81030. }
  81031. // Draw order
  81032. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81033. // Mipmaps
  81034. if (face === 5) {
  81035. engine.generateMipMapsForCubemap(this._texture);
  81036. }
  81037. }
  81038. }
  81039. else {
  81040. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  81041. // VBOs
  81042. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81043. // Clear
  81044. if (this.autoClear) {
  81045. engine.clear(scene.clearColor, true, false, false);
  81046. }
  81047. // Draw order
  81048. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81049. }
  81050. // Unbind
  81051. engine.unBindFramebuffer(this._texture, this.isCube);
  81052. if (this.onGenerated) {
  81053. this.onGenerated();
  81054. }
  81055. this.onGeneratedObservable.notifyObservers(this);
  81056. };
  81057. /**
  81058. * Clone the texture.
  81059. * @returns the cloned texture
  81060. */
  81061. ProceduralTexture.prototype.clone = function () {
  81062. var textureSize = this.getSize();
  81063. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  81064. // Base texture
  81065. newTexture.hasAlpha = this.hasAlpha;
  81066. newTexture.level = this.level;
  81067. // RenderTarget Texture
  81068. newTexture.coordinatesMode = this.coordinatesMode;
  81069. return newTexture;
  81070. };
  81071. /**
  81072. * Dispose the texture and release its asoociated resources.
  81073. */
  81074. ProceduralTexture.prototype.dispose = function () {
  81075. var scene = this.getScene();
  81076. if (!scene) {
  81077. return;
  81078. }
  81079. var index = scene.proceduralTextures.indexOf(this);
  81080. if (index >= 0) {
  81081. scene.proceduralTextures.splice(index, 1);
  81082. }
  81083. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81084. if (vertexBuffer) {
  81085. vertexBuffer.dispose();
  81086. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  81087. }
  81088. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  81089. this._indexBuffer = null;
  81090. }
  81091. _super.prototype.dispose.call(this);
  81092. };
  81093. __decorate([
  81094. BABYLON.serialize()
  81095. ], ProceduralTexture.prototype, "isEnabled", void 0);
  81096. __decorate([
  81097. BABYLON.serialize()
  81098. ], ProceduralTexture.prototype, "autoClear", void 0);
  81099. __decorate([
  81100. BABYLON.serialize()
  81101. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  81102. __decorate([
  81103. BABYLON.serialize()
  81104. ], ProceduralTexture.prototype, "_size", void 0);
  81105. __decorate([
  81106. BABYLON.serialize()
  81107. ], ProceduralTexture.prototype, "refreshRate", null);
  81108. return ProceduralTexture;
  81109. }(BABYLON.Texture));
  81110. BABYLON.ProceduralTexture = ProceduralTexture;
  81111. })(BABYLON || (BABYLON = {}));
  81112. //# sourceMappingURL=babylon.proceduralTexture.js.map
  81113. var BABYLON;
  81114. (function (BABYLON) {
  81115. /**
  81116. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81117. * in a given scene.
  81118. */
  81119. var ProceduralTextureSceneComponent = /** @class */ (function () {
  81120. /**
  81121. * Creates a new instance of the component for the given scene
  81122. * @param scene Defines the scene to register the component in
  81123. */
  81124. function ProceduralTextureSceneComponent(scene) {
  81125. /**
  81126. * The component name helpfull to identify the component in the list of scene components.
  81127. */
  81128. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  81129. this.scene = scene;
  81130. this.scene.proceduralTextures = new Array();
  81131. scene.layers = new Array();
  81132. }
  81133. /**
  81134. * Registers the component in a given scene
  81135. */
  81136. ProceduralTextureSceneComponent.prototype.register = function () {
  81137. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  81138. };
  81139. /**
  81140. * Rebuilds the elements related to this component in case of
  81141. * context lost for instance.
  81142. */
  81143. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  81144. // Nothing to do here.
  81145. };
  81146. /**
  81147. * Disposes the component and the associated ressources.
  81148. */
  81149. ProceduralTextureSceneComponent.prototype.dispose = function () {
  81150. // Nothing to do here.
  81151. };
  81152. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  81153. if (this.scene.proceduralTexturesEnabled) {
  81154. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81155. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  81156. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  81157. if (proceduralTexture._shouldRender()) {
  81158. proceduralTexture.render();
  81159. }
  81160. }
  81161. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81162. }
  81163. };
  81164. return ProceduralTextureSceneComponent;
  81165. }());
  81166. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  81167. })(BABYLON || (BABYLON = {}));
  81168. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  81169. var BABYLON;
  81170. (function (BABYLON) {
  81171. /**
  81172. * 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.
  81173. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81174. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81175. */
  81176. var CustomProceduralTexture = /** @class */ (function (_super) {
  81177. __extends(CustomProceduralTexture, _super);
  81178. /**
  81179. * Instantiates a new Custom Procedural Texture.
  81180. * 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.
  81181. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81182. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81183. * @param name Define the name of the texture
  81184. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  81185. * @param size Define the size of the texture to create
  81186. * @param scene Define the scene the texture belongs to
  81187. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81188. * @param generateMipMaps Define if the texture should creates mip maps or not
  81189. */
  81190. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  81191. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  81192. _this._animate = true;
  81193. _this._time = 0;
  81194. _this._texturePath = texturePath;
  81195. //Try to load json
  81196. _this._loadJson(texturePath);
  81197. _this.refreshRate = 1;
  81198. return _this;
  81199. }
  81200. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  81201. var _this = this;
  81202. var noConfigFile = function () {
  81203. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  81204. try {
  81205. _this.setFragment(_this._texturePath);
  81206. }
  81207. catch (ex) {
  81208. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  81209. }
  81210. };
  81211. var configFileUrl = jsonUrl + "/config.json";
  81212. var xhr = new XMLHttpRequest();
  81213. xhr.open("GET", configFileUrl, true);
  81214. xhr.addEventListener("load", function () {
  81215. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  81216. try {
  81217. _this._config = JSON.parse(xhr.response);
  81218. _this.updateShaderUniforms();
  81219. _this.updateTextures();
  81220. _this.setFragment(_this._texturePath + "/custom");
  81221. _this._animate = _this._config.animate;
  81222. _this.refreshRate = _this._config.refreshrate;
  81223. }
  81224. catch (ex) {
  81225. noConfigFile();
  81226. }
  81227. }
  81228. else {
  81229. noConfigFile();
  81230. }
  81231. }, false);
  81232. xhr.addEventListener("error", function () {
  81233. noConfigFile();
  81234. }, false);
  81235. try {
  81236. xhr.send();
  81237. }
  81238. catch (ex) {
  81239. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  81240. }
  81241. };
  81242. /**
  81243. * Is the texture ready to be used ? (rendered at least once)
  81244. * @returns true if ready, otherwise, false.
  81245. */
  81246. CustomProceduralTexture.prototype.isReady = function () {
  81247. if (!_super.prototype.isReady.call(this)) {
  81248. return false;
  81249. }
  81250. for (var name in this._textures) {
  81251. var texture = this._textures[name];
  81252. if (!texture.isReady()) {
  81253. return false;
  81254. }
  81255. }
  81256. return true;
  81257. };
  81258. /**
  81259. * Render the texture to its associated render target.
  81260. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81261. */
  81262. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81263. var scene = this.getScene();
  81264. if (this._animate && scene) {
  81265. this._time += scene.getAnimationRatio() * 0.03;
  81266. this.updateShaderUniforms();
  81267. }
  81268. _super.prototype.render.call(this, useCameraPostProcess);
  81269. };
  81270. /**
  81271. * Update the list of dependant textures samplers in the shader.
  81272. */
  81273. CustomProceduralTexture.prototype.updateTextures = function () {
  81274. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  81275. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  81276. }
  81277. };
  81278. /**
  81279. * Update the uniform values of the procedural texture in the shader.
  81280. */
  81281. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  81282. if (this._config) {
  81283. for (var j = 0; j < this._config.uniforms.length; j++) {
  81284. var uniform = this._config.uniforms[j];
  81285. switch (uniform.type) {
  81286. case "float":
  81287. this.setFloat(uniform.name, uniform.value);
  81288. break;
  81289. case "color3":
  81290. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  81291. break;
  81292. case "color4":
  81293. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  81294. break;
  81295. case "vector2":
  81296. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  81297. break;
  81298. case "vector3":
  81299. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  81300. break;
  81301. }
  81302. }
  81303. }
  81304. this.setFloat("time", this._time);
  81305. };
  81306. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  81307. /**
  81308. * Define if the texture animates or not.
  81309. */
  81310. get: function () {
  81311. return this._animate;
  81312. },
  81313. set: function (value) {
  81314. this._animate = value;
  81315. },
  81316. enumerable: true,
  81317. configurable: true
  81318. });
  81319. return CustomProceduralTexture;
  81320. }(BABYLON.ProceduralTexture));
  81321. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  81322. })(BABYLON || (BABYLON = {}));
  81323. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  81324. var BABYLON;
  81325. (function (BABYLON) {
  81326. /**
  81327. * Manage the gamepad inputs to control a free camera.
  81328. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81329. */
  81330. var FreeCameraGamepadInput = /** @class */ (function () {
  81331. function FreeCameraGamepadInput() {
  81332. /**
  81333. * Defines the gamepad rotation sensiblity.
  81334. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81335. */
  81336. this.gamepadAngularSensibility = 200;
  81337. /**
  81338. * Defines the gamepad move sensiblity.
  81339. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81340. */
  81341. this.gamepadMoveSensibility = 40;
  81342. this._cameraTransform = BABYLON.Matrix.Identity();
  81343. this._deltaTransform = BABYLON.Vector3.Zero();
  81344. this._vector3 = BABYLON.Vector3.Zero();
  81345. this._vector2 = BABYLON.Vector2.Zero();
  81346. }
  81347. /**
  81348. * Attach the input controls to a specific dom element to get the input from.
  81349. * @param element Defines the element the controls should be listened from
  81350. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81351. */
  81352. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81353. var _this = this;
  81354. var manager = this.camera.getScene().gamepadManager;
  81355. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81356. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81357. // prioritize XBOX gamepads.
  81358. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81359. _this.gamepad = gamepad;
  81360. }
  81361. }
  81362. });
  81363. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81364. if (_this.gamepad === gamepad) {
  81365. _this.gamepad = null;
  81366. }
  81367. });
  81368. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81369. };
  81370. /**
  81371. * Detach the current controls from the specified dom element.
  81372. * @param element Defines the element to stop listening the inputs from
  81373. */
  81374. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  81375. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81376. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81377. this.gamepad = null;
  81378. };
  81379. /**
  81380. * Update the current camera state depending on the inputs that have been used this frame.
  81381. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81382. */
  81383. FreeCameraGamepadInput.prototype.checkInputs = function () {
  81384. if (this.gamepad && this.gamepad.leftStick) {
  81385. var camera = this.camera;
  81386. var LSValues = this.gamepad.leftStick;
  81387. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  81388. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81389. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  81390. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  81391. var RSValues = this.gamepad.rightStick;
  81392. if (RSValues) {
  81393. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  81394. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  81395. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  81396. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  81397. }
  81398. else {
  81399. RSValues = { x: 0, y: 0 };
  81400. }
  81401. if (!camera.rotationQuaternion) {
  81402. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  81403. }
  81404. else {
  81405. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  81406. }
  81407. var speed = camera._computeLocalCameraSpeed() * 50.0;
  81408. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  81409. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  81410. camera.cameraDirection.addInPlace(this._deltaTransform);
  81411. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  81412. camera.cameraRotation.addInPlace(this._vector2);
  81413. }
  81414. };
  81415. /**
  81416. * Gets the class name of the current intput.
  81417. * @returns the class name
  81418. */
  81419. FreeCameraGamepadInput.prototype.getClassName = function () {
  81420. return "FreeCameraGamepadInput";
  81421. };
  81422. /**
  81423. * Get the friendly name associated with the input class.
  81424. * @returns the input friendly name
  81425. */
  81426. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  81427. return "gamepad";
  81428. };
  81429. __decorate([
  81430. BABYLON.serialize()
  81431. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  81432. __decorate([
  81433. BABYLON.serialize()
  81434. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81435. return FreeCameraGamepadInput;
  81436. }());
  81437. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  81438. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  81439. })(BABYLON || (BABYLON = {}));
  81440. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  81441. var BABYLON;
  81442. (function (BABYLON) {
  81443. /**
  81444. * Manage the gamepad inputs to control an arc rotate camera.
  81445. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81446. */
  81447. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  81448. function ArcRotateCameraGamepadInput() {
  81449. /**
  81450. * Defines the gamepad rotation sensiblity.
  81451. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81452. */
  81453. this.gamepadRotationSensibility = 80;
  81454. /**
  81455. * Defines the gamepad move sensiblity.
  81456. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81457. */
  81458. this.gamepadMoveSensibility = 40;
  81459. }
  81460. /**
  81461. * Attach the input controls to a specific dom element to get the input from.
  81462. * @param element Defines the element the controls should be listened from
  81463. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81464. */
  81465. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81466. var _this = this;
  81467. var manager = this.camera.getScene().gamepadManager;
  81468. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81469. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81470. // prioritize XBOX gamepads.
  81471. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81472. _this.gamepad = gamepad;
  81473. }
  81474. }
  81475. });
  81476. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81477. if (_this.gamepad === gamepad) {
  81478. _this.gamepad = null;
  81479. }
  81480. });
  81481. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81482. };
  81483. /**
  81484. * Detach the current controls from the specified dom element.
  81485. * @param element Defines the element to stop listening the inputs from
  81486. */
  81487. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  81488. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81489. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81490. this.gamepad = null;
  81491. };
  81492. /**
  81493. * Update the current camera state depending on the inputs that have been used this frame.
  81494. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81495. */
  81496. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  81497. if (this.gamepad) {
  81498. var camera = this.camera;
  81499. var RSValues = this.gamepad.rightStick;
  81500. if (RSValues) {
  81501. if (RSValues.x != 0) {
  81502. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  81503. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  81504. camera.inertialAlphaOffset += normalizedRX;
  81505. }
  81506. }
  81507. if (RSValues.y != 0) {
  81508. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  81509. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  81510. camera.inertialBetaOffset += normalizedRY;
  81511. }
  81512. }
  81513. }
  81514. var LSValues = this.gamepad.leftStick;
  81515. if (LSValues && LSValues.y != 0) {
  81516. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81517. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  81518. this.camera.inertialRadiusOffset -= normalizedLY;
  81519. }
  81520. }
  81521. }
  81522. };
  81523. /**
  81524. * Gets the class name of the current intput.
  81525. * @returns the class name
  81526. */
  81527. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  81528. return "ArcRotateCameraGamepadInput";
  81529. };
  81530. /**
  81531. * Get the friendly name associated with the input class.
  81532. * @returns the input friendly name
  81533. */
  81534. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  81535. return "gamepad";
  81536. };
  81537. __decorate([
  81538. BABYLON.serialize()
  81539. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  81540. __decorate([
  81541. BABYLON.serialize()
  81542. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81543. return ArcRotateCameraGamepadInput;
  81544. }());
  81545. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  81546. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  81547. })(BABYLON || (BABYLON = {}));
  81548. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  81549. var BABYLON;
  81550. (function (BABYLON) {
  81551. /**
  81552. * Manager for handling gamepads
  81553. */
  81554. var GamepadManager = /** @class */ (function () {
  81555. /**
  81556. * Initializes the gamepad manager
  81557. * @param _scene BabylonJS scene
  81558. */
  81559. function GamepadManager(_scene) {
  81560. var _this = this;
  81561. this._scene = _scene;
  81562. this._babylonGamepads = [];
  81563. this._oneGamepadConnected = false;
  81564. /** @hidden */
  81565. this._isMonitoring = false;
  81566. /**
  81567. * observable to be triggered when the gamepad controller has been disconnected
  81568. */
  81569. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  81570. if (!BABYLON.Tools.IsWindowObjectExist()) {
  81571. this._gamepadEventSupported = false;
  81572. }
  81573. else {
  81574. this._gamepadEventSupported = 'GamepadEvent' in window;
  81575. this._gamepadSupport = (navigator.getGamepads ||
  81576. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  81577. }
  81578. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  81579. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  81580. for (var i in _this._babylonGamepads) {
  81581. var gamepad = _this._babylonGamepads[i];
  81582. if (gamepad && gamepad._isConnected) {
  81583. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  81584. }
  81585. }
  81586. });
  81587. this._onGamepadConnectedEvent = function (evt) {
  81588. var gamepad = evt.gamepad;
  81589. if (gamepad.index in _this._babylonGamepads) {
  81590. if (_this._babylonGamepads[gamepad.index].isConnected) {
  81591. return;
  81592. }
  81593. }
  81594. var newGamepad;
  81595. if (_this._babylonGamepads[gamepad.index]) {
  81596. newGamepad = _this._babylonGamepads[gamepad.index];
  81597. newGamepad.browserGamepad = gamepad;
  81598. newGamepad._isConnected = true;
  81599. }
  81600. else {
  81601. newGamepad = _this._addNewGamepad(gamepad);
  81602. }
  81603. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81604. _this._startMonitoringGamepads();
  81605. };
  81606. this._onGamepadDisconnectedEvent = function (evt) {
  81607. var gamepad = evt.gamepad;
  81608. // Remove the gamepad from the list of gamepads to monitor.
  81609. for (var i in _this._babylonGamepads) {
  81610. if (_this._babylonGamepads[i].index === gamepad.index) {
  81611. var disconnectedGamepad = _this._babylonGamepads[i];
  81612. disconnectedGamepad._isConnected = false;
  81613. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  81614. break;
  81615. }
  81616. }
  81617. };
  81618. if (this._gamepadSupport) {
  81619. //first add already-connected gamepads
  81620. this._updateGamepadObjects();
  81621. if (this._babylonGamepads.length) {
  81622. this._startMonitoringGamepads();
  81623. }
  81624. // Checking if the gamepad connected event is supported (like in Firefox)
  81625. if (this._gamepadEventSupported) {
  81626. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  81627. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  81628. }
  81629. else {
  81630. this._startMonitoringGamepads();
  81631. }
  81632. }
  81633. }
  81634. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  81635. /**
  81636. * The gamepads in the game pad manager
  81637. */
  81638. get: function () {
  81639. return this._babylonGamepads;
  81640. },
  81641. enumerable: true,
  81642. configurable: true
  81643. });
  81644. /**
  81645. * Get the gamepad controllers based on type
  81646. * @param type The type of gamepad controller
  81647. * @returns Nullable gamepad
  81648. */
  81649. GamepadManager.prototype.getGamepadByType = function (type) {
  81650. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  81651. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  81652. var gamepad = _a[_i];
  81653. if (gamepad && gamepad.type === type) {
  81654. return gamepad;
  81655. }
  81656. }
  81657. return null;
  81658. };
  81659. /**
  81660. * Disposes the gamepad manager
  81661. */
  81662. GamepadManager.prototype.dispose = function () {
  81663. if (this._gamepadEventSupported) {
  81664. if (this._onGamepadConnectedEvent) {
  81665. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  81666. }
  81667. if (this._onGamepadDisconnectedEvent) {
  81668. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  81669. }
  81670. this._onGamepadConnectedEvent = null;
  81671. this._onGamepadDisconnectedEvent = null;
  81672. }
  81673. this._babylonGamepads.forEach(function (gamepad) {
  81674. gamepad.dispose();
  81675. });
  81676. this.onGamepadConnectedObservable.clear();
  81677. this.onGamepadDisconnectedObservable.clear();
  81678. this._oneGamepadConnected = false;
  81679. this._stopMonitoringGamepads();
  81680. this._babylonGamepads = [];
  81681. };
  81682. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  81683. if (!this._oneGamepadConnected) {
  81684. this._oneGamepadConnected = true;
  81685. }
  81686. var newGamepad;
  81687. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  81688. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  81689. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  81690. }
  81691. // if pose is supported, use the (WebVR) pose enabled controller
  81692. else if (gamepad.pose) {
  81693. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  81694. }
  81695. else {
  81696. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  81697. }
  81698. this._babylonGamepads[newGamepad.index] = newGamepad;
  81699. return newGamepad;
  81700. };
  81701. GamepadManager.prototype._startMonitoringGamepads = function () {
  81702. if (!this._isMonitoring) {
  81703. this._isMonitoring = true;
  81704. //back-comp
  81705. if (!this._scene) {
  81706. this._checkGamepadsStatus();
  81707. }
  81708. }
  81709. };
  81710. GamepadManager.prototype._stopMonitoringGamepads = function () {
  81711. this._isMonitoring = false;
  81712. };
  81713. /** @hidden */
  81714. GamepadManager.prototype._checkGamepadsStatus = function () {
  81715. var _this = this;
  81716. // Hack to be compatible Chrome
  81717. this._updateGamepadObjects();
  81718. for (var i in this._babylonGamepads) {
  81719. var gamepad = this._babylonGamepads[i];
  81720. if (!gamepad || !gamepad.isConnected) {
  81721. continue;
  81722. }
  81723. gamepad.update();
  81724. }
  81725. if (this._isMonitoring && !this._scene) {
  81726. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  81727. }
  81728. };
  81729. // This function is called only on Chrome, which does not properly support
  81730. // connection/disconnection events and forces you to recopy again the gamepad object
  81731. GamepadManager.prototype._updateGamepadObjects = function () {
  81732. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  81733. for (var i = 0; i < gamepads.length; i++) {
  81734. var gamepad = gamepads[i];
  81735. if (gamepad) {
  81736. if (!this._babylonGamepads[gamepad.index]) {
  81737. var newGamepad = this._addNewGamepad(gamepad);
  81738. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81739. }
  81740. else {
  81741. // Forced to copy again this object for Chrome for unknown reason
  81742. this._babylonGamepads[i].browserGamepad = gamepad;
  81743. if (!this._babylonGamepads[i].isConnected) {
  81744. this._babylonGamepads[i]._isConnected = true;
  81745. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  81746. }
  81747. }
  81748. }
  81749. }
  81750. };
  81751. return GamepadManager;
  81752. }());
  81753. BABYLON.GamepadManager = GamepadManager;
  81754. })(BABYLON || (BABYLON = {}));
  81755. //# sourceMappingURL=babylon.gamepadManager.js.map
  81756. var BABYLON;
  81757. (function (BABYLON) {
  81758. /**
  81759. * Represents a gamepad control stick position
  81760. */
  81761. var StickValues = /** @class */ (function () {
  81762. /**
  81763. * Initializes the gamepad x and y control stick values
  81764. * @param x The x component of the gamepad control stick value
  81765. * @param y The y component of the gamepad control stick value
  81766. */
  81767. function StickValues(
  81768. /**
  81769. * The x component of the control stick
  81770. */
  81771. x,
  81772. /**
  81773. * The y component of the control stick
  81774. */
  81775. y) {
  81776. this.x = x;
  81777. this.y = y;
  81778. }
  81779. return StickValues;
  81780. }());
  81781. BABYLON.StickValues = StickValues;
  81782. /**
  81783. * Represents a gamepad
  81784. */
  81785. var Gamepad = /** @class */ (function () {
  81786. /**
  81787. * Initializes the gamepad
  81788. * @param id The id of the gamepad
  81789. * @param index The index of the gamepad
  81790. * @param browserGamepad The browser gamepad
  81791. * @param leftStickX The x component of the left joystick
  81792. * @param leftStickY The y component of the left joystick
  81793. * @param rightStickX The x component of the right joystick
  81794. * @param rightStickY The y component of the right joystick
  81795. */
  81796. function Gamepad(
  81797. /**
  81798. * The id of the gamepad
  81799. */
  81800. id,
  81801. /**
  81802. * The index of the gamepad
  81803. */
  81804. index,
  81805. /**
  81806. * The browser gamepad
  81807. */
  81808. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  81809. if (leftStickX === void 0) { leftStickX = 0; }
  81810. if (leftStickY === void 0) { leftStickY = 1; }
  81811. if (rightStickX === void 0) { rightStickX = 2; }
  81812. if (rightStickY === void 0) { rightStickY = 3; }
  81813. this.id = id;
  81814. this.index = index;
  81815. this.browserGamepad = browserGamepad;
  81816. this._leftStick = { x: 0, y: 0 };
  81817. this._rightStick = { x: 0, y: 0 };
  81818. /** @hidden */
  81819. this._isConnected = true;
  81820. /**
  81821. * Specifies whether the left control stick should be Y-inverted
  81822. */
  81823. this._invertLeftStickY = false;
  81824. this.type = Gamepad.GAMEPAD;
  81825. this._leftStickAxisX = leftStickX;
  81826. this._leftStickAxisY = leftStickY;
  81827. this._rightStickAxisX = rightStickX;
  81828. this._rightStickAxisY = rightStickY;
  81829. if (this.browserGamepad.axes.length >= 2) {
  81830. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  81831. }
  81832. if (this.browserGamepad.axes.length >= 4) {
  81833. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  81834. }
  81835. }
  81836. Object.defineProperty(Gamepad.prototype, "isConnected", {
  81837. /**
  81838. * Specifies if the gamepad has been connected
  81839. */
  81840. get: function () {
  81841. return this._isConnected;
  81842. },
  81843. enumerable: true,
  81844. configurable: true
  81845. });
  81846. /**
  81847. * Callback triggered when the left joystick has changed
  81848. * @param callback
  81849. */
  81850. Gamepad.prototype.onleftstickchanged = function (callback) {
  81851. this._onleftstickchanged = callback;
  81852. };
  81853. /**
  81854. * Callback triggered when the right joystick has changed
  81855. * @param callback
  81856. */
  81857. Gamepad.prototype.onrightstickchanged = function (callback) {
  81858. this._onrightstickchanged = callback;
  81859. };
  81860. Object.defineProperty(Gamepad.prototype, "leftStick", {
  81861. /**
  81862. * Gets the left joystick
  81863. */
  81864. get: function () {
  81865. return this._leftStick;
  81866. },
  81867. /**
  81868. * Sets the left joystick values
  81869. */
  81870. set: function (newValues) {
  81871. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  81872. this._onleftstickchanged(newValues);
  81873. }
  81874. this._leftStick = newValues;
  81875. },
  81876. enumerable: true,
  81877. configurable: true
  81878. });
  81879. Object.defineProperty(Gamepad.prototype, "rightStick", {
  81880. /**
  81881. * Gets the right joystick
  81882. */
  81883. get: function () {
  81884. return this._rightStick;
  81885. },
  81886. /**
  81887. * Sets the right joystick value
  81888. */
  81889. set: function (newValues) {
  81890. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  81891. this._onrightstickchanged(newValues);
  81892. }
  81893. this._rightStick = newValues;
  81894. },
  81895. enumerable: true,
  81896. configurable: true
  81897. });
  81898. /**
  81899. * Updates the gamepad joystick positions
  81900. */
  81901. Gamepad.prototype.update = function () {
  81902. if (this._leftStick) {
  81903. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  81904. if (this._invertLeftStickY) {
  81905. this.leftStick.y *= -1;
  81906. }
  81907. }
  81908. if (this._rightStick) {
  81909. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  81910. }
  81911. };
  81912. /**
  81913. * Disposes the gamepad
  81914. */
  81915. Gamepad.prototype.dispose = function () {
  81916. };
  81917. /**
  81918. * Represents a gamepad controller
  81919. */
  81920. Gamepad.GAMEPAD = 0;
  81921. /**
  81922. * Represents a generic controller
  81923. */
  81924. Gamepad.GENERIC = 1;
  81925. /**
  81926. * Represents an XBox controller
  81927. */
  81928. Gamepad.XBOX = 2;
  81929. /**
  81930. * Represents a pose-enabled controller
  81931. */
  81932. Gamepad.POSE_ENABLED = 3;
  81933. return Gamepad;
  81934. }());
  81935. BABYLON.Gamepad = Gamepad;
  81936. /**
  81937. * Represents a generic gamepad
  81938. */
  81939. var GenericPad = /** @class */ (function (_super) {
  81940. __extends(GenericPad, _super);
  81941. /**
  81942. * Initializes the generic gamepad
  81943. * @param id The id of the generic gamepad
  81944. * @param index The index of the generic gamepad
  81945. * @param browserGamepad The browser gamepad
  81946. */
  81947. function GenericPad(id, index, browserGamepad) {
  81948. var _this = _super.call(this, id, index, browserGamepad) || this;
  81949. /**
  81950. * Observable triggered when a button has been pressed
  81951. */
  81952. _this.onButtonDownObservable = new BABYLON.Observable();
  81953. /**
  81954. * Observable triggered when a button has been released
  81955. */
  81956. _this.onButtonUpObservable = new BABYLON.Observable();
  81957. _this.type = Gamepad.GENERIC;
  81958. _this._buttons = new Array(browserGamepad.buttons.length);
  81959. return _this;
  81960. }
  81961. /**
  81962. * Callback triggered when a button has been pressed
  81963. * @param callback Called when a button has been pressed
  81964. */
  81965. GenericPad.prototype.onbuttondown = function (callback) {
  81966. this._onbuttondown = callback;
  81967. };
  81968. /**
  81969. * Callback triggered when a button has been released
  81970. * @param callback Called when a button has been released
  81971. */
  81972. GenericPad.prototype.onbuttonup = function (callback) {
  81973. this._onbuttonup = callback;
  81974. };
  81975. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  81976. if (newValue !== currentValue) {
  81977. if (newValue === 1) {
  81978. if (this._onbuttondown) {
  81979. this._onbuttondown(buttonIndex);
  81980. }
  81981. this.onButtonDownObservable.notifyObservers(buttonIndex);
  81982. }
  81983. if (newValue === 0) {
  81984. if (this._onbuttonup) {
  81985. this._onbuttonup(buttonIndex);
  81986. }
  81987. this.onButtonUpObservable.notifyObservers(buttonIndex);
  81988. }
  81989. }
  81990. return newValue;
  81991. };
  81992. /**
  81993. * Updates the generic gamepad
  81994. */
  81995. GenericPad.prototype.update = function () {
  81996. _super.prototype.update.call(this);
  81997. for (var index = 0; index < this._buttons.length; index++) {
  81998. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  81999. }
  82000. };
  82001. /**
  82002. * Disposes the generic gamepad
  82003. */
  82004. GenericPad.prototype.dispose = function () {
  82005. _super.prototype.dispose.call(this);
  82006. this.onButtonDownObservable.clear();
  82007. this.onButtonUpObservable.clear();
  82008. };
  82009. return GenericPad;
  82010. }(Gamepad));
  82011. BABYLON.GenericPad = GenericPad;
  82012. })(BABYLON || (BABYLON = {}));
  82013. //# sourceMappingURL=babylon.gamepad.js.map
  82014. var BABYLON;
  82015. (function (BABYLON) {
  82016. /**
  82017. * Defines supported buttons for XBox360 compatible gamepads
  82018. */
  82019. var Xbox360Button;
  82020. (function (Xbox360Button) {
  82021. /** A */
  82022. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  82023. /** B */
  82024. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  82025. /** X */
  82026. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  82027. /** Y */
  82028. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  82029. /** Start */
  82030. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  82031. /** Back */
  82032. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  82033. /** Left button */
  82034. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  82035. /** Right button */
  82036. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  82037. /** Left stick */
  82038. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  82039. /** Right stick */
  82040. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  82041. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  82042. /** Defines values for XBox360 DPad */
  82043. var Xbox360Dpad;
  82044. (function (Xbox360Dpad) {
  82045. /** Up */
  82046. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  82047. /** Down */
  82048. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  82049. /** Left */
  82050. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  82051. /** Right */
  82052. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  82053. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  82054. /**
  82055. * Defines a XBox360 gamepad
  82056. */
  82057. var Xbox360Pad = /** @class */ (function (_super) {
  82058. __extends(Xbox360Pad, _super);
  82059. /**
  82060. * Creates a new XBox360 gamepad object
  82061. * @param id defines the id of this gamepad
  82062. * @param index defines its index
  82063. * @param gamepad defines the internal HTML gamepad object
  82064. * @param xboxOne defines if it is a XBox One gamepad
  82065. */
  82066. function Xbox360Pad(id, index, gamepad, xboxOne) {
  82067. if (xboxOne === void 0) { xboxOne = false; }
  82068. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  82069. _this._leftTrigger = 0;
  82070. _this._rightTrigger = 0;
  82071. /** Observable raised when a button is pressed */
  82072. _this.onButtonDownObservable = new BABYLON.Observable();
  82073. /** Observable raised when a button is released */
  82074. _this.onButtonUpObservable = new BABYLON.Observable();
  82075. /** Observable raised when a pad is pressed */
  82076. _this.onPadDownObservable = new BABYLON.Observable();
  82077. /** Observable raised when a pad is released */
  82078. _this.onPadUpObservable = new BABYLON.Observable();
  82079. _this._buttonA = 0;
  82080. _this._buttonB = 0;
  82081. _this._buttonX = 0;
  82082. _this._buttonY = 0;
  82083. _this._buttonBack = 0;
  82084. _this._buttonStart = 0;
  82085. _this._buttonLB = 0;
  82086. _this._buttonRB = 0;
  82087. _this._buttonLeftStick = 0;
  82088. _this._buttonRightStick = 0;
  82089. _this._dPadUp = 0;
  82090. _this._dPadDown = 0;
  82091. _this._dPadLeft = 0;
  82092. _this._dPadRight = 0;
  82093. _this._isXboxOnePad = false;
  82094. _this.type = BABYLON.Gamepad.XBOX;
  82095. _this._isXboxOnePad = xboxOne;
  82096. return _this;
  82097. }
  82098. /**
  82099. * Defines the callback to call when left trigger is pressed
  82100. * @param callback defines the callback to use
  82101. */
  82102. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  82103. this._onlefttriggerchanged = callback;
  82104. };
  82105. /**
  82106. * Defines the callback to call when right trigger is pressed
  82107. * @param callback defines the callback to use
  82108. */
  82109. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  82110. this._onrighttriggerchanged = callback;
  82111. };
  82112. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  82113. /**
  82114. * Gets the left trigger value
  82115. */
  82116. get: function () {
  82117. return this._leftTrigger;
  82118. },
  82119. /**
  82120. * Sets the left trigger value
  82121. */
  82122. set: function (newValue) {
  82123. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  82124. this._onlefttriggerchanged(newValue);
  82125. }
  82126. this._leftTrigger = newValue;
  82127. },
  82128. enumerable: true,
  82129. configurable: true
  82130. });
  82131. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  82132. /**
  82133. * Gets the right trigger value
  82134. */
  82135. get: function () {
  82136. return this._rightTrigger;
  82137. },
  82138. /**
  82139. * Sets the right trigger value
  82140. */
  82141. set: function (newValue) {
  82142. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  82143. this._onrighttriggerchanged(newValue);
  82144. }
  82145. this._rightTrigger = newValue;
  82146. },
  82147. enumerable: true,
  82148. configurable: true
  82149. });
  82150. /**
  82151. * Defines the callback to call when a button is pressed
  82152. * @param callback defines the callback to use
  82153. */
  82154. Xbox360Pad.prototype.onbuttondown = function (callback) {
  82155. this._onbuttondown = callback;
  82156. };
  82157. /**
  82158. * Defines the callback to call when a button is released
  82159. * @param callback defines the callback to use
  82160. */
  82161. Xbox360Pad.prototype.onbuttonup = function (callback) {
  82162. this._onbuttonup = callback;
  82163. };
  82164. /**
  82165. * Defines the callback to call when a pad is pressed
  82166. * @param callback defines the callback to use
  82167. */
  82168. Xbox360Pad.prototype.ondpaddown = function (callback) {
  82169. this._ondpaddown = callback;
  82170. };
  82171. /**
  82172. * Defines the callback to call when a pad is released
  82173. * @param callback defines the callback to use
  82174. */
  82175. Xbox360Pad.prototype.ondpadup = function (callback) {
  82176. this._ondpadup = callback;
  82177. };
  82178. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  82179. if (newValue !== currentValue) {
  82180. if (newValue === 1) {
  82181. if (this._onbuttondown) {
  82182. this._onbuttondown(buttonType);
  82183. }
  82184. this.onButtonDownObservable.notifyObservers(buttonType);
  82185. }
  82186. if (newValue === 0) {
  82187. if (this._onbuttonup) {
  82188. this._onbuttonup(buttonType);
  82189. }
  82190. this.onButtonUpObservable.notifyObservers(buttonType);
  82191. }
  82192. }
  82193. return newValue;
  82194. };
  82195. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  82196. if (newValue !== currentValue) {
  82197. if (newValue === 1) {
  82198. if (this._ondpaddown) {
  82199. this._ondpaddown(buttonType);
  82200. }
  82201. this.onPadDownObservable.notifyObservers(buttonType);
  82202. }
  82203. if (newValue === 0) {
  82204. if (this._ondpadup) {
  82205. this._ondpadup(buttonType);
  82206. }
  82207. this.onPadUpObservable.notifyObservers(buttonType);
  82208. }
  82209. }
  82210. return newValue;
  82211. };
  82212. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  82213. /**
  82214. * Gets the value of the `A` button
  82215. */
  82216. get: function () {
  82217. return this._buttonA;
  82218. },
  82219. /**
  82220. * Sets the value of the `A` button
  82221. */
  82222. set: function (value) {
  82223. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  82224. },
  82225. enumerable: true,
  82226. configurable: true
  82227. });
  82228. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  82229. /**
  82230. * Gets the value of the `B` button
  82231. */
  82232. get: function () {
  82233. return this._buttonB;
  82234. },
  82235. /**
  82236. * Sets the value of the `B` button
  82237. */
  82238. set: function (value) {
  82239. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  82240. },
  82241. enumerable: true,
  82242. configurable: true
  82243. });
  82244. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  82245. /**
  82246. * Gets the value of the `X` button
  82247. */
  82248. get: function () {
  82249. return this._buttonX;
  82250. },
  82251. /**
  82252. * Sets the value of the `X` button
  82253. */
  82254. set: function (value) {
  82255. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  82256. },
  82257. enumerable: true,
  82258. configurable: true
  82259. });
  82260. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  82261. /**
  82262. * Gets the value of the `Y` button
  82263. */
  82264. get: function () {
  82265. return this._buttonY;
  82266. },
  82267. /**
  82268. * Sets the value of the `Y` button
  82269. */
  82270. set: function (value) {
  82271. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  82272. },
  82273. enumerable: true,
  82274. configurable: true
  82275. });
  82276. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  82277. /**
  82278. * Gets the value of the `Start` button
  82279. */
  82280. get: function () {
  82281. return this._buttonStart;
  82282. },
  82283. /**
  82284. * Sets the value of the `Start` button
  82285. */
  82286. set: function (value) {
  82287. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  82288. },
  82289. enumerable: true,
  82290. configurable: true
  82291. });
  82292. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  82293. /**
  82294. * Gets the value of the `Back` button
  82295. */
  82296. get: function () {
  82297. return this._buttonBack;
  82298. },
  82299. /**
  82300. * Sets the value of the `Back` button
  82301. */
  82302. set: function (value) {
  82303. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  82304. },
  82305. enumerable: true,
  82306. configurable: true
  82307. });
  82308. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  82309. /**
  82310. * Gets the value of the `Left` button
  82311. */
  82312. get: function () {
  82313. return this._buttonLB;
  82314. },
  82315. /**
  82316. * Sets the value of the `Left` button
  82317. */
  82318. set: function (value) {
  82319. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  82320. },
  82321. enumerable: true,
  82322. configurable: true
  82323. });
  82324. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  82325. /**
  82326. * Gets the value of the `Right` button
  82327. */
  82328. get: function () {
  82329. return this._buttonRB;
  82330. },
  82331. /**
  82332. * Sets the value of the `Right` button
  82333. */
  82334. set: function (value) {
  82335. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  82336. },
  82337. enumerable: true,
  82338. configurable: true
  82339. });
  82340. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  82341. /**
  82342. * Gets the value of the Left joystick
  82343. */
  82344. get: function () {
  82345. return this._buttonLeftStick;
  82346. },
  82347. /**
  82348. * Sets the value of the Left joystick
  82349. */
  82350. set: function (value) {
  82351. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  82352. },
  82353. enumerable: true,
  82354. configurable: true
  82355. });
  82356. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  82357. /**
  82358. * Gets the value of the Right joystick
  82359. */
  82360. get: function () {
  82361. return this._buttonRightStick;
  82362. },
  82363. /**
  82364. * Sets the value of the Right joystick
  82365. */
  82366. set: function (value) {
  82367. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  82368. },
  82369. enumerable: true,
  82370. configurable: true
  82371. });
  82372. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  82373. /**
  82374. * Gets the value of D-pad up
  82375. */
  82376. get: function () {
  82377. return this._dPadUp;
  82378. },
  82379. /**
  82380. * Sets the value of D-pad up
  82381. */
  82382. set: function (value) {
  82383. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  82384. },
  82385. enumerable: true,
  82386. configurable: true
  82387. });
  82388. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  82389. /**
  82390. * Gets the value of D-pad down
  82391. */
  82392. get: function () {
  82393. return this._dPadDown;
  82394. },
  82395. /**
  82396. * Sets the value of D-pad down
  82397. */
  82398. set: function (value) {
  82399. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  82400. },
  82401. enumerable: true,
  82402. configurable: true
  82403. });
  82404. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  82405. /**
  82406. * Gets the value of D-pad left
  82407. */
  82408. get: function () {
  82409. return this._dPadLeft;
  82410. },
  82411. /**
  82412. * Sets the value of D-pad left
  82413. */
  82414. set: function (value) {
  82415. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  82416. },
  82417. enumerable: true,
  82418. configurable: true
  82419. });
  82420. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  82421. /**
  82422. * Gets the value of D-pad right
  82423. */
  82424. get: function () {
  82425. return this._dPadRight;
  82426. },
  82427. /**
  82428. * Sets the value of D-pad right
  82429. */
  82430. set: function (value) {
  82431. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  82432. },
  82433. enumerable: true,
  82434. configurable: true
  82435. });
  82436. /**
  82437. * Force the gamepad to synchronize with device values
  82438. */
  82439. Xbox360Pad.prototype.update = function () {
  82440. _super.prototype.update.call(this);
  82441. if (this._isXboxOnePad) {
  82442. this.buttonA = this.browserGamepad.buttons[0].value;
  82443. this.buttonB = this.browserGamepad.buttons[1].value;
  82444. this.buttonX = this.browserGamepad.buttons[2].value;
  82445. this.buttonY = this.browserGamepad.buttons[3].value;
  82446. this.buttonLB = this.browserGamepad.buttons[4].value;
  82447. this.buttonRB = this.browserGamepad.buttons[5].value;
  82448. this.leftTrigger = this.browserGamepad.axes[2];
  82449. this.rightTrigger = this.browserGamepad.axes[5];
  82450. this.buttonBack = this.browserGamepad.buttons[9].value;
  82451. this.buttonStart = this.browserGamepad.buttons[8].value;
  82452. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  82453. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  82454. this.dPadUp = this.browserGamepad.buttons[11].value;
  82455. this.dPadDown = this.browserGamepad.buttons[12].value;
  82456. this.dPadLeft = this.browserGamepad.buttons[13].value;
  82457. this.dPadRight = this.browserGamepad.buttons[14].value;
  82458. }
  82459. else {
  82460. this.buttonA = this.browserGamepad.buttons[0].value;
  82461. this.buttonB = this.browserGamepad.buttons[1].value;
  82462. this.buttonX = this.browserGamepad.buttons[2].value;
  82463. this.buttonY = this.browserGamepad.buttons[3].value;
  82464. this.buttonLB = this.browserGamepad.buttons[4].value;
  82465. this.buttonRB = this.browserGamepad.buttons[5].value;
  82466. this.leftTrigger = this.browserGamepad.buttons[6].value;
  82467. this.rightTrigger = this.browserGamepad.buttons[7].value;
  82468. this.buttonBack = this.browserGamepad.buttons[8].value;
  82469. this.buttonStart = this.browserGamepad.buttons[9].value;
  82470. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  82471. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  82472. this.dPadUp = this.browserGamepad.buttons[12].value;
  82473. this.dPadDown = this.browserGamepad.buttons[13].value;
  82474. this.dPadLeft = this.browserGamepad.buttons[14].value;
  82475. this.dPadRight = this.browserGamepad.buttons[15].value;
  82476. }
  82477. };
  82478. /**
  82479. * Disposes the gamepad
  82480. */
  82481. Xbox360Pad.prototype.dispose = function () {
  82482. _super.prototype.dispose.call(this);
  82483. this.onButtonDownObservable.clear();
  82484. this.onButtonUpObservable.clear();
  82485. this.onPadDownObservable.clear();
  82486. this.onPadUpObservable.clear();
  82487. };
  82488. return Xbox360Pad;
  82489. }(BABYLON.Gamepad));
  82490. BABYLON.Xbox360Pad = Xbox360Pad;
  82491. })(BABYLON || (BABYLON = {}));
  82492. //# sourceMappingURL=babylon.xboxGamepad.js.map
  82493. var BABYLON;
  82494. (function (BABYLON) {
  82495. /**
  82496. * Defines the types of pose enabled controllers that are supported
  82497. */
  82498. var PoseEnabledControllerType;
  82499. (function (PoseEnabledControllerType) {
  82500. /**
  82501. * HTC Vive
  82502. */
  82503. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  82504. /**
  82505. * Oculus Rift
  82506. */
  82507. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  82508. /**
  82509. * Windows mixed reality
  82510. */
  82511. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  82512. /**
  82513. * Samsung gear VR
  82514. */
  82515. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  82516. /**
  82517. * Google Daydream
  82518. */
  82519. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  82520. /**
  82521. * Generic
  82522. */
  82523. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  82524. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  82525. /**
  82526. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82527. */
  82528. var PoseEnabledControllerHelper = /** @class */ (function () {
  82529. function PoseEnabledControllerHelper() {
  82530. }
  82531. /**
  82532. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82533. * @param vrGamepad the gamepad to initialized
  82534. * @returns a vr controller of the type the gamepad identified as
  82535. */
  82536. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  82537. // Oculus Touch
  82538. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  82539. return new BABYLON.OculusTouchController(vrGamepad);
  82540. }
  82541. // Windows Mixed Reality controllers
  82542. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  82543. return new BABYLON.WindowsMotionController(vrGamepad);
  82544. }
  82545. // HTC Vive
  82546. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  82547. return new BABYLON.ViveController(vrGamepad);
  82548. }
  82549. // Samsung/Oculus Gear VR or Oculus Go
  82550. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  82551. return new BABYLON.GearVRController(vrGamepad);
  82552. }
  82553. // Google Daydream
  82554. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  82555. return new BABYLON.DaydreamController(vrGamepad);
  82556. }
  82557. // Generic
  82558. else {
  82559. return new BABYLON.GenericController(vrGamepad);
  82560. }
  82561. };
  82562. return PoseEnabledControllerHelper;
  82563. }());
  82564. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  82565. /**
  82566. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82567. */
  82568. var PoseEnabledController = /** @class */ (function (_super) {
  82569. __extends(PoseEnabledController, _super);
  82570. /**
  82571. * Creates a new PoseEnabledController from a gamepad
  82572. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82573. */
  82574. function PoseEnabledController(browserGamepad) {
  82575. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  82576. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  82577. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  82578. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  82579. /**
  82580. * The device position in babylon space
  82581. */
  82582. _this.devicePosition = BABYLON.Vector3.Zero();
  82583. /**
  82584. * The device rotation in babylon space
  82585. */
  82586. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  82587. /**
  82588. * The scale factor of the device in babylon space
  82589. */
  82590. _this.deviceScaleFactor = 1;
  82591. // Used to convert 6dof controllers to 3dof
  82592. _this._trackPosition = true;
  82593. _this._maxRotationDistFromHeadset = Math.PI / 5;
  82594. _this._draggedRoomRotation = 0;
  82595. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  82596. /**
  82597. * Internal, matrix used to convert room space to babylon space
  82598. * @hidden
  82599. */
  82600. _this._deviceToWorld = BABYLON.Matrix.Identity();
  82601. /**
  82602. * Node to be used when casting a ray from the controller
  82603. * @hidden
  82604. */
  82605. _this._pointingPoseNode = null;
  82606. _this._workingMatrix = BABYLON.Matrix.Identity();
  82607. /**
  82608. * @hidden
  82609. */
  82610. _this._meshAttachedObservable = new BABYLON.Observable();
  82611. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  82612. _this.controllerType = PoseEnabledControllerType.GENERIC;
  82613. _this.position = BABYLON.Vector3.Zero();
  82614. _this.rotationQuaternion = new BABYLON.Quaternion();
  82615. _this._calculatedPosition = BABYLON.Vector3.Zero();
  82616. _this._calculatedRotation = new BABYLON.Quaternion();
  82617. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  82618. return _this;
  82619. }
  82620. /**
  82621. * @hidden
  82622. */
  82623. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  82624. if (this._trackPosition) {
  82625. this._calculatedPosition.copyFrom(fixedPosition);
  82626. this._trackPosition = false;
  82627. }
  82628. };
  82629. /**
  82630. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  82631. */
  82632. PoseEnabledController.prototype.update = function () {
  82633. _super.prototype.update.call(this);
  82634. this._updatePoseAndMesh();
  82635. };
  82636. /**
  82637. * Updates only the pose device and mesh without doing any button event checking
  82638. */
  82639. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  82640. var pose = this.browserGamepad.pose;
  82641. this.updateFromDevice(pose);
  82642. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  82643. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  82644. camera._computeDevicePosition();
  82645. this._deviceToWorld.setTranslation(camera.devicePosition);
  82646. if (camera.deviceRotationQuaternion) {
  82647. var camera = camera;
  82648. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  82649. // Find the radian distance away that the headset is from the controllers rotation
  82650. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  82651. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  82652. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  82653. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  82654. this._draggedRoomRotation += rotationAmount;
  82655. // Rotate controller around headset
  82656. var sin = Math.sin(-rotationAmount);
  82657. var cos = Math.cos(-rotationAmount);
  82658. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  82659. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  82660. }
  82661. }
  82662. }
  82663. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  82664. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  82665. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  82666. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  82667. if (this._mesh) {
  82668. this._mesh.position.copyFrom(this.devicePosition);
  82669. if (this._mesh.rotationQuaternion) {
  82670. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  82671. }
  82672. }
  82673. };
  82674. /**
  82675. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  82676. * @param poseData raw pose fromthe device
  82677. */
  82678. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  82679. if (poseData) {
  82680. this.rawPose = poseData;
  82681. if (poseData.position) {
  82682. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  82683. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  82684. this._deviceRoomPosition.z *= -1;
  82685. }
  82686. if (this._trackPosition) {
  82687. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  82688. }
  82689. this._calculatedPosition.addInPlace(this.position);
  82690. }
  82691. var pose = this.rawPose;
  82692. if (poseData.orientation && pose.orientation) {
  82693. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  82694. if (this._mesh) {
  82695. if (this._mesh.getScene().useRightHandedSystem) {
  82696. this._deviceRoomRotationQuaternion.z *= -1;
  82697. this._deviceRoomRotationQuaternion.w *= -1;
  82698. }
  82699. else {
  82700. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  82701. }
  82702. }
  82703. // if the camera is set, rotate to the camera's rotation
  82704. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  82705. }
  82706. }
  82707. };
  82708. /**
  82709. * Attaches a mesh to the controller
  82710. * @param mesh the mesh to be attached
  82711. */
  82712. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  82713. if (this._mesh) {
  82714. this._mesh.parent = null;
  82715. }
  82716. this._mesh = mesh;
  82717. if (this._poseControlledCamera) {
  82718. this._mesh.parent = this._poseControlledCamera;
  82719. }
  82720. if (!this._mesh.rotationQuaternion) {
  82721. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  82722. }
  82723. // 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
  82724. this._updatePoseAndMesh();
  82725. if (this._pointingPoseNode) {
  82726. var parents = [];
  82727. var obj = this._pointingPoseNode;
  82728. while (obj.parent) {
  82729. parents.push(obj.parent);
  82730. obj = obj.parent;
  82731. }
  82732. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  82733. }
  82734. this._meshAttachedObservable.notifyObservers(mesh);
  82735. };
  82736. /**
  82737. * Attaches the controllers mesh to a camera
  82738. * @param camera the camera the mesh should be attached to
  82739. */
  82740. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  82741. this._poseControlledCamera = camera;
  82742. if (this._mesh) {
  82743. this._mesh.parent = this._poseControlledCamera;
  82744. }
  82745. };
  82746. /**
  82747. * Disposes of the controller
  82748. */
  82749. PoseEnabledController.prototype.dispose = function () {
  82750. if (this._mesh) {
  82751. this._mesh.dispose();
  82752. }
  82753. this._mesh = null;
  82754. _super.prototype.dispose.call(this);
  82755. };
  82756. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  82757. /**
  82758. * The mesh that is attached to the controller
  82759. */
  82760. get: function () {
  82761. return this._mesh;
  82762. },
  82763. enumerable: true,
  82764. configurable: true
  82765. });
  82766. /**
  82767. * Gets the ray of the controller in the direction the controller is pointing
  82768. * @param length the length the resulting ray should be
  82769. * @returns a ray in the direction the controller is pointing
  82770. */
  82771. PoseEnabledController.prototype.getForwardRay = function (length) {
  82772. if (length === void 0) { length = 100; }
  82773. if (!this.mesh) {
  82774. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  82775. }
  82776. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  82777. var origin = m.getTranslation();
  82778. var forward = new BABYLON.Vector3(0, 0, -1);
  82779. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  82780. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  82781. return new BABYLON.Ray(origin, direction, length);
  82782. };
  82783. /**
  82784. * Name of the child mesh that can be used to cast a ray from the controller
  82785. */
  82786. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  82787. return PoseEnabledController;
  82788. }(BABYLON.Gamepad));
  82789. BABYLON.PoseEnabledController = PoseEnabledController;
  82790. })(BABYLON || (BABYLON = {}));
  82791. //# sourceMappingURL=babylon.poseEnabledController.js.map
  82792. var BABYLON;
  82793. (function (BABYLON) {
  82794. /**
  82795. * Defines the WebVRController object that represents controllers tracked in 3D space
  82796. */
  82797. var WebVRController = /** @class */ (function (_super) {
  82798. __extends(WebVRController, _super);
  82799. /**
  82800. * Creates a new WebVRController from a gamepad
  82801. * @param vrGamepad the gamepad that the WebVRController should be created from
  82802. */
  82803. function WebVRController(vrGamepad) {
  82804. var _this = _super.call(this, vrGamepad) || this;
  82805. // Observables
  82806. /**
  82807. * Fired when the trigger state has changed
  82808. */
  82809. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  82810. /**
  82811. * Fired when the main button state has changed
  82812. */
  82813. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  82814. /**
  82815. * Fired when the secondary button state has changed
  82816. */
  82817. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  82818. /**
  82819. * Fired when the pad state has changed
  82820. */
  82821. _this.onPadStateChangedObservable = new BABYLON.Observable();
  82822. /**
  82823. * Fired when controllers stick values have changed
  82824. */
  82825. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  82826. /**
  82827. * X and Y axis corrisponding to the controllers joystick
  82828. */
  82829. _this.pad = { x: 0, y: 0 };
  82830. // avoid GC, store state in a tmp object
  82831. _this._changes = {
  82832. pressChanged: false,
  82833. touchChanged: false,
  82834. valueChanged: false,
  82835. changed: false
  82836. };
  82837. _this._buttons = new Array(vrGamepad.buttons.length);
  82838. _this.hand = vrGamepad.hand;
  82839. return _this;
  82840. }
  82841. /**
  82842. * Fired when a controller button's state has changed
  82843. * @param callback the callback containing the button that was modified
  82844. */
  82845. WebVRController.prototype.onButtonStateChange = function (callback) {
  82846. this._onButtonStateChange = callback;
  82847. };
  82848. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  82849. /**
  82850. * The default controller model for the controller
  82851. */
  82852. get: function () {
  82853. return this._defaultModel;
  82854. },
  82855. enumerable: true,
  82856. configurable: true
  82857. });
  82858. /**
  82859. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  82860. */
  82861. WebVRController.prototype.update = function () {
  82862. _super.prototype.update.call(this);
  82863. for (var index = 0; index < this._buttons.length; index++) {
  82864. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  82865. }
  82866. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  82867. this.pad.x = this.leftStick.x;
  82868. this.pad.y = this.leftStick.y;
  82869. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  82870. }
  82871. };
  82872. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  82873. if (!newState) {
  82874. newState = {
  82875. pressed: false,
  82876. touched: false,
  82877. value: 0
  82878. };
  82879. }
  82880. if (!currentState) {
  82881. this._buttons[buttonIndex] = {
  82882. pressed: newState.pressed,
  82883. touched: newState.touched,
  82884. value: newState.value
  82885. };
  82886. return;
  82887. }
  82888. this._checkChanges(newState, currentState);
  82889. if (this._changes.changed) {
  82890. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  82891. this._handleButtonChange(buttonIndex, newState, this._changes);
  82892. }
  82893. this._buttons[buttonIndex].pressed = newState.pressed;
  82894. this._buttons[buttonIndex].touched = newState.touched;
  82895. // oculus triggers are never 0, thou not touched.
  82896. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  82897. };
  82898. WebVRController.prototype._checkChanges = function (newState, currentState) {
  82899. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  82900. this._changes.touchChanged = newState.touched !== currentState.touched;
  82901. this._changes.valueChanged = newState.value !== currentState.value;
  82902. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  82903. return this._changes;
  82904. };
  82905. /**
  82906. * Disposes of th webVRCOntroller
  82907. */
  82908. WebVRController.prototype.dispose = function () {
  82909. _super.prototype.dispose.call(this);
  82910. this.onTriggerStateChangedObservable.clear();
  82911. this.onMainButtonStateChangedObservable.clear();
  82912. this.onSecondaryButtonStateChangedObservable.clear();
  82913. this.onPadStateChangedObservable.clear();
  82914. this.onPadValuesChangedObservable.clear();
  82915. };
  82916. return WebVRController;
  82917. }(BABYLON.PoseEnabledController));
  82918. BABYLON.WebVRController = WebVRController;
  82919. })(BABYLON || (BABYLON = {}));
  82920. //# sourceMappingURL=babylon.webVRController.js.map
  82921. var BABYLON;
  82922. (function (BABYLON) {
  82923. /**
  82924. * Oculus Touch Controller
  82925. */
  82926. var OculusTouchController = /** @class */ (function (_super) {
  82927. __extends(OculusTouchController, _super);
  82928. /**
  82929. * Creates a new OculusTouchController from a gamepad
  82930. * @param vrGamepad the gamepad that the controller should be created from
  82931. */
  82932. function OculusTouchController(vrGamepad) {
  82933. var _this = _super.call(this, vrGamepad) || this;
  82934. /**
  82935. * Fired when the secondary trigger on this controller is modified
  82936. */
  82937. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  82938. /**
  82939. * Fired when the thumb rest on this controller is modified
  82940. */
  82941. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  82942. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  82943. return _this;
  82944. }
  82945. /**
  82946. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  82947. * @param scene scene in which to add meshes
  82948. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  82949. */
  82950. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  82951. var _this = this;
  82952. var meshName;
  82953. // Hand
  82954. if (this.hand === 'left') {
  82955. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  82956. }
  82957. else { // Right is the default if no hand is specified
  82958. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  82959. }
  82960. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  82961. /*
  82962. Parent Mesh name: oculus_touch_left
  82963. - body
  82964. - trigger
  82965. - thumbstick
  82966. - grip
  82967. - button_y
  82968. - button_x
  82969. - button_enter
  82970. */
  82971. _this._defaultModel = newMeshes[1];
  82972. _this.attachToMesh(_this._defaultModel);
  82973. if (meshLoaded) {
  82974. meshLoaded(_this._defaultModel);
  82975. }
  82976. });
  82977. };
  82978. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  82979. /**
  82980. * Fired when the A button on this controller is modified
  82981. */
  82982. get: function () {
  82983. if (this.hand === 'right') {
  82984. return this.onMainButtonStateChangedObservable;
  82985. }
  82986. else {
  82987. throw new Error('No A button on left hand');
  82988. }
  82989. },
  82990. enumerable: true,
  82991. configurable: true
  82992. });
  82993. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  82994. /**
  82995. * Fired when the B button on this controller is modified
  82996. */
  82997. get: function () {
  82998. if (this.hand === 'right') {
  82999. return this.onSecondaryButtonStateChangedObservable;
  83000. }
  83001. else {
  83002. throw new Error('No B button on left hand');
  83003. }
  83004. },
  83005. enumerable: true,
  83006. configurable: true
  83007. });
  83008. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  83009. /**
  83010. * Fired when the X button on this controller is modified
  83011. */
  83012. get: function () {
  83013. if (this.hand === 'left') {
  83014. return this.onMainButtonStateChangedObservable;
  83015. }
  83016. else {
  83017. throw new Error('No X button on right hand');
  83018. }
  83019. },
  83020. enumerable: true,
  83021. configurable: true
  83022. });
  83023. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  83024. /**
  83025. * Fired when the Y button on this controller is modified
  83026. */
  83027. get: function () {
  83028. if (this.hand === 'left') {
  83029. return this.onSecondaryButtonStateChangedObservable;
  83030. }
  83031. else {
  83032. throw new Error('No Y button on right hand');
  83033. }
  83034. },
  83035. enumerable: true,
  83036. configurable: true
  83037. });
  83038. /**
  83039. * Called once for each button that changed state since the last frame
  83040. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  83041. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  83042. * 2) secondary trigger (same)
  83043. * 3) A (right) X (left), touch, pressed = value
  83044. * 4) B / Y
  83045. * 5) thumb rest
  83046. * @param buttonIdx Which button index changed
  83047. * @param state New state of the button
  83048. * @param changes Which properties on the state changed since last frame
  83049. */
  83050. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83051. var notifyObject = state; //{ state: state, changes: changes };
  83052. var triggerDirection = this.hand === 'right' ? -1 : 1;
  83053. switch (buttonIdx) {
  83054. case 0:
  83055. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83056. return;
  83057. case 1: // index trigger
  83058. if (this._defaultModel) {
  83059. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  83060. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  83061. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  83062. }
  83063. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83064. return;
  83065. case 2: // secondary trigger
  83066. if (this._defaultModel) {
  83067. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  83068. }
  83069. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  83070. return;
  83071. case 3:
  83072. if (this._defaultModel) {
  83073. if (notifyObject.pressed) {
  83074. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  83075. }
  83076. else {
  83077. (this._defaultModel.getChildren()[1]).position.y = 0;
  83078. }
  83079. }
  83080. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83081. return;
  83082. case 4:
  83083. if (this._defaultModel) {
  83084. if (notifyObject.pressed) {
  83085. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83086. }
  83087. else {
  83088. (this._defaultModel.getChildren()[2]).position.y = 0;
  83089. }
  83090. }
  83091. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83092. return;
  83093. case 5:
  83094. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  83095. return;
  83096. }
  83097. };
  83098. /**
  83099. * Base Url for the controller model.
  83100. */
  83101. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  83102. /**
  83103. * File name for the left controller model.
  83104. */
  83105. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  83106. /**
  83107. * File name for the right controller model.
  83108. */
  83109. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  83110. return OculusTouchController;
  83111. }(BABYLON.WebVRController));
  83112. BABYLON.OculusTouchController = OculusTouchController;
  83113. })(BABYLON || (BABYLON = {}));
  83114. //# sourceMappingURL=babylon.oculusTouchController.js.map
  83115. var BABYLON;
  83116. (function (BABYLON) {
  83117. /**
  83118. * Vive Controller
  83119. */
  83120. var ViveController = /** @class */ (function (_super) {
  83121. __extends(ViveController, _super);
  83122. /**
  83123. * Creates a new ViveController from a gamepad
  83124. * @param vrGamepad the gamepad that the controller should be created from
  83125. */
  83126. function ViveController(vrGamepad) {
  83127. var _this = _super.call(this, vrGamepad) || this;
  83128. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  83129. _this._invertLeftStickY = true;
  83130. return _this;
  83131. }
  83132. /**
  83133. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83134. * @param scene scene in which to add meshes
  83135. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83136. */
  83137. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83138. var _this = this;
  83139. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  83140. /*
  83141. Parent Mesh name: ViveWand
  83142. - body
  83143. - r_gripper
  83144. - l_gripper
  83145. - menu_button
  83146. - system_button
  83147. - trackpad
  83148. - trigger
  83149. - LED
  83150. */
  83151. _this._defaultModel = newMeshes[1];
  83152. _this.attachToMesh(_this._defaultModel);
  83153. if (meshLoaded) {
  83154. meshLoaded(_this._defaultModel);
  83155. }
  83156. });
  83157. };
  83158. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  83159. /**
  83160. * Fired when the left button on this controller is modified
  83161. */
  83162. get: function () {
  83163. return this.onMainButtonStateChangedObservable;
  83164. },
  83165. enumerable: true,
  83166. configurable: true
  83167. });
  83168. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  83169. /**
  83170. * Fired when the right button on this controller is modified
  83171. */
  83172. get: function () {
  83173. return this.onMainButtonStateChangedObservable;
  83174. },
  83175. enumerable: true,
  83176. configurable: true
  83177. });
  83178. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  83179. /**
  83180. * Fired when the menu button on this controller is modified
  83181. */
  83182. get: function () {
  83183. return this.onSecondaryButtonStateChangedObservable;
  83184. },
  83185. enumerable: true,
  83186. configurable: true
  83187. });
  83188. /**
  83189. * Called once for each button that changed state since the last frame
  83190. * Vive mapping:
  83191. * 0: touchpad
  83192. * 1: trigger
  83193. * 2: left AND right buttons
  83194. * 3: menu button
  83195. * @param buttonIdx Which button index changed
  83196. * @param state New state of the button
  83197. * @param changes Which properties on the state changed since last frame
  83198. */
  83199. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83200. var notifyObject = state; //{ state: state, changes: changes };
  83201. switch (buttonIdx) {
  83202. case 0:
  83203. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83204. return;
  83205. case 1: // index trigger
  83206. if (this._defaultModel) {
  83207. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  83208. }
  83209. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83210. return;
  83211. case 2: // left AND right button
  83212. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83213. return;
  83214. case 3:
  83215. if (this._defaultModel) {
  83216. if (notifyObject.pressed) {
  83217. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83218. }
  83219. else {
  83220. (this._defaultModel.getChildren()[2]).position.y = 0;
  83221. }
  83222. }
  83223. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83224. return;
  83225. }
  83226. };
  83227. /**
  83228. * Base Url for the controller model.
  83229. */
  83230. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  83231. /**
  83232. * File name for the controller model.
  83233. */
  83234. ViveController.MODEL_FILENAME = 'wand.babylon';
  83235. return ViveController;
  83236. }(BABYLON.WebVRController));
  83237. BABYLON.ViveController = ViveController;
  83238. })(BABYLON || (BABYLON = {}));
  83239. //# sourceMappingURL=babylon.viveController.js.map
  83240. var BABYLON;
  83241. (function (BABYLON) {
  83242. /**
  83243. * Generic Controller
  83244. */
  83245. var GenericController = /** @class */ (function (_super) {
  83246. __extends(GenericController, _super);
  83247. /**
  83248. * Creates a new GenericController from a gamepad
  83249. * @param vrGamepad the gamepad that the controller should be created from
  83250. */
  83251. function GenericController(vrGamepad) {
  83252. return _super.call(this, vrGamepad) || this;
  83253. }
  83254. /**
  83255. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83256. * @param scene scene in which to add meshes
  83257. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83258. */
  83259. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83260. var _this = this;
  83261. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  83262. _this._defaultModel = newMeshes[1];
  83263. _this.attachToMesh(_this._defaultModel);
  83264. if (meshLoaded) {
  83265. meshLoaded(_this._defaultModel);
  83266. }
  83267. });
  83268. };
  83269. /**
  83270. * Called once for each button that changed state since the last frame
  83271. * @param buttonIdx Which button index changed
  83272. * @param state New state of the button
  83273. * @param changes Which properties on the state changed since last frame
  83274. */
  83275. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83276. console.log("Button id: " + buttonIdx + "state: ");
  83277. console.dir(state);
  83278. };
  83279. /**
  83280. * Base Url for the controller model.
  83281. */
  83282. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83283. /**
  83284. * File name for the controller model.
  83285. */
  83286. GenericController.MODEL_FILENAME = 'generic.babylon';
  83287. return GenericController;
  83288. }(BABYLON.WebVRController));
  83289. BABYLON.GenericController = GenericController;
  83290. })(BABYLON || (BABYLON = {}));
  83291. //# sourceMappingURL=babylon.genericController.js.map
  83292. var BABYLON;
  83293. (function (BABYLON) {
  83294. /**
  83295. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  83296. */
  83297. var LoadedMeshInfo = /** @class */ (function () {
  83298. function LoadedMeshInfo() {
  83299. /**
  83300. * Map of the button meshes contained in the controller
  83301. */
  83302. this.buttonMeshes = {};
  83303. /**
  83304. * Map of the axis meshes contained in the controller
  83305. */
  83306. this.axisMeshes = {};
  83307. }
  83308. return LoadedMeshInfo;
  83309. }());
  83310. /**
  83311. * Defines the WindowsMotionController object that the state of the windows motion controller
  83312. */
  83313. var WindowsMotionController = /** @class */ (function (_super) {
  83314. __extends(WindowsMotionController, _super);
  83315. /**
  83316. * Creates a new WindowsMotionController from a gamepad
  83317. * @param vrGamepad the gamepad that the controller should be created from
  83318. */
  83319. function WindowsMotionController(vrGamepad) {
  83320. var _this = _super.call(this, vrGamepad) || this;
  83321. _this._mapping = {
  83322. // Semantic button names
  83323. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  83324. // A mapping of the button name to glTF model node name
  83325. // that should be transformed by button value.
  83326. buttonMeshNames: {
  83327. 'trigger': 'SELECT',
  83328. 'menu': 'MENU',
  83329. 'grip': 'GRASP',
  83330. 'thumbstick': 'THUMBSTICK_PRESS',
  83331. 'trackpad': 'TOUCHPAD_PRESS'
  83332. },
  83333. // This mapping is used to translate from the Motion Controller to Babylon semantics
  83334. buttonObservableNames: {
  83335. 'trigger': 'onTriggerStateChangedObservable',
  83336. 'menu': 'onSecondaryButtonStateChangedObservable',
  83337. 'grip': 'onMainButtonStateChangedObservable',
  83338. 'thumbstick': 'onPadStateChangedObservable',
  83339. 'trackpad': 'onTrackpadChangedObservable'
  83340. },
  83341. // A mapping of the axis name to glTF model node name
  83342. // that should be transformed by axis value.
  83343. // This array mirrors the browserGamepad.axes array, such that
  83344. // the mesh corresponding to axis 0 is in this array index 0.
  83345. axisMeshNames: [
  83346. 'THUMBSTICK_X',
  83347. 'THUMBSTICK_Y',
  83348. 'TOUCHPAD_TOUCH_X',
  83349. 'TOUCHPAD_TOUCH_Y'
  83350. ],
  83351. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  83352. };
  83353. /**
  83354. * Fired when the trackpad on this controller is clicked
  83355. */
  83356. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  83357. /**
  83358. * Fired when the trackpad on this controller is modified
  83359. */
  83360. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  83361. /**
  83362. * The current x and y values of this controller's trackpad
  83363. */
  83364. _this.trackpad = { x: 0, y: 0 };
  83365. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  83366. _this._loadedMeshInfo = null;
  83367. return _this;
  83368. }
  83369. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  83370. /**
  83371. * Fired when the trigger on this controller is modified
  83372. */
  83373. get: function () {
  83374. return this.onTriggerStateChangedObservable;
  83375. },
  83376. enumerable: true,
  83377. configurable: true
  83378. });
  83379. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  83380. /**
  83381. * Fired when the menu button on this controller is modified
  83382. */
  83383. get: function () {
  83384. return this.onSecondaryButtonStateChangedObservable;
  83385. },
  83386. enumerable: true,
  83387. configurable: true
  83388. });
  83389. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  83390. /**
  83391. * Fired when the grip button on this controller is modified
  83392. */
  83393. get: function () {
  83394. return this.onMainButtonStateChangedObservable;
  83395. },
  83396. enumerable: true,
  83397. configurable: true
  83398. });
  83399. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  83400. /**
  83401. * Fired when the thumbstick button on this controller is modified
  83402. */
  83403. get: function () {
  83404. return this.onPadStateChangedObservable;
  83405. },
  83406. enumerable: true,
  83407. configurable: true
  83408. });
  83409. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  83410. /**
  83411. * Fired when the touchpad button on this controller is modified
  83412. */
  83413. get: function () {
  83414. return this.onTrackpadChangedObservable;
  83415. },
  83416. enumerable: true,
  83417. configurable: true
  83418. });
  83419. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  83420. /**
  83421. * Fired when the touchpad values on this controller are modified
  83422. */
  83423. get: function () {
  83424. return this.onTrackpadValuesChangedObservable;
  83425. },
  83426. enumerable: true,
  83427. configurable: true
  83428. });
  83429. WindowsMotionController.prototype._updateTrackpad = function () {
  83430. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  83431. this.trackpad.x = this.browserGamepad["axes"][2];
  83432. this.trackpad.y = this.browserGamepad["axes"][3];
  83433. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  83434. }
  83435. };
  83436. /**
  83437. * Called once per frame by the engine.
  83438. */
  83439. WindowsMotionController.prototype.update = function () {
  83440. _super.prototype.update.call(this);
  83441. if (this.browserGamepad.axes) {
  83442. this._updateTrackpad();
  83443. // Only need to animate axes if there is a loaded mesh
  83444. if (this._loadedMeshInfo) {
  83445. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  83446. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  83447. }
  83448. }
  83449. }
  83450. };
  83451. /**
  83452. * Called once for each button that changed state since the last frame
  83453. * @param buttonIdx Which button index changed
  83454. * @param state New state of the button
  83455. * @param changes Which properties on the state changed since last frame
  83456. */
  83457. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83458. var buttonName = this._mapping.buttons[buttonIdx];
  83459. if (!buttonName) {
  83460. return;
  83461. }
  83462. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  83463. this._updateTrackpad();
  83464. // Only emit events for buttons that we know how to map from index to name
  83465. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  83466. if (observable) {
  83467. observable.notifyObservers(state);
  83468. }
  83469. this._lerpButtonTransform(buttonName, state.value);
  83470. };
  83471. /**
  83472. * Moves the buttons on the controller mesh based on their current state
  83473. * @param buttonName the name of the button to move
  83474. * @param buttonValue the value of the button which determines the buttons new position
  83475. */
  83476. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  83477. // If there is no loaded mesh, there is nothing to transform.
  83478. if (!this._loadedMeshInfo) {
  83479. return;
  83480. }
  83481. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  83482. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83483. return;
  83484. }
  83485. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  83486. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  83487. };
  83488. /**
  83489. * Moves the axis on the controller mesh based on its current state
  83490. * @param axis the index of the axis
  83491. * @param axisValue the value of the axis which determines the meshes new position
  83492. * @hidden
  83493. */
  83494. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  83495. if (!this._loadedMeshInfo) {
  83496. return;
  83497. }
  83498. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  83499. if (!meshInfo) {
  83500. return;
  83501. }
  83502. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83503. return;
  83504. }
  83505. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  83506. var lerpValue = axisValue * 0.5 + 0.5;
  83507. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  83508. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  83509. };
  83510. /**
  83511. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83512. * @param scene scene in which to add meshes
  83513. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83514. */
  83515. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  83516. var _this = this;
  83517. if (forceDefault === void 0) { forceDefault = false; }
  83518. var path;
  83519. var filename;
  83520. // Checking if GLB loader is present
  83521. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  83522. // Determine the device specific folder based on the ID suffix
  83523. var device = 'default';
  83524. if (this.id && !forceDefault) {
  83525. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  83526. device = ((match && match[0]) || device);
  83527. }
  83528. // Hand
  83529. if (this.hand === 'left') {
  83530. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  83531. }
  83532. else { // Right is the default if no hand is specified
  83533. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  83534. }
  83535. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  83536. }
  83537. else {
  83538. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  83539. path = BABYLON.GenericController.MODEL_BASE_URL;
  83540. filename = BABYLON.GenericController.MODEL_FILENAME;
  83541. }
  83542. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  83543. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  83544. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  83545. if (!_this._loadedMeshInfo) {
  83546. return;
  83547. }
  83548. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  83549. _this.attachToMesh(_this._defaultModel);
  83550. if (meshLoaded) {
  83551. meshLoaded(_this._defaultModel);
  83552. }
  83553. }, null, function (scene, message) {
  83554. BABYLON.Tools.Log(message);
  83555. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  83556. if (!forceDefault) {
  83557. _this.initControllerMesh(scene, meshLoaded, true);
  83558. }
  83559. });
  83560. };
  83561. /**
  83562. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  83563. * can be transformed by button presses and axes values, based on this._mapping.
  83564. *
  83565. * @param scene scene in which the meshes exist
  83566. * @param meshes list of meshes that make up the controller model to process
  83567. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  83568. */
  83569. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  83570. var loadedMeshInfo = null;
  83571. // Create a new mesh to contain the glTF hierarchy
  83572. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  83573. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  83574. var childMesh = null;
  83575. for (var i = 0; i < meshes.length; i++) {
  83576. var mesh = meshes[i];
  83577. if (!mesh.parent) {
  83578. // Exclude controller meshes from picking results
  83579. mesh.isPickable = false;
  83580. // Handle root node, attach to the new parentMesh
  83581. childMesh = mesh;
  83582. break;
  83583. }
  83584. }
  83585. if (childMesh) {
  83586. childMesh.setParent(parentMesh);
  83587. // Create our mesh info. Note that this method will always return non-null.
  83588. loadedMeshInfo = this.createMeshInfo(parentMesh);
  83589. }
  83590. else {
  83591. BABYLON.Tools.Warn('Could not find root node in model file.');
  83592. }
  83593. return loadedMeshInfo;
  83594. };
  83595. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  83596. var loadedMeshInfo = new LoadedMeshInfo();
  83597. var i;
  83598. loadedMeshInfo.rootNode = rootNode;
  83599. // Reset the caches
  83600. loadedMeshInfo.buttonMeshes = {};
  83601. loadedMeshInfo.axisMeshes = {};
  83602. // Button Meshes
  83603. for (i = 0; i < this._mapping.buttons.length; i++) {
  83604. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  83605. if (!buttonMeshName) {
  83606. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  83607. continue;
  83608. }
  83609. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  83610. if (!buttonMesh) {
  83611. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  83612. continue;
  83613. }
  83614. var buttonMeshInfo = {
  83615. index: i,
  83616. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  83617. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  83618. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  83619. };
  83620. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  83621. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  83622. }
  83623. else {
  83624. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  83625. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  83626. '(VALUE: ' + !!buttonMeshInfo.value +
  83627. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  83628. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  83629. ')');
  83630. }
  83631. }
  83632. // Axis Meshes
  83633. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  83634. var axisMeshName = this._mapping.axisMeshNames[i];
  83635. if (!axisMeshName) {
  83636. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  83637. continue;
  83638. }
  83639. var axisMesh = getChildByName(rootNode, axisMeshName);
  83640. if (!axisMesh) {
  83641. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  83642. continue;
  83643. }
  83644. var axisMeshInfo = {
  83645. index: i,
  83646. value: getImmediateChildByName(axisMesh, 'VALUE'),
  83647. min: getImmediateChildByName(axisMesh, 'MIN'),
  83648. max: getImmediateChildByName(axisMesh, 'MAX')
  83649. };
  83650. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  83651. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  83652. }
  83653. else {
  83654. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  83655. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  83656. '(VALUE: ' + !!axisMeshInfo.value +
  83657. ', MIN: ' + !!axisMeshInfo.min +
  83658. ', MAX:' + !!axisMeshInfo.max +
  83659. ')');
  83660. }
  83661. }
  83662. // Pointing Ray
  83663. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  83664. if (!loadedMeshInfo.pointingPoseNode) {
  83665. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  83666. }
  83667. else {
  83668. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  83669. }
  83670. return loadedMeshInfo;
  83671. // Look through all children recursively. This will return null if no mesh exists with the given name.
  83672. function getChildByName(node, name) {
  83673. return node.getChildren(function (n) { return n.name === name; }, false)[0];
  83674. }
  83675. // Look through only immediate children. This will return null if no mesh exists with the given name.
  83676. function getImmediateChildByName(node, name) {
  83677. return node.getChildren(function (n) { return n.name == name; }, true)[0];
  83678. }
  83679. };
  83680. /**
  83681. * Gets the ray of the controller in the direction the controller is pointing
  83682. * @param length the length the resulting ray should be
  83683. * @returns a ray in the direction the controller is pointing
  83684. */
  83685. WindowsMotionController.prototype.getForwardRay = function (length) {
  83686. if (length === void 0) { length = 100; }
  83687. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  83688. return _super.prototype.getForwardRay.call(this, length);
  83689. }
  83690. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  83691. var origin = m.getTranslation();
  83692. var forward = new BABYLON.Vector3(0, 0, -1);
  83693. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83694. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83695. return new BABYLON.Ray(origin, direction, length);
  83696. };
  83697. /**
  83698. * Disposes of the controller
  83699. */
  83700. WindowsMotionController.prototype.dispose = function () {
  83701. _super.prototype.dispose.call(this);
  83702. this.onTrackpadChangedObservable.clear();
  83703. };
  83704. /**
  83705. * The base url used to load the left and right controller models
  83706. */
  83707. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  83708. /**
  83709. * The name of the left controller model file
  83710. */
  83711. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  83712. /**
  83713. * The name of the right controller model file
  83714. */
  83715. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  83716. /**
  83717. * The controller name prefix for this controller type
  83718. */
  83719. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  83720. /**
  83721. * The controller id pattern for this controller type
  83722. */
  83723. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  83724. return WindowsMotionController;
  83725. }(BABYLON.WebVRController));
  83726. BABYLON.WindowsMotionController = WindowsMotionController;
  83727. })(BABYLON || (BABYLON = {}));
  83728. //# sourceMappingURL=babylon.windowsMotionController.js.map
  83729. var BABYLON;
  83730. (function (BABYLON) {
  83731. /**
  83732. * Gear VR Controller
  83733. */
  83734. var GearVRController = /** @class */ (function (_super) {
  83735. __extends(GearVRController, _super);
  83736. /**
  83737. * Creates a new GearVRController from a gamepad
  83738. * @param vrGamepad the gamepad that the controller should be created from
  83739. */
  83740. function GearVRController(vrGamepad) {
  83741. var _this = _super.call(this, vrGamepad) || this;
  83742. _this._buttonIndexToObservableNameMap = [
  83743. 'onTrackpadChangedObservable',
  83744. 'onTriggerStateChangedObservable' // Trigger
  83745. ];
  83746. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  83747. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  83748. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  83749. _this._disableTrackPosition(_this._calculatedPosition);
  83750. return _this;
  83751. }
  83752. /**
  83753. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83754. * @param scene scene in which to add meshes
  83755. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83756. */
  83757. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83758. var _this = this;
  83759. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  83760. // Offset the controller so it will rotate around the users wrist
  83761. var mesh = new BABYLON.Mesh("", scene);
  83762. newMeshes[1].parent = mesh;
  83763. newMeshes[1].position.z = -0.15;
  83764. _this._defaultModel = mesh;
  83765. _this.attachToMesh(_this._defaultModel);
  83766. if (meshLoaded) {
  83767. meshLoaded(_this._defaultModel);
  83768. }
  83769. });
  83770. };
  83771. /**
  83772. * Called once for each button that changed state since the last frame
  83773. * @param buttonIdx Which button index changed
  83774. * @param state New state of the button
  83775. * @param changes Which properties on the state changed since last frame
  83776. */
  83777. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83778. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  83779. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  83780. // Only emit events for buttons that we know how to map from index to observable
  83781. var observable = this[observableName];
  83782. if (observable) {
  83783. observable.notifyObservers(state);
  83784. }
  83785. }
  83786. };
  83787. /**
  83788. * Base Url for the controller model.
  83789. */
  83790. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83791. /**
  83792. * File name for the controller model.
  83793. */
  83794. GearVRController.MODEL_FILENAME = 'generic.babylon';
  83795. /**
  83796. * Gamepad Id prefix used to identify this controller.
  83797. */
  83798. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  83799. return GearVRController;
  83800. }(BABYLON.WebVRController));
  83801. BABYLON.GearVRController = GearVRController;
  83802. })(BABYLON || (BABYLON = {}));
  83803. //# sourceMappingURL=babylon.gearVRController.js.map
  83804. var BABYLON;
  83805. (function (BABYLON) {
  83806. /**
  83807. * Google Daydream controller
  83808. */
  83809. var DaydreamController = /** @class */ (function (_super) {
  83810. __extends(DaydreamController, _super);
  83811. /**
  83812. * Creates a new DaydreamController from a gamepad
  83813. * @param vrGamepad the gamepad that the controller should be created from
  83814. */
  83815. function DaydreamController(vrGamepad) {
  83816. var _this = _super.call(this, vrGamepad) || this;
  83817. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  83818. return _this;
  83819. }
  83820. /**
  83821. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83822. * @param scene scene in which to add meshes
  83823. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83824. */
  83825. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83826. var _this = this;
  83827. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  83828. _this._defaultModel = newMeshes[1];
  83829. _this.attachToMesh(_this._defaultModel);
  83830. if (meshLoaded) {
  83831. meshLoaded(_this._defaultModel);
  83832. }
  83833. });
  83834. };
  83835. /**
  83836. * Called once for each button that changed state since the last frame
  83837. * @param buttonIdx Which button index changed
  83838. * @param state New state of the button
  83839. * @param changes Which properties on the state changed since last frame
  83840. */
  83841. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83842. // Daydream controller only has 1 GamepadButton (on the trackpad).
  83843. if (buttonIdx === 0) {
  83844. var observable = this.onTriggerStateChangedObservable;
  83845. if (observable) {
  83846. observable.notifyObservers(state);
  83847. }
  83848. }
  83849. else {
  83850. // If the app or home buttons are ever made available
  83851. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  83852. }
  83853. };
  83854. /**
  83855. * Base Url for the controller model.
  83856. */
  83857. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83858. /**
  83859. * File name for the controller model.
  83860. */
  83861. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  83862. /**
  83863. * Gamepad Id prefix used to identify Daydream Controller.
  83864. */
  83865. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  83866. return DaydreamController;
  83867. }(BABYLON.WebVRController));
  83868. BABYLON.DaydreamController = DaydreamController;
  83869. })(BABYLON || (BABYLON = {}));
  83870. //# sourceMappingURL=babylon.daydreamController.js.map
  83871. var BABYLON;
  83872. (function (BABYLON) {
  83873. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  83874. get: function () {
  83875. if (!this._gamepadManager) {
  83876. this._gamepadManager = new BABYLON.GamepadManager(this);
  83877. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  83878. if (!component) {
  83879. component = new GamepadSystemSceneComponent(this);
  83880. this._addComponent(component);
  83881. }
  83882. }
  83883. return this._gamepadManager;
  83884. },
  83885. enumerable: true,
  83886. configurable: true
  83887. });
  83888. /**
  83889. * Adds a gamepad to the free camera inputs manager
  83890. */
  83891. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  83892. this.add(new BABYLON.FreeCameraGamepadInput());
  83893. return this;
  83894. };
  83895. /**
  83896. * Adds a gamepad to the arc rotate camera inputs manager
  83897. */
  83898. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  83899. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  83900. return this;
  83901. };
  83902. /**
  83903. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  83904. */
  83905. var GamepadSystemSceneComponent = /** @class */ (function () {
  83906. /**
  83907. * Creates a new instance of the component for the given scene
  83908. * @param scene Defines the scene to register the component in
  83909. */
  83910. function GamepadSystemSceneComponent(scene) {
  83911. /**
  83912. * The component name helpfull to identify the component in the list of scene components.
  83913. */
  83914. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  83915. this.scene = scene;
  83916. }
  83917. /**
  83918. * Registers the component in a given scene
  83919. */
  83920. GamepadSystemSceneComponent.prototype.register = function () {
  83921. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  83922. };
  83923. /**
  83924. * Rebuilds the elements related to this component in case of
  83925. * context lost for instance.
  83926. */
  83927. GamepadSystemSceneComponent.prototype.rebuild = function () {
  83928. // Nothing to do for gamepads
  83929. };
  83930. /**
  83931. * Disposes the component and the associated ressources
  83932. */
  83933. GamepadSystemSceneComponent.prototype.dispose = function () {
  83934. var gamepadManager = this.scene._gamepadManager;
  83935. if (gamepadManager) {
  83936. gamepadManager.dispose();
  83937. this.scene._gamepadManager = null;
  83938. }
  83939. };
  83940. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  83941. var gamepadManager = this.scene._gamepadManager;
  83942. if (gamepadManager && gamepadManager._isMonitoring) {
  83943. gamepadManager._checkGamepadsStatus();
  83944. }
  83945. };
  83946. return GamepadSystemSceneComponent;
  83947. }());
  83948. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  83949. })(BABYLON || (BABYLON = {}));
  83950. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  83951. var BABYLON;
  83952. (function (BABYLON) {
  83953. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  83954. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  83955. });
  83956. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  83957. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  83958. });
  83959. /**
  83960. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  83961. * an arc rotate version arcFollowCamera are available.
  83962. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83963. */
  83964. var FollowCamera = /** @class */ (function (_super) {
  83965. __extends(FollowCamera, _super);
  83966. /**
  83967. * Instantiates the follow camera.
  83968. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83969. * @param name Define the name of the camera in the scene
  83970. * @param position Define the position of the camera
  83971. * @param scene Define the scene the camera belong to
  83972. * @param lockedTarget Define the target of the camera
  83973. */
  83974. function FollowCamera(name, position, scene, lockedTarget) {
  83975. if (lockedTarget === void 0) { lockedTarget = null; }
  83976. var _this = _super.call(this, name, position, scene) || this;
  83977. /**
  83978. * Distance the follow camera should follow an object at
  83979. */
  83980. _this.radius = 12;
  83981. /**
  83982. * Define a rotation offset between the camera and the object it follows
  83983. */
  83984. _this.rotationOffset = 0;
  83985. /**
  83986. * Define a height offset between the camera and the object it follows.
  83987. * It can help following an object from the top (like a car chaing a plane)
  83988. */
  83989. _this.heightOffset = 4;
  83990. /**
  83991. * Define how fast the camera can accelerate to follow it s target.
  83992. */
  83993. _this.cameraAcceleration = 0.05;
  83994. /**
  83995. * Define the speed limit of the camera following an object.
  83996. */
  83997. _this.maxCameraSpeed = 20;
  83998. _this.lockedTarget = lockedTarget;
  83999. return _this;
  84000. }
  84001. FollowCamera.prototype._follow = function (cameraTarget) {
  84002. if (!cameraTarget) {
  84003. return;
  84004. }
  84005. var yRotation;
  84006. if (cameraTarget.rotationQuaternion) {
  84007. var rotMatrix = new BABYLON.Matrix();
  84008. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  84009. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  84010. }
  84011. else {
  84012. yRotation = cameraTarget.rotation.y;
  84013. }
  84014. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  84015. var targetPosition = cameraTarget.getAbsolutePosition();
  84016. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  84017. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  84018. var dx = targetX - this.position.x;
  84019. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  84020. var dz = (targetZ) - this.position.z;
  84021. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  84022. var vy = dy * this.cameraAcceleration;
  84023. var vz = dz * this.cameraAcceleration * 2;
  84024. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  84025. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84026. }
  84027. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  84028. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84029. }
  84030. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  84031. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84032. }
  84033. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  84034. this.setTarget(targetPosition);
  84035. };
  84036. /** @hidden */
  84037. FollowCamera.prototype._checkInputs = function () {
  84038. _super.prototype._checkInputs.call(this);
  84039. if (this.lockedTarget) {
  84040. this._follow(this.lockedTarget);
  84041. }
  84042. };
  84043. /**
  84044. * Gets the camera class name.
  84045. * @returns the class name
  84046. */
  84047. FollowCamera.prototype.getClassName = function () {
  84048. return "FollowCamera";
  84049. };
  84050. __decorate([
  84051. BABYLON.serialize()
  84052. ], FollowCamera.prototype, "radius", void 0);
  84053. __decorate([
  84054. BABYLON.serialize()
  84055. ], FollowCamera.prototype, "rotationOffset", void 0);
  84056. __decorate([
  84057. BABYLON.serialize()
  84058. ], FollowCamera.prototype, "heightOffset", void 0);
  84059. __decorate([
  84060. BABYLON.serialize()
  84061. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  84062. __decorate([
  84063. BABYLON.serialize()
  84064. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  84065. __decorate([
  84066. BABYLON.serializeAsMeshReference("lockedTargetId")
  84067. ], FollowCamera.prototype, "lockedTarget", void 0);
  84068. return FollowCamera;
  84069. }(BABYLON.TargetCamera));
  84070. BABYLON.FollowCamera = FollowCamera;
  84071. /**
  84072. * Arc Rotate version of the follow camera.
  84073. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  84074. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84075. */
  84076. var ArcFollowCamera = /** @class */ (function (_super) {
  84077. __extends(ArcFollowCamera, _super);
  84078. /**
  84079. * Instantiates a new ArcFollowCamera
  84080. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84081. * @param name Define the name of the camera
  84082. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  84083. * @param beta Define the rotation angle of the camera around the elevation axis
  84084. * @param radius Define the radius of the camera from its target point
  84085. * @param target Define the target of the camera
  84086. * @param scene Define the scene the camera belongs to
  84087. */
  84088. function ArcFollowCamera(name,
  84089. /** The longitudinal angle of the camera */
  84090. alpha,
  84091. /** The latitudinal angle of the camera */
  84092. beta,
  84093. /** The radius of the camera from its target */
  84094. radius,
  84095. /** Define the camera target (the messh it should follow) */
  84096. target, scene) {
  84097. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  84098. _this.alpha = alpha;
  84099. _this.beta = beta;
  84100. _this.radius = radius;
  84101. _this.target = target;
  84102. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  84103. _this._follow();
  84104. return _this;
  84105. }
  84106. ArcFollowCamera.prototype._follow = function () {
  84107. if (!this.target) {
  84108. return;
  84109. }
  84110. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  84111. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  84112. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  84113. var targetPosition = this.target.getAbsolutePosition();
  84114. this.position = targetPosition.add(this._cartesianCoordinates);
  84115. this.setTarget(targetPosition);
  84116. };
  84117. /** @hidden */
  84118. ArcFollowCamera.prototype._checkInputs = function () {
  84119. _super.prototype._checkInputs.call(this);
  84120. this._follow();
  84121. };
  84122. /**
  84123. * Returns the class name of the object.
  84124. * It is mostly used internally for serialization purposes.
  84125. */
  84126. ArcFollowCamera.prototype.getClassName = function () {
  84127. return "ArcFollowCamera";
  84128. };
  84129. return ArcFollowCamera;
  84130. }(BABYLON.TargetCamera));
  84131. BABYLON.ArcFollowCamera = ArcFollowCamera;
  84132. })(BABYLON || (BABYLON = {}));
  84133. //# sourceMappingURL=babylon.followCamera.js.map
  84134. var BABYLON;
  84135. (function (BABYLON) {
  84136. /**
  84137. * 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,
  84138. * which still works and will still be found in many Playgrounds.
  84139. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84140. */
  84141. var UniversalCamera = /** @class */ (function (_super) {
  84142. __extends(UniversalCamera, _super);
  84143. /**
  84144. * 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,
  84145. * which still works and will still be found in many Playgrounds.
  84146. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84147. * @param name Define the name of the camera in the scene
  84148. * @param position Define the start position of the camera in the scene
  84149. * @param scene Define the scene the camera belongs to
  84150. */
  84151. function UniversalCamera(name, position, scene) {
  84152. var _this = _super.call(this, name, position, scene) || this;
  84153. _this.inputs.addGamepad();
  84154. return _this;
  84155. }
  84156. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  84157. /**
  84158. * Defines the gamepad rotation sensiblity.
  84159. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  84160. */
  84161. get: function () {
  84162. var gamepad = this.inputs.attached["gamepad"];
  84163. if (gamepad) {
  84164. return gamepad.gamepadAngularSensibility;
  84165. }
  84166. return 0;
  84167. },
  84168. set: function (value) {
  84169. var gamepad = this.inputs.attached["gamepad"];
  84170. if (gamepad) {
  84171. gamepad.gamepadAngularSensibility = value;
  84172. }
  84173. },
  84174. enumerable: true,
  84175. configurable: true
  84176. });
  84177. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  84178. /**
  84179. * Defines the gamepad move sensiblity.
  84180. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  84181. */
  84182. get: function () {
  84183. var gamepad = this.inputs.attached["gamepad"];
  84184. if (gamepad) {
  84185. return gamepad.gamepadMoveSensibility;
  84186. }
  84187. return 0;
  84188. },
  84189. set: function (value) {
  84190. var gamepad = this.inputs.attached["gamepad"];
  84191. if (gamepad) {
  84192. gamepad.gamepadMoveSensibility = value;
  84193. }
  84194. },
  84195. enumerable: true,
  84196. configurable: true
  84197. });
  84198. /**
  84199. * Gets the current object class name.
  84200. * @return the class name
  84201. */
  84202. UniversalCamera.prototype.getClassName = function () {
  84203. return "UniversalCamera";
  84204. };
  84205. return UniversalCamera;
  84206. }(BABYLON.TouchCamera));
  84207. BABYLON.UniversalCamera = UniversalCamera;
  84208. })(BABYLON || (BABYLON = {}));
  84209. //# sourceMappingURL=babylon.universalCamera.js.map
  84210. var BABYLON;
  84211. (function (BABYLON) {
  84212. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  84213. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  84214. });
  84215. /**
  84216. * This represents a FPS type of camera. This is only here for back compat purpose.
  84217. * Please use the UniversalCamera instead as both are identical.
  84218. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84219. */
  84220. var GamepadCamera = /** @class */ (function (_super) {
  84221. __extends(GamepadCamera, _super);
  84222. /**
  84223. * Instantiates a new Gamepad Camera
  84224. * This represents a FPS type of camera. This is only here for back compat purpose.
  84225. * Please use the UniversalCamera instead as both are identical.
  84226. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84227. * @param name Define the name of the camera in the scene
  84228. * @param position Define the start position of the camera in the scene
  84229. * @param scene Define the scene the camera belongs to
  84230. */
  84231. function GamepadCamera(name, position, scene) {
  84232. return _super.call(this, name, position, scene) || this;
  84233. }
  84234. /**
  84235. * Gets the current object class name.
  84236. * @return the class name
  84237. */
  84238. GamepadCamera.prototype.getClassName = function () {
  84239. return "GamepadCamera";
  84240. };
  84241. return GamepadCamera;
  84242. }(BABYLON.UniversalCamera));
  84243. BABYLON.GamepadCamera = GamepadCamera;
  84244. })(BABYLON || (BABYLON = {}));
  84245. //# sourceMappingURL=babylon.gamepadCamera.js.map
  84246. var BABYLON;
  84247. (function (BABYLON) {
  84248. /**
  84249. * PostProcessRenderPipelineManager class
  84250. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84251. */
  84252. var PostProcessRenderPipelineManager = /** @class */ (function () {
  84253. /**
  84254. * Initializes a PostProcessRenderPipelineManager
  84255. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84256. */
  84257. function PostProcessRenderPipelineManager() {
  84258. this._renderPipelines = {};
  84259. }
  84260. /**
  84261. * Adds a pipeline to the manager
  84262. * @param renderPipeline The pipeline to add
  84263. */
  84264. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  84265. this._renderPipelines[renderPipeline._name] = renderPipeline;
  84266. };
  84267. /**
  84268. * Attaches a camera to the pipeline
  84269. * @param renderPipelineName The name of the pipeline to attach to
  84270. * @param cameras the camera to attach
  84271. * @param unique if the camera can be attached multiple times to the pipeline
  84272. */
  84273. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  84274. if (unique === void 0) { unique = false; }
  84275. var renderPipeline = this._renderPipelines[renderPipelineName];
  84276. if (!renderPipeline) {
  84277. return;
  84278. }
  84279. renderPipeline._attachCameras(cameras, unique);
  84280. };
  84281. /**
  84282. * Detaches a camera from the pipeline
  84283. * @param renderPipelineName The name of the pipeline to detach from
  84284. * @param cameras the camera to detach
  84285. */
  84286. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  84287. var renderPipeline = this._renderPipelines[renderPipelineName];
  84288. if (!renderPipeline) {
  84289. return;
  84290. }
  84291. renderPipeline._detachCameras(cameras);
  84292. };
  84293. /**
  84294. * Enables an effect by name on a pipeline
  84295. * @param renderPipelineName the name of the pipeline to enable the effect in
  84296. * @param renderEffectName the name of the effect to enable
  84297. * @param cameras the cameras that the effect should be enabled on
  84298. */
  84299. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84300. var renderPipeline = this._renderPipelines[renderPipelineName];
  84301. if (!renderPipeline) {
  84302. return;
  84303. }
  84304. renderPipeline._enableEffect(renderEffectName, cameras);
  84305. };
  84306. /**
  84307. * Disables an effect by name on a pipeline
  84308. * @param renderPipelineName the name of the pipeline to disable the effect in
  84309. * @param renderEffectName the name of the effect to disable
  84310. * @param cameras the cameras that the effect should be disabled on
  84311. */
  84312. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84313. var renderPipeline = this._renderPipelines[renderPipelineName];
  84314. if (!renderPipeline) {
  84315. return;
  84316. }
  84317. renderPipeline._disableEffect(renderEffectName, cameras);
  84318. };
  84319. /**
  84320. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  84321. */
  84322. PostProcessRenderPipelineManager.prototype.update = function () {
  84323. for (var renderPipelineName in this._renderPipelines) {
  84324. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84325. var pipeline = this._renderPipelines[renderPipelineName];
  84326. if (!pipeline.isSupported) {
  84327. pipeline.dispose();
  84328. delete this._renderPipelines[renderPipelineName];
  84329. }
  84330. else {
  84331. pipeline._update();
  84332. }
  84333. }
  84334. }
  84335. };
  84336. /** @hidden */
  84337. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  84338. for (var renderPipelineName in this._renderPipelines) {
  84339. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84340. var pipeline = this._renderPipelines[renderPipelineName];
  84341. pipeline._rebuild();
  84342. }
  84343. }
  84344. };
  84345. /**
  84346. * Disposes of the manager and pipelines
  84347. */
  84348. PostProcessRenderPipelineManager.prototype.dispose = function () {
  84349. for (var renderPipelineName in this._renderPipelines) {
  84350. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84351. var pipeline = this._renderPipelines[renderPipelineName];
  84352. pipeline.dispose();
  84353. }
  84354. }
  84355. };
  84356. return PostProcessRenderPipelineManager;
  84357. }());
  84358. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  84359. })(BABYLON || (BABYLON = {}));
  84360. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  84361. var BABYLON;
  84362. (function (BABYLON) {
  84363. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  84364. get: function () {
  84365. if (!this._postProcessRenderPipelineManager) {
  84366. // Register the G Buffer component to the scene.
  84367. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  84368. if (!component) {
  84369. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  84370. this._addComponent(component);
  84371. }
  84372. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  84373. }
  84374. return this._postProcessRenderPipelineManager;
  84375. },
  84376. enumerable: true,
  84377. configurable: true
  84378. });
  84379. /**
  84380. * Defines the Render Pipeline scene component responsible to rendering pipelines
  84381. */
  84382. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  84383. /**
  84384. * Creates a new instance of the component for the given scene
  84385. * @param scene Defines the scene to register the component in
  84386. */
  84387. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  84388. /**
  84389. * The component name helpfull to identify the component in the list of scene components.
  84390. */
  84391. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  84392. this.scene = scene;
  84393. }
  84394. /**
  84395. * Registers the component in a given scene
  84396. */
  84397. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  84398. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  84399. };
  84400. /**
  84401. * Rebuilds the elements related to this component in case of
  84402. * context lost for instance.
  84403. */
  84404. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  84405. if (this.scene._postProcessRenderPipelineManager) {
  84406. this.scene._postProcessRenderPipelineManager._rebuild();
  84407. }
  84408. };
  84409. /**
  84410. * Disposes the component and the associated ressources
  84411. */
  84412. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  84413. if (this.scene._postProcessRenderPipelineManager) {
  84414. this.scene._postProcessRenderPipelineManager.dispose();
  84415. }
  84416. };
  84417. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84418. if (this.scene._postProcessRenderPipelineManager) {
  84419. this.scene._postProcessRenderPipelineManager.update();
  84420. }
  84421. };
  84422. return PostProcessRenderPipelineManagerSceneComponent;
  84423. }());
  84424. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  84425. })(BABYLON || (BABYLON = {}));
  84426. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  84427. var BABYLON;
  84428. (function (BABYLON) {
  84429. /**
  84430. * This represents a set of one or more post processes in Babylon.
  84431. * A post process can be used to apply a shader to a texture after it is rendered.
  84432. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84433. */
  84434. var PostProcessRenderEffect = /** @class */ (function () {
  84435. /**
  84436. * Instantiates a post process render effect.
  84437. * A post process can be used to apply a shader to a texture after it is rendered.
  84438. * @param engine The engine the effect is tied to
  84439. * @param name The name of the effect
  84440. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  84441. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  84442. */
  84443. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  84444. this._name = name;
  84445. this._singleInstance = singleInstance || true;
  84446. this._getPostProcesses = getPostProcesses;
  84447. this._cameras = {};
  84448. this._indicesForCamera = {};
  84449. this._postProcesses = {};
  84450. }
  84451. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  84452. /**
  84453. * Checks if all the post processes in the effect are supported.
  84454. */
  84455. get: function () {
  84456. for (var index in this._postProcesses) {
  84457. if (this._postProcesses.hasOwnProperty(index)) {
  84458. var pps = this._postProcesses[index];
  84459. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  84460. if (!pps[ppIndex].isSupported) {
  84461. return false;
  84462. }
  84463. }
  84464. }
  84465. }
  84466. return true;
  84467. },
  84468. enumerable: true,
  84469. configurable: true
  84470. });
  84471. /**
  84472. * Updates the current state of the effect
  84473. * @hidden
  84474. */
  84475. PostProcessRenderEffect.prototype._update = function () {
  84476. };
  84477. /**
  84478. * Attaches the effect on cameras
  84479. * @param cameras The camera to attach to.
  84480. * @hidden
  84481. */
  84482. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  84483. var _this = this;
  84484. var cameraKey;
  84485. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84486. if (!cams) {
  84487. return;
  84488. }
  84489. for (var i = 0; i < cams.length; i++) {
  84490. var camera = cams[i];
  84491. var cameraName = camera.name;
  84492. if (this._singleInstance) {
  84493. cameraKey = 0;
  84494. }
  84495. else {
  84496. cameraKey = cameraName;
  84497. }
  84498. if (!this._postProcesses[cameraKey]) {
  84499. var postProcess = this._getPostProcesses();
  84500. if (postProcess) {
  84501. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  84502. }
  84503. }
  84504. if (!this._indicesForCamera[cameraName]) {
  84505. this._indicesForCamera[cameraName] = [];
  84506. }
  84507. this._postProcesses[cameraKey].forEach(function (postProcess) {
  84508. var index = camera.attachPostProcess(postProcess);
  84509. _this._indicesForCamera[cameraName].push(index);
  84510. });
  84511. if (!this._cameras[cameraName]) {
  84512. this._cameras[cameraName] = camera;
  84513. }
  84514. }
  84515. };
  84516. /**
  84517. * Detatches the effect on cameras
  84518. * @param cameras The camera to detatch from.
  84519. * @hidden
  84520. */
  84521. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  84522. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84523. if (!cams) {
  84524. return;
  84525. }
  84526. for (var i = 0; i < cams.length; i++) {
  84527. var camera = cams[i];
  84528. var cameraName = camera.name;
  84529. var postProcesses = this._postProcesses[this._singleInstance ? 0 : cameraName];
  84530. if (postProcesses) {
  84531. postProcesses.forEach(function (postProcess) {
  84532. camera.detachPostProcess(postProcess);
  84533. });
  84534. }
  84535. if (this._cameras[cameraName]) {
  84536. this._cameras[cameraName] = null;
  84537. }
  84538. }
  84539. };
  84540. /**
  84541. * Enables the effect on given cameras
  84542. * @param cameras The camera to enable.
  84543. * @hidden
  84544. */
  84545. PostProcessRenderEffect.prototype._enable = function (cameras) {
  84546. var _this = this;
  84547. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84548. if (!cams) {
  84549. return;
  84550. }
  84551. for (var i = 0; i < cams.length; i++) {
  84552. var camera = cams[i];
  84553. var cameraName = camera.name;
  84554. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  84555. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  84556. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84557. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  84558. });
  84559. }
  84560. }
  84561. }
  84562. };
  84563. /**
  84564. * Disables the effect on the given cameras
  84565. * @param cameras The camera to disable.
  84566. * @hidden
  84567. */
  84568. PostProcessRenderEffect.prototype._disable = function (cameras) {
  84569. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84570. if (!cams) {
  84571. return;
  84572. }
  84573. for (var i = 0; i < cams.length; i++) {
  84574. var camera = cams[i];
  84575. var cameraName = camera.name;
  84576. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84577. camera.detachPostProcess(postProcess);
  84578. });
  84579. }
  84580. };
  84581. /**
  84582. * Gets a list of the post processes contained in the effect.
  84583. * @param camera The camera to get the post processes on.
  84584. * @returns The list of the post processes in the effect.
  84585. */
  84586. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  84587. if (this._singleInstance) {
  84588. return this._postProcesses[0];
  84589. }
  84590. else {
  84591. if (!camera) {
  84592. return null;
  84593. }
  84594. return this._postProcesses[camera.name];
  84595. }
  84596. };
  84597. return PostProcessRenderEffect;
  84598. }());
  84599. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  84600. })(BABYLON || (BABYLON = {}));
  84601. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  84602. var BABYLON;
  84603. (function (BABYLON) {
  84604. /**
  84605. * PostProcessRenderPipeline
  84606. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84607. */
  84608. var PostProcessRenderPipeline = /** @class */ (function () {
  84609. /**
  84610. * Initializes a PostProcessRenderPipeline
  84611. * @param engine engine to add the pipeline to
  84612. * @param name name of the pipeline
  84613. */
  84614. function PostProcessRenderPipeline(engine, name) {
  84615. this.engine = engine;
  84616. this._name = name;
  84617. this._renderEffects = {};
  84618. this._renderEffectsForIsolatedPass = new Array();
  84619. this._cameras = [];
  84620. }
  84621. /**
  84622. * "PostProcessRenderPipeline"
  84623. * @returns "PostProcessRenderPipeline"
  84624. */
  84625. PostProcessRenderPipeline.prototype.getClassName = function () {
  84626. return "PostProcessRenderPipeline";
  84627. };
  84628. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  84629. /**
  84630. * If all the render effects in the pipeline are support
  84631. */
  84632. get: function () {
  84633. for (var renderEffectName in this._renderEffects) {
  84634. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84635. if (!this._renderEffects[renderEffectName].isSupported) {
  84636. return false;
  84637. }
  84638. }
  84639. }
  84640. return true;
  84641. },
  84642. enumerable: true,
  84643. configurable: true
  84644. });
  84645. /**
  84646. * Adds an effect to the pipeline
  84647. * @param renderEffect the effect to add
  84648. */
  84649. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  84650. this._renderEffects[renderEffect._name] = renderEffect;
  84651. };
  84652. // private
  84653. /** @hidden */
  84654. PostProcessRenderPipeline.prototype._rebuild = function () {
  84655. };
  84656. /** @hidden */
  84657. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  84658. var renderEffects = this._renderEffects[renderEffectName];
  84659. if (!renderEffects) {
  84660. return;
  84661. }
  84662. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84663. };
  84664. /** @hidden */
  84665. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  84666. var renderEffects = this._renderEffects[renderEffectName];
  84667. if (!renderEffects) {
  84668. return;
  84669. }
  84670. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84671. };
  84672. /** @hidden */
  84673. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  84674. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84675. if (!cams) {
  84676. return;
  84677. }
  84678. var indicesToDelete = [];
  84679. var i;
  84680. for (i = 0; i < cams.length; i++) {
  84681. var camera = cams[i];
  84682. var cameraName = camera.name;
  84683. if (this._cameras.indexOf(camera) === -1) {
  84684. this._cameras[cameraName] = camera;
  84685. }
  84686. else if (unique) {
  84687. indicesToDelete.push(i);
  84688. }
  84689. }
  84690. for (i = 0; i < indicesToDelete.length; i++) {
  84691. cameras.splice(indicesToDelete[i], 1);
  84692. }
  84693. for (var renderEffectName in this._renderEffects) {
  84694. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84695. this._renderEffects[renderEffectName]._attachCameras(cams);
  84696. }
  84697. }
  84698. };
  84699. /** @hidden */
  84700. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  84701. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84702. if (!cams) {
  84703. return;
  84704. }
  84705. for (var renderEffectName in this._renderEffects) {
  84706. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84707. this._renderEffects[renderEffectName]._detachCameras(cams);
  84708. }
  84709. }
  84710. for (var i = 0; i < cams.length; i++) {
  84711. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  84712. }
  84713. };
  84714. /** @hidden */
  84715. PostProcessRenderPipeline.prototype._update = function () {
  84716. for (var renderEffectName in this._renderEffects) {
  84717. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84718. this._renderEffects[renderEffectName]._update();
  84719. }
  84720. }
  84721. for (var i = 0; i < this._cameras.length; i++) {
  84722. var cameraName = this._cameras[i].name;
  84723. if (this._renderEffectsForIsolatedPass[cameraName]) {
  84724. this._renderEffectsForIsolatedPass[cameraName]._update();
  84725. }
  84726. }
  84727. };
  84728. /** @hidden */
  84729. PostProcessRenderPipeline.prototype._reset = function () {
  84730. this._renderEffects = {};
  84731. this._renderEffectsForIsolatedPass = new Array();
  84732. };
  84733. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  84734. // 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)
  84735. var effectKeys = Object.keys(this._renderEffects);
  84736. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  84737. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  84738. if (postProcesses) {
  84739. postProcesses[0].samples = sampleCount;
  84740. return true;
  84741. }
  84742. }
  84743. return false;
  84744. };
  84745. /**
  84746. * Disposes of the pipeline
  84747. */
  84748. PostProcessRenderPipeline.prototype.dispose = function () {
  84749. // Must be implemented by children
  84750. };
  84751. __decorate([
  84752. BABYLON.serialize()
  84753. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  84754. return PostProcessRenderPipeline;
  84755. }());
  84756. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  84757. })(BABYLON || (BABYLON = {}));
  84758. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  84759. var BABYLON;
  84760. (function (BABYLON) {
  84761. /**
  84762. * This represents a depth renderer in Babylon.
  84763. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  84764. */
  84765. var DepthRenderer = /** @class */ (function () {
  84766. /**
  84767. * Instantiates a depth renderer
  84768. * @param scene The scene the renderer belongs to
  84769. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  84770. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  84771. */
  84772. function DepthRenderer(scene, type, camera) {
  84773. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  84774. if (camera === void 0) { camera = null; }
  84775. var _this = this;
  84776. /**
  84777. * Specifiess that the depth renderer will only be used within
  84778. * the camera it is created for.
  84779. * This can help forcing its rendering during the camera processing.
  84780. */
  84781. this.useOnlyInActiveCamera = false;
  84782. this._scene = scene;
  84783. // Register the G Buffer component to the scene.
  84784. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  84785. if (!component) {
  84786. component = new BABYLON.DepthRendererSceneComponent(scene);
  84787. scene._addComponent(component);
  84788. }
  84789. this._camera = camera;
  84790. var engine = scene.getEngine();
  84791. // Render target
  84792. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  84793. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84794. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84795. this._depthMap.refreshRate = 1;
  84796. this._depthMap.renderParticles = false;
  84797. this._depthMap.renderList = null;
  84798. // Camera to get depth map from to support multiple concurrent cameras
  84799. this._depthMap.activeCamera = this._camera;
  84800. this._depthMap.ignoreCameraViewport = true;
  84801. this._depthMap.useCameraPostProcesses = false;
  84802. // set default depth value to 1.0 (far away)
  84803. this._depthMap.onClearObservable.add(function (engine) {
  84804. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  84805. });
  84806. // Custom render function
  84807. var renderSubMesh = function (subMesh) {
  84808. var mesh = subMesh.getRenderingMesh();
  84809. var scene = _this._scene;
  84810. var engine = scene.getEngine();
  84811. var material = subMesh.getMaterial();
  84812. if (!material) {
  84813. return;
  84814. }
  84815. // Culling and reverse (right handed system)
  84816. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  84817. // Managing instances
  84818. var batch = mesh._getInstancesRenderList(subMesh._id);
  84819. if (batch.mustReturn) {
  84820. return;
  84821. }
  84822. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  84823. var camera = _this._camera || scene.activeCamera;
  84824. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  84825. engine.enableEffect(_this._effect);
  84826. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  84827. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  84828. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  84829. // Alpha test
  84830. if (material && material.needAlphaTesting()) {
  84831. var alphaTexture = material.getAlphaTestTexture();
  84832. if (alphaTexture) {
  84833. _this._effect.setTexture("diffuseSampler", alphaTexture);
  84834. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  84835. }
  84836. }
  84837. // Bones
  84838. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  84839. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  84840. }
  84841. // Draw
  84842. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  84843. }
  84844. };
  84845. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  84846. var index;
  84847. if (depthOnlySubMeshes.length) {
  84848. engine.setColorWrite(false);
  84849. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  84850. renderSubMesh(depthOnlySubMeshes.data[index]);
  84851. }
  84852. engine.setColorWrite(true);
  84853. }
  84854. for (index = 0; index < opaqueSubMeshes.length; index++) {
  84855. renderSubMesh(opaqueSubMeshes.data[index]);
  84856. }
  84857. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  84858. renderSubMesh(alphaTestSubMeshes.data[index]);
  84859. }
  84860. };
  84861. }
  84862. /**
  84863. * Creates the depth rendering effect and checks if the effect is ready.
  84864. * @param subMesh The submesh to be used to render the depth map of
  84865. * @param useInstances If multiple world instances should be used
  84866. * @returns if the depth renderer is ready to render the depth map
  84867. */
  84868. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  84869. var material = subMesh.getMaterial();
  84870. if (material.disableDepthWrite) {
  84871. return false;
  84872. }
  84873. var defines = [];
  84874. var attribs = [BABYLON.VertexBuffer.PositionKind];
  84875. var mesh = subMesh.getMesh();
  84876. // Alpha test
  84877. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  84878. defines.push("#define ALPHATEST");
  84879. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  84880. attribs.push(BABYLON.VertexBuffer.UVKind);
  84881. defines.push("#define UV1");
  84882. }
  84883. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  84884. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  84885. defines.push("#define UV2");
  84886. }
  84887. }
  84888. // Bones
  84889. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  84890. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  84891. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  84892. if (mesh.numBoneInfluencers > 4) {
  84893. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  84894. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  84895. }
  84896. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  84897. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  84898. }
  84899. else {
  84900. defines.push("#define NUM_BONE_INFLUENCERS 0");
  84901. }
  84902. // Instances
  84903. if (useInstances) {
  84904. defines.push("#define INSTANCES");
  84905. attribs.push("world0");
  84906. attribs.push("world1");
  84907. attribs.push("world2");
  84908. attribs.push("world3");
  84909. }
  84910. // Get correct effect
  84911. var join = defines.join("\n");
  84912. if (this._cachedDefines !== join) {
  84913. this._cachedDefines = join;
  84914. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  84915. }
  84916. return this._effect.isReady();
  84917. };
  84918. /**
  84919. * Gets the texture which the depth map will be written to.
  84920. * @returns The depth map texture
  84921. */
  84922. DepthRenderer.prototype.getDepthMap = function () {
  84923. return this._depthMap;
  84924. };
  84925. /**
  84926. * Disposes of the depth renderer.
  84927. */
  84928. DepthRenderer.prototype.dispose = function () {
  84929. this._depthMap.dispose();
  84930. };
  84931. return DepthRenderer;
  84932. }());
  84933. BABYLON.DepthRenderer = DepthRenderer;
  84934. })(BABYLON || (BABYLON = {}));
  84935. //# sourceMappingURL=babylon.depthRenderer.js.map
  84936. var BABYLON;
  84937. (function (BABYLON) {
  84938. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  84939. camera = camera || this.activeCamera;
  84940. if (!camera) {
  84941. throw "No camera available to enable depth renderer";
  84942. }
  84943. if (!this._depthRenderer) {
  84944. this._depthRenderer = {};
  84945. }
  84946. if (!this._depthRenderer[camera.id]) {
  84947. var textureType = 0;
  84948. if (this.getEngine().getCaps().textureHalfFloatRender) {
  84949. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  84950. }
  84951. else if (this.getEngine().getCaps().textureFloatRender) {
  84952. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  84953. }
  84954. else {
  84955. throw "Depth renderer does not support int texture type";
  84956. }
  84957. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  84958. }
  84959. return this._depthRenderer[camera.id];
  84960. };
  84961. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  84962. camera = camera || this.activeCamera;
  84963. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  84964. return;
  84965. }
  84966. this._depthRenderer[camera.id].dispose();
  84967. delete this._depthRenderer[camera.id];
  84968. };
  84969. /**
  84970. * Defines the Depth Renderer scene component responsible to manage a depth buffer usefull
  84971. * in several rendering techniques.
  84972. */
  84973. var DepthRendererSceneComponent = /** @class */ (function () {
  84974. /**
  84975. * Creates a new instance of the component for the given scene
  84976. * @param scene Defines the scene to register the component in
  84977. */
  84978. function DepthRendererSceneComponent(scene) {
  84979. /**
  84980. * The component name helpfull to identify the component in the list of scene components.
  84981. */
  84982. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  84983. this.scene = scene;
  84984. }
  84985. /**
  84986. * Registers the component in a given scene
  84987. */
  84988. DepthRendererSceneComponent.prototype.register = function () {
  84989. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  84990. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  84991. };
  84992. /**
  84993. * Rebuilds the elements related to this component in case of
  84994. * context lost for instance.
  84995. */
  84996. DepthRendererSceneComponent.prototype.rebuild = function () {
  84997. // Nothing to do for this component
  84998. };
  84999. /**
  85000. * Disposes the component and the associated ressources
  85001. */
  85002. DepthRendererSceneComponent.prototype.dispose = function () {
  85003. for (var key in this.scene._depthRenderer) {
  85004. this.scene._depthRenderer[key].dispose();
  85005. }
  85006. };
  85007. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85008. if (this.scene._depthRenderer) {
  85009. for (var key in this.scene._depthRenderer) {
  85010. var depthRenderer = this.scene._depthRenderer[key];
  85011. if (!depthRenderer.useOnlyInActiveCamera) {
  85012. renderTargets.push(depthRenderer.getDepthMap());
  85013. }
  85014. }
  85015. }
  85016. };
  85017. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  85018. if (this.scene._depthRenderer) {
  85019. for (var key in this.scene._depthRenderer) {
  85020. var depthRenderer = this.scene._depthRenderer[key];
  85021. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  85022. renderTargets.push(depthRenderer.getDepthMap());
  85023. }
  85024. }
  85025. }
  85026. };
  85027. return DepthRendererSceneComponent;
  85028. }());
  85029. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  85030. })(BABYLON || (BABYLON = {}));
  85031. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  85032. var BABYLON;
  85033. (function (BABYLON) {
  85034. /**
  85035. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  85036. */
  85037. var GeometryBufferRenderer = /** @class */ (function () {
  85038. /**
  85039. * Creates a new G Buffer for the scene
  85040. * @param scene The scene the buffer belongs to
  85041. * @param ratio How big is the buffer related to the main canvas.
  85042. */
  85043. function GeometryBufferRenderer(scene, ratio) {
  85044. if (ratio === void 0) { ratio = 1; }
  85045. /**
  85046. * Dictionary used to store the previous transformation matrices of each rendered mesh
  85047. * in order to compute objects velocities when enableVelocity is set to "true"
  85048. * @hidden
  85049. */
  85050. this._previousTransformationMatrices = {};
  85051. this._enablePosition = false;
  85052. this._enableVelocity = false;
  85053. this._positionIndex = -1;
  85054. this._velocityIndex = -1;
  85055. this._scene = scene;
  85056. this._ratio = ratio;
  85057. // Register the G Buffer component to the scene.
  85058. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  85059. if (!component) {
  85060. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  85061. scene._addComponent(component);
  85062. }
  85063. // Render target
  85064. this._createRenderTargets();
  85065. }
  85066. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  85067. /**
  85068. * Set the render list (meshes to be rendered) used in the G buffer.
  85069. */
  85070. set: function (meshes) {
  85071. this._multiRenderTarget.renderList = meshes;
  85072. },
  85073. enumerable: true,
  85074. configurable: true
  85075. });
  85076. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  85077. /**
  85078. * Gets wether or not G buffer are supported by the running hardware.
  85079. * This requires draw buffer supports
  85080. */
  85081. get: function () {
  85082. return this._multiRenderTarget.isSupported;
  85083. },
  85084. enumerable: true,
  85085. configurable: true
  85086. });
  85087. /**
  85088. * Returns the index of the given texture type in the G-Buffer textures array
  85089. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  85090. * @returns the index of the given texture type in the G-Buffer textures array
  85091. */
  85092. GeometryBufferRenderer.prototype.getTextureIndex = function (textureType) {
  85093. switch (textureType) {
  85094. case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;
  85095. case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;
  85096. default: return -1;
  85097. }
  85098. };
  85099. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  85100. /**
  85101. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  85102. */
  85103. get: function () {
  85104. return this._enablePosition;
  85105. },
  85106. /**
  85107. * Sets whether or not objects positions are enabled for the G buffer.
  85108. */
  85109. set: function (enable) {
  85110. this._enablePosition = enable;
  85111. this.dispose();
  85112. this._createRenderTargets();
  85113. },
  85114. enumerable: true,
  85115. configurable: true
  85116. });
  85117. Object.defineProperty(GeometryBufferRenderer.prototype, "enableVelocity", {
  85118. /**
  85119. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  85120. */
  85121. get: function () {
  85122. return this._enableVelocity;
  85123. },
  85124. /**
  85125. * Sets wether or not objects velocities are enabled for the G buffer.
  85126. */
  85127. set: function (enable) {
  85128. this._enableVelocity = enable;
  85129. this.dispose();
  85130. this._createRenderTargets();
  85131. },
  85132. enumerable: true,
  85133. configurable: true
  85134. });
  85135. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  85136. /**
  85137. * Gets the scene associated with the buffer.
  85138. */
  85139. get: function () {
  85140. return this._scene;
  85141. },
  85142. enumerable: true,
  85143. configurable: true
  85144. });
  85145. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  85146. /**
  85147. * Gets the ratio used by the buffer during its creation.
  85148. * How big is the buffer related to the main canvas.
  85149. */
  85150. get: function () {
  85151. return this._ratio;
  85152. },
  85153. enumerable: true,
  85154. configurable: true
  85155. });
  85156. /**
  85157. * Checks wether everything is ready to render a submesh to the G buffer.
  85158. * @param subMesh the submesh to check readiness for
  85159. * @param useInstances is the mesh drawn using instance or not
  85160. * @returns true if ready otherwise false
  85161. */
  85162. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  85163. var material = subMesh.getMaterial();
  85164. if (material && material.disableDepthWrite) {
  85165. return false;
  85166. }
  85167. var defines = [];
  85168. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  85169. var mesh = subMesh.getMesh();
  85170. // Alpha test
  85171. if (material && material.needAlphaTesting()) {
  85172. defines.push("#define ALPHATEST");
  85173. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85174. attribs.push(BABYLON.VertexBuffer.UVKind);
  85175. defines.push("#define UV1");
  85176. }
  85177. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85178. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85179. defines.push("#define UV2");
  85180. }
  85181. }
  85182. // Buffers
  85183. if (this._enablePosition) {
  85184. defines.push("#define POSITION");
  85185. defines.push("#define POSITION_INDEX " + this._positionIndex);
  85186. }
  85187. if (this._enableVelocity) {
  85188. defines.push("#define VELOCITY");
  85189. defines.push("#define VELOCITY_INDEX " + this._velocityIndex);
  85190. }
  85191. // Bones
  85192. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85193. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85194. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85195. if (mesh.numBoneInfluencers > 4) {
  85196. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85197. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85198. }
  85199. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85200. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85201. }
  85202. else {
  85203. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85204. }
  85205. // Instances
  85206. if (useInstances) {
  85207. defines.push("#define INSTANCES");
  85208. attribs.push("world0");
  85209. attribs.push("world1");
  85210. attribs.push("world2");
  85211. attribs.push("world3");
  85212. }
  85213. // Setup textures count
  85214. defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
  85215. // Get correct effect
  85216. var join = defines.join("\n");
  85217. if (this._cachedDefines !== join) {
  85218. this._cachedDefines = join;
  85219. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view", "previousWorldViewProjection"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  85220. }
  85221. return this._effect.isReady();
  85222. };
  85223. /**
  85224. * Gets the current underlying G Buffer.
  85225. * @returns the buffer
  85226. */
  85227. GeometryBufferRenderer.prototype.getGBuffer = function () {
  85228. return this._multiRenderTarget;
  85229. };
  85230. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  85231. /**
  85232. * Gets the number of samples used to render the buffer (anti aliasing).
  85233. */
  85234. get: function () {
  85235. return this._multiRenderTarget.samples;
  85236. },
  85237. /**
  85238. * Sets the number of samples used to render the buffer (anti aliasing).
  85239. */
  85240. set: function (value) {
  85241. this._multiRenderTarget.samples = value;
  85242. },
  85243. enumerable: true,
  85244. configurable: true
  85245. });
  85246. /**
  85247. * Disposes the renderer and frees up associated resources.
  85248. */
  85249. GeometryBufferRenderer.prototype.dispose = function () {
  85250. this.getGBuffer().dispose();
  85251. };
  85252. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  85253. var _this = this;
  85254. var engine = this._scene.getEngine();
  85255. var count = 2;
  85256. if (this._enablePosition) {
  85257. this._positionIndex = count;
  85258. count++;
  85259. }
  85260. if (this._enableVelocity) {
  85261. this._velocityIndex = count;
  85262. count++;
  85263. }
  85264. 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 });
  85265. if (!this.isSupported) {
  85266. return;
  85267. }
  85268. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85269. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85270. this._multiRenderTarget.refreshRate = 1;
  85271. this._multiRenderTarget.renderParticles = false;
  85272. this._multiRenderTarget.renderList = null;
  85273. // set default depth value to 1.0 (far away)
  85274. this._multiRenderTarget.onClearObservable.add(function (engine) {
  85275. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  85276. });
  85277. // Custom render function
  85278. var renderSubMesh = function (subMesh) {
  85279. var mesh = subMesh.getRenderingMesh();
  85280. var scene = _this._scene;
  85281. var engine = scene.getEngine();
  85282. var material = subMesh.getMaterial();
  85283. if (!material) {
  85284. return;
  85285. }
  85286. // Velocity
  85287. if (!_this._previousTransformationMatrices[mesh.uniqueId]) {
  85288. _this._previousTransformationMatrices[mesh.uniqueId] = BABYLON.Matrix.Identity();
  85289. }
  85290. // Culling
  85291. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85292. // Managing instances
  85293. var batch = mesh._getInstancesRenderList(subMesh._id);
  85294. if (batch.mustReturn) {
  85295. return;
  85296. }
  85297. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85298. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  85299. engine.enableEffect(_this._effect);
  85300. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85301. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85302. _this._effect.setMatrix("view", scene.getViewMatrix());
  85303. // Alpha test
  85304. if (material && material.needAlphaTesting()) {
  85305. var alphaTexture = material.getAlphaTestTexture();
  85306. if (alphaTexture) {
  85307. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85308. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85309. }
  85310. }
  85311. // Bones
  85312. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85313. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85314. }
  85315. // Velocity
  85316. _this._effect.setMatrix("previousWorldViewProjection", _this._previousTransformationMatrices[mesh.uniqueId]);
  85317. // Draw
  85318. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85319. }
  85320. // Velocity
  85321. _this._previousTransformationMatrices[mesh.uniqueId] = mesh.getWorldMatrix().multiply(_this._scene.getTransformMatrix());
  85322. };
  85323. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85324. var index;
  85325. if (depthOnlySubMeshes.length) {
  85326. engine.setColorWrite(false);
  85327. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85328. renderSubMesh(depthOnlySubMeshes.data[index]);
  85329. }
  85330. engine.setColorWrite(true);
  85331. }
  85332. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85333. renderSubMesh(opaqueSubMeshes.data[index]);
  85334. }
  85335. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85336. renderSubMesh(alphaTestSubMeshes.data[index]);
  85337. }
  85338. };
  85339. };
  85340. /**
  85341. * Constant used to retrieve the position texture index in the G-Buffer textures array
  85342. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  85343. */
  85344. GeometryBufferRenderer.POSITION_TEXTURE_TYPE = 1;
  85345. /**
  85346. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  85347. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  85348. */
  85349. GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 2;
  85350. return GeometryBufferRenderer;
  85351. }());
  85352. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  85353. })(BABYLON || (BABYLON = {}));
  85354. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  85355. var BABYLON;
  85356. (function (BABYLON) {
  85357. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  85358. get: function () {
  85359. this._geometryBufferRenderer;
  85360. },
  85361. set: function (value) {
  85362. if (value && value.isSupported) {
  85363. this._geometryBufferRenderer = value;
  85364. }
  85365. },
  85366. enumerable: true,
  85367. configurable: true
  85368. });
  85369. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  85370. if (ratio === void 0) { ratio = 1; }
  85371. if (this._geometryBufferRenderer) {
  85372. return this._geometryBufferRenderer;
  85373. }
  85374. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  85375. if (!this._geometryBufferRenderer.isSupported) {
  85376. this._geometryBufferRenderer = null;
  85377. }
  85378. return this._geometryBufferRenderer;
  85379. };
  85380. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  85381. if (!this._geometryBufferRenderer) {
  85382. return;
  85383. }
  85384. this._geometryBufferRenderer.dispose();
  85385. this._geometryBufferRenderer = null;
  85386. };
  85387. /**
  85388. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  85389. * in several rendering techniques.
  85390. */
  85391. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  85392. /**
  85393. * Creates a new instance of the component for the given scene
  85394. * @param scene Defines the scene to register the component in
  85395. */
  85396. function GeometryBufferRendererSceneComponent(scene) {
  85397. /**
  85398. * The component name helpful to identify the component in the list of scene components.
  85399. */
  85400. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  85401. this.scene = scene;
  85402. }
  85403. /**
  85404. * Registers the component in a given scene
  85405. */
  85406. GeometryBufferRendererSceneComponent.prototype.register = function () {
  85407. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  85408. };
  85409. /**
  85410. * Rebuilds the elements related to this component in case of
  85411. * context lost for instance.
  85412. */
  85413. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  85414. // Nothing to do for this component
  85415. };
  85416. /**
  85417. * Disposes the component and the associated ressources
  85418. */
  85419. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  85420. // Nothing to do for this component
  85421. };
  85422. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85423. if (this.scene._geometryBufferRenderer) {
  85424. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  85425. }
  85426. };
  85427. return GeometryBufferRendererSceneComponent;
  85428. }());
  85429. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  85430. })(BABYLON || (BABYLON = {}));
  85431. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  85432. var BABYLON;
  85433. (function (BABYLON) {
  85434. /**
  85435. * Render pipeline to produce ssao effect
  85436. */
  85437. var SSAORenderingPipeline = /** @class */ (function (_super) {
  85438. __extends(SSAORenderingPipeline, _super);
  85439. /**
  85440. * @constructor
  85441. * @param name - The rendering pipeline name
  85442. * @param scene - The scene linked to this pipeline
  85443. * @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 }
  85444. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  85445. */
  85446. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  85447. var _this = _super.call(this, scene.getEngine(), name) || this;
  85448. // Members
  85449. /**
  85450. * @ignore
  85451. * The PassPostProcess id in the pipeline that contains the original scene color
  85452. */
  85453. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85454. /**
  85455. * @ignore
  85456. * The SSAO PostProcess id in the pipeline
  85457. */
  85458. _this.SSAORenderEffect = "SSAORenderEffect";
  85459. /**
  85460. * @ignore
  85461. * The horizontal blur PostProcess id in the pipeline
  85462. */
  85463. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85464. /**
  85465. * @ignore
  85466. * The vertical blur PostProcess id in the pipeline
  85467. */
  85468. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85469. /**
  85470. * @ignore
  85471. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85472. */
  85473. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85474. /**
  85475. * The output strength of the SSAO post-process. Default value is 1.0.
  85476. */
  85477. _this.totalStrength = 1.0;
  85478. /**
  85479. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  85480. */
  85481. _this.radius = 0.0001;
  85482. /**
  85483. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  85484. * Must not be equal to fallOff and superior to fallOff.
  85485. * Default value is 0.975
  85486. */
  85487. _this.area = 0.0075;
  85488. /**
  85489. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  85490. * Must not be equal to area and inferior to area.
  85491. * Default value is 0.0
  85492. */
  85493. _this.fallOff = 0.000001;
  85494. /**
  85495. * The base color of the SSAO post-process
  85496. * The final result is "base + ssao" between [0, 1]
  85497. */
  85498. _this.base = 0.5;
  85499. _this._firstUpdate = true;
  85500. _this._scene = scene;
  85501. // Set up assets
  85502. _this._createRandomTexture();
  85503. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  85504. var ssaoRatio = ratio.ssaoRatio || ratio;
  85505. var combineRatio = ratio.combineRatio || ratio;
  85506. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85507. _this._createSSAOPostProcess(ssaoRatio);
  85508. _this._createBlurPostProcess(ssaoRatio);
  85509. _this._createSSAOCombinePostProcess(combineRatio);
  85510. // Set up pipeline
  85511. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85512. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85513. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85514. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85515. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85516. // Finish
  85517. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85518. if (cameras) {
  85519. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85520. }
  85521. return _this;
  85522. }
  85523. // Public Methods
  85524. /**
  85525. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85526. */
  85527. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  85528. if (disableDepthRender === void 0) { disableDepthRender = false; }
  85529. for (var i = 0; i < this._scene.cameras.length; i++) {
  85530. var camera = this._scene.cameras[i];
  85531. this._originalColorPostProcess.dispose(camera);
  85532. this._ssaoPostProcess.dispose(camera);
  85533. this._blurHPostProcess.dispose(camera);
  85534. this._blurVPostProcess.dispose(camera);
  85535. this._ssaoCombinePostProcess.dispose(camera);
  85536. }
  85537. this._randomTexture.dispose();
  85538. if (disableDepthRender) {
  85539. this._scene.disableDepthRenderer();
  85540. }
  85541. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85542. _super.prototype.dispose.call(this);
  85543. };
  85544. // Private Methods
  85545. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  85546. var _this = this;
  85547. var size = 16;
  85548. 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);
  85549. 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);
  85550. this._blurHPostProcess.onActivateObservable.add(function () {
  85551. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  85552. _this._blurHPostProcess.kernel = size * dw;
  85553. });
  85554. this._blurVPostProcess.onActivateObservable.add(function () {
  85555. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  85556. _this._blurVPostProcess.kernel = size * dw;
  85557. });
  85558. };
  85559. /** @hidden */
  85560. SSAORenderingPipeline.prototype._rebuild = function () {
  85561. this._firstUpdate = true;
  85562. _super.prototype._rebuild.call(this);
  85563. };
  85564. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  85565. var _this = this;
  85566. var numSamples = 16;
  85567. var sampleSphere = [
  85568. 0.5381, 0.1856, -0.4319,
  85569. 0.1379, 0.2486, 0.4430,
  85570. 0.3371, 0.5679, -0.0057,
  85571. -0.6999, -0.0451, -0.0019,
  85572. 0.0689, -0.1598, -0.8547,
  85573. 0.0560, 0.0069, -0.1843,
  85574. -0.0146, 0.1402, 0.0762,
  85575. 0.0100, -0.1924, -0.0344,
  85576. -0.3577, -0.5301, -0.4358,
  85577. -0.3169, 0.1063, 0.0158,
  85578. 0.0103, -0.5869, 0.0046,
  85579. -0.0897, -0.4940, 0.3287,
  85580. 0.7119, -0.0154, -0.0918,
  85581. -0.0533, 0.0596, -0.5411,
  85582. 0.0352, -0.0631, 0.5460,
  85583. -0.4776, 0.2847, -0.0271
  85584. ];
  85585. var samplesFactor = 1.0 / numSamples;
  85586. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  85587. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  85588. "area", "fallOff", "base", "range", "viewport"
  85589. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  85590. this._ssaoPostProcess.onApply = function (effect) {
  85591. if (_this._firstUpdate) {
  85592. effect.setArray3("sampleSphere", sampleSphere);
  85593. effect.setFloat("samplesFactor", samplesFactor);
  85594. effect.setFloat("randTextureTiles", 4.0);
  85595. }
  85596. effect.setFloat("totalStrength", _this.totalStrength);
  85597. effect.setFloat("radius", _this.radius);
  85598. effect.setFloat("area", _this.area);
  85599. effect.setFloat("fallOff", _this.fallOff);
  85600. effect.setFloat("base", _this.base);
  85601. effect.setTexture("textureSampler", _this._depthTexture);
  85602. effect.setTexture("randomSampler", _this._randomTexture);
  85603. };
  85604. };
  85605. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  85606. var _this = this;
  85607. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85608. this._ssaoCombinePostProcess.onApply = function (effect) {
  85609. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  85610. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  85611. };
  85612. };
  85613. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  85614. var size = 512;
  85615. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  85616. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85617. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85618. var context = this._randomTexture.getContext();
  85619. var rand = function (min, max) {
  85620. return Math.random() * (max - min) + min;
  85621. };
  85622. var randVector = BABYLON.Vector3.Zero();
  85623. for (var x = 0; x < size; x++) {
  85624. for (var y = 0; y < size; y++) {
  85625. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  85626. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  85627. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  85628. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  85629. context.fillRect(x, y, 1, 1);
  85630. }
  85631. }
  85632. this._randomTexture.update(false);
  85633. };
  85634. __decorate([
  85635. BABYLON.serialize()
  85636. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  85637. __decorate([
  85638. BABYLON.serialize()
  85639. ], SSAORenderingPipeline.prototype, "radius", void 0);
  85640. __decorate([
  85641. BABYLON.serialize()
  85642. ], SSAORenderingPipeline.prototype, "area", void 0);
  85643. __decorate([
  85644. BABYLON.serialize()
  85645. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  85646. __decorate([
  85647. BABYLON.serialize()
  85648. ], SSAORenderingPipeline.prototype, "base", void 0);
  85649. return SSAORenderingPipeline;
  85650. }(BABYLON.PostProcessRenderPipeline));
  85651. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  85652. })(BABYLON || (BABYLON = {}));
  85653. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  85654. var BABYLON;
  85655. (function (BABYLON) {
  85656. /**
  85657. * Render pipeline to produce ssao effect
  85658. */
  85659. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  85660. __extends(SSAO2RenderingPipeline, _super);
  85661. /**
  85662. * @constructor
  85663. * @param name The rendering pipeline name
  85664. * @param scene The scene linked to this pipeline
  85665. * @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 }
  85666. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85667. */
  85668. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  85669. var _this = _super.call(this, scene.getEngine(), name) || this;
  85670. // Members
  85671. /**
  85672. * @ignore
  85673. * The PassPostProcess id in the pipeline that contains the original scene color
  85674. */
  85675. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85676. /**
  85677. * @ignore
  85678. * The SSAO PostProcess id in the pipeline
  85679. */
  85680. _this.SSAORenderEffect = "SSAORenderEffect";
  85681. /**
  85682. * @ignore
  85683. * The horizontal blur PostProcess id in the pipeline
  85684. */
  85685. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85686. /**
  85687. * @ignore
  85688. * The vertical blur PostProcess id in the pipeline
  85689. */
  85690. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85691. /**
  85692. * @ignore
  85693. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85694. */
  85695. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85696. /**
  85697. * The output strength of the SSAO post-process. Default value is 1.0.
  85698. */
  85699. _this.totalStrength = 1.0;
  85700. /**
  85701. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  85702. */
  85703. _this.maxZ = 100.0;
  85704. /**
  85705. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  85706. */
  85707. _this.minZAspect = 0.2;
  85708. _this._samples = 8;
  85709. _this._textureSamples = 1;
  85710. _this._expensiveBlur = true;
  85711. /**
  85712. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  85713. */
  85714. _this.radius = 2.0;
  85715. /**
  85716. * The base color of the SSAO post-process
  85717. * The final result is "base + ssao" between [0, 1]
  85718. */
  85719. _this.base = 0;
  85720. _this._firstUpdate = true;
  85721. _this._bits = new Uint32Array(1);
  85722. _this._scene = scene;
  85723. _this._ratio = ratio;
  85724. if (!_this.isSupported) {
  85725. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  85726. return _this;
  85727. }
  85728. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  85729. var blurRatio = _this._ratio.blurRatio || ratio;
  85730. // Set up assets
  85731. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  85732. _this._createRandomTexture();
  85733. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  85734. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  85735. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85736. _this._originalColorPostProcess.samples = _this.textureSamples;
  85737. _this._createSSAOPostProcess(1.0);
  85738. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  85739. _this._createSSAOCombinePostProcess(blurRatio);
  85740. // Set up pipeline
  85741. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85742. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85743. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85744. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85745. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85746. // Finish
  85747. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85748. if (cameras) {
  85749. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85750. }
  85751. return _this;
  85752. }
  85753. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  85754. get: function () {
  85755. return this._samples;
  85756. },
  85757. /**
  85758. * Number of samples used for the SSAO calculations. Default value is 8
  85759. */
  85760. set: function (n) {
  85761. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  85762. this._samples = n;
  85763. this._sampleSphere = this._generateHemisphere();
  85764. this._firstUpdate = true;
  85765. },
  85766. enumerable: true,
  85767. configurable: true
  85768. });
  85769. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  85770. get: function () {
  85771. return this._textureSamples;
  85772. },
  85773. /**
  85774. * Number of samples to use for antialiasing
  85775. */
  85776. set: function (n) {
  85777. this._textureSamples = n;
  85778. this._originalColorPostProcess.samples = n;
  85779. this._blurHPostProcess.samples = n;
  85780. this._blurVPostProcess.samples = n;
  85781. this._ssaoPostProcess.samples = n;
  85782. this._ssaoCombinePostProcess.samples = n;
  85783. },
  85784. enumerable: true,
  85785. configurable: true
  85786. });
  85787. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  85788. get: function () {
  85789. return this._expensiveBlur;
  85790. },
  85791. /**
  85792. * If bilateral blur should be used
  85793. */
  85794. set: function (b) {
  85795. 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"]);
  85796. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  85797. this._expensiveBlur = b;
  85798. this._firstUpdate = true;
  85799. },
  85800. enumerable: true,
  85801. configurable: true
  85802. });
  85803. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  85804. /**
  85805. * Support test.
  85806. */
  85807. get: function () {
  85808. var engine = BABYLON.Engine.LastCreatedEngine;
  85809. if (!engine) {
  85810. return false;
  85811. }
  85812. return engine.getCaps().drawBuffersExtension;
  85813. },
  85814. enumerable: true,
  85815. configurable: true
  85816. });
  85817. // Public Methods
  85818. /**
  85819. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85820. */
  85821. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  85822. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  85823. for (var i = 0; i < this._scene.cameras.length; i++) {
  85824. var camera = this._scene.cameras[i];
  85825. this._originalColorPostProcess.dispose(camera);
  85826. this._ssaoPostProcess.dispose(camera);
  85827. this._blurHPostProcess.dispose(camera);
  85828. this._blurVPostProcess.dispose(camera);
  85829. this._ssaoCombinePostProcess.dispose(camera);
  85830. }
  85831. this._randomTexture.dispose();
  85832. if (disableGeometryBufferRenderer) {
  85833. this._scene.disableGeometryBufferRenderer();
  85834. }
  85835. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85836. _super.prototype.dispose.call(this);
  85837. };
  85838. // Private Methods
  85839. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  85840. var _this = this;
  85841. this._samplerOffsets = [];
  85842. var expensive = this.expensiveBlur;
  85843. for (var i = -8; i < 8; i++) {
  85844. this._samplerOffsets.push(i * 2 + 0.5);
  85845. }
  85846. 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");
  85847. this._blurHPostProcess.onApply = function (effect) {
  85848. if (!_this._scene.activeCamera) {
  85849. return;
  85850. }
  85851. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  85852. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85853. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85854. effect.setFloat("radius", _this.radius);
  85855. effect.setTexture("depthSampler", _this._depthTexture);
  85856. if (_this._firstUpdate) {
  85857. effect.setArray("samplerOffsets", _this._samplerOffsets);
  85858. }
  85859. };
  85860. 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");
  85861. this._blurVPostProcess.onApply = function (effect) {
  85862. if (!_this._scene.activeCamera) {
  85863. return;
  85864. }
  85865. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  85866. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85867. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85868. effect.setFloat("radius", _this.radius);
  85869. effect.setTexture("depthSampler", _this._depthTexture);
  85870. if (_this._firstUpdate) {
  85871. effect.setArray("samplerOffsets", _this._samplerOffsets);
  85872. _this._firstUpdate = false;
  85873. }
  85874. };
  85875. this._blurHPostProcess.samples = this.textureSamples;
  85876. this._blurVPostProcess.samples = this.textureSamples;
  85877. };
  85878. /** @hidden */
  85879. SSAO2RenderingPipeline.prototype._rebuild = function () {
  85880. this._firstUpdate = true;
  85881. _super.prototype._rebuild.call(this);
  85882. };
  85883. //Van der Corput radical inverse
  85884. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  85885. this._bits[0] = i;
  85886. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  85887. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  85888. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  85889. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  85890. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  85891. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  85892. };
  85893. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  85894. return [i / n, this._radicalInverse_VdC(i)];
  85895. };
  85896. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  85897. var phi = v * 2.0 * Math.PI;
  85898. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  85899. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  85900. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  85901. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  85902. };
  85903. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  85904. var numSamples = this.samples;
  85905. var result = [];
  85906. var vector;
  85907. var i = 0;
  85908. while (i < numSamples) {
  85909. if (numSamples < 16) {
  85910. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  85911. }
  85912. else {
  85913. var rand = this._hammersley(i, numSamples);
  85914. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  85915. }
  85916. result.push(vector.x, vector.y, vector.z);
  85917. i++;
  85918. }
  85919. return result;
  85920. };
  85921. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  85922. var _this = this;
  85923. var numSamples = this.samples;
  85924. this._sampleSphere = this._generateHemisphere();
  85925. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  85926. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  85927. "base", "range", "projection", "near", "far", "texelSize",
  85928. "xViewport", "yViewport", "maxZ", "minZAspect"
  85929. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  85930. this._ssaoPostProcess.onApply = function (effect) {
  85931. if (_this._firstUpdate) {
  85932. effect.setArray3("sampleSphere", _this._sampleSphere);
  85933. effect.setFloat("randTextureTiles", 32.0);
  85934. }
  85935. if (!_this._scene.activeCamera) {
  85936. return;
  85937. }
  85938. effect.setFloat("samplesFactor", 1 / _this.samples);
  85939. effect.setFloat("totalStrength", _this.totalStrength);
  85940. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  85941. effect.setFloat("radius", _this.radius);
  85942. effect.setFloat("maxZ", _this.maxZ);
  85943. effect.setFloat("minZAspect", _this.minZAspect);
  85944. effect.setFloat("base", _this.base);
  85945. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85946. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85947. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  85948. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  85949. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  85950. effect.setTexture("textureSampler", _this._depthTexture);
  85951. effect.setTexture("normalSampler", _this._normalTexture);
  85952. effect.setTexture("randomSampler", _this._randomTexture);
  85953. };
  85954. this._ssaoPostProcess.samples = this.textureSamples;
  85955. };
  85956. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  85957. var _this = this;
  85958. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85959. this._ssaoCombinePostProcess.onApply = function (effect) {
  85960. var viewport = _this._scene.activeCamera.viewport;
  85961. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  85962. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  85963. };
  85964. this._ssaoCombinePostProcess.samples = this.textureSamples;
  85965. };
  85966. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  85967. var size = 128;
  85968. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  85969. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85970. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85971. var context = this._randomTexture.getContext();
  85972. var rand = function (min, max) {
  85973. return Math.random() * (max - min) + min;
  85974. };
  85975. var randVector = BABYLON.Vector3.Zero();
  85976. for (var x = 0; x < size; x++) {
  85977. for (var y = 0; y < size; y++) {
  85978. randVector.x = rand(0.0, 1.0);
  85979. randVector.y = rand(0.0, 1.0);
  85980. randVector.z = 0.0;
  85981. randVector.normalize();
  85982. randVector.scaleInPlace(255);
  85983. randVector.x = Math.floor(randVector.x);
  85984. randVector.y = Math.floor(randVector.y);
  85985. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  85986. context.fillRect(x, y, 1, 1);
  85987. }
  85988. }
  85989. this._randomTexture.update(false);
  85990. };
  85991. /**
  85992. * Serialize the rendering pipeline (Used when exporting)
  85993. * @returns the serialized object
  85994. */
  85995. SSAO2RenderingPipeline.prototype.serialize = function () {
  85996. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  85997. serializationObject.customType = "SSAO2RenderingPipeline";
  85998. return serializationObject;
  85999. };
  86000. /**
  86001. * Parse the serialized pipeline
  86002. * @param source Source pipeline.
  86003. * @param scene The scene to load the pipeline to.
  86004. * @param rootUrl The URL of the serialized pipeline.
  86005. * @returns An instantiated pipeline from the serialized object.
  86006. */
  86007. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  86008. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  86009. };
  86010. __decorate([
  86011. BABYLON.serialize()
  86012. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  86013. __decorate([
  86014. BABYLON.serialize()
  86015. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  86016. __decorate([
  86017. BABYLON.serialize()
  86018. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  86019. __decorate([
  86020. BABYLON.serialize("samples")
  86021. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  86022. __decorate([
  86023. BABYLON.serialize("textureSamples")
  86024. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  86025. __decorate([
  86026. BABYLON.serialize()
  86027. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  86028. __decorate([
  86029. BABYLON.serialize("expensiveBlur")
  86030. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  86031. __decorate([
  86032. BABYLON.serialize()
  86033. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  86034. __decorate([
  86035. BABYLON.serialize()
  86036. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  86037. return SSAO2RenderingPipeline;
  86038. }(BABYLON.PostProcessRenderPipeline));
  86039. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  86040. })(BABYLON || (BABYLON = {}));
  86041. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  86042. var BABYLON;
  86043. (function (BABYLON) {
  86044. /**
  86045. * BABYLON.JS Chromatic Aberration GLSL Shader
  86046. * Author: Olivier Guyot
  86047. * Separates very slightly R, G and B colors on the edges of the screen
  86048. * Inspired by Francois Tarlier & Martins Upitis
  86049. */
  86050. var LensRenderingPipeline = /** @class */ (function (_super) {
  86051. __extends(LensRenderingPipeline, _super);
  86052. /**
  86053. * @constructor
  86054. *
  86055. * Effect parameters are as follow:
  86056. * {
  86057. * chromatic_aberration: number; // from 0 to x (1 for realism)
  86058. * edge_blur: number; // from 0 to x (1 for realism)
  86059. * distortion: number; // from 0 to x (1 for realism)
  86060. * grain_amount: number; // from 0 to 1
  86061. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  86062. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  86063. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  86064. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  86065. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  86066. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  86067. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  86068. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  86069. * }
  86070. * Note: if an effect parameter is unset, effect is disabled
  86071. *
  86072. * @param name The rendering pipeline name
  86073. * @param parameters - An object containing all parameters (see above)
  86074. * @param scene The scene linked to this pipeline
  86075. * @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)
  86076. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86077. */
  86078. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  86079. if (ratio === void 0) { ratio = 1.0; }
  86080. var _this = _super.call(this, scene.getEngine(), name) || this;
  86081. // Lens effects can be of the following:
  86082. // - chromatic aberration (slight shift of RGB colors)
  86083. // - blur on the edge of the lens
  86084. // - lens distortion
  86085. // - depth-of-field blur & highlights enhancing
  86086. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  86087. // - grain effect (noise or custom texture)
  86088. // Two additional texture samplers are needed:
  86089. // - depth map (for depth-of-field)
  86090. // - grain texture
  86091. /**
  86092. * @ignore
  86093. * The chromatic aberration PostProcess id in the pipeline
  86094. */
  86095. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  86096. /**
  86097. * @ignore
  86098. * The highlights enhancing PostProcess id in the pipeline
  86099. */
  86100. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  86101. /**
  86102. * @ignore
  86103. * The depth-of-field PostProcess id in the pipeline
  86104. */
  86105. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  86106. _this._scene = scene;
  86107. // Fetch texture samplers
  86108. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86109. if (parameters.grain_texture) {
  86110. _this._grainTexture = parameters.grain_texture;
  86111. }
  86112. else {
  86113. _this._createGrainTexture();
  86114. }
  86115. // save parameters
  86116. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  86117. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  86118. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  86119. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  86120. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  86121. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  86122. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  86123. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  86124. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  86125. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  86126. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  86127. // Create effects
  86128. _this._createChromaticAberrationPostProcess(ratio);
  86129. _this._createHighlightsPostProcess(ratio);
  86130. _this._createDepthOfFieldPostProcess(ratio / 4);
  86131. // Set up pipeline
  86132. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  86133. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  86134. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  86135. if (_this._highlightsGain === -1) {
  86136. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  86137. }
  86138. // Finish
  86139. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86140. if (cameras) {
  86141. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86142. }
  86143. return _this;
  86144. }
  86145. // public methods (self explanatory)
  86146. /**
  86147. * Sets the amount of blur at the edges
  86148. * @param amount blur amount
  86149. */
  86150. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  86151. /**
  86152. * Sets edge blur to 0
  86153. */
  86154. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  86155. /**
  86156. * Sets the amout of grain
  86157. * @param amount Amount of grain
  86158. */
  86159. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  86160. /**
  86161. * Set grain amount to 0
  86162. */
  86163. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  86164. /**
  86165. * Sets the chromatic aberration amount
  86166. * @param amount amount of chromatic aberration
  86167. */
  86168. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  86169. /**
  86170. * Sets chromatic aberration amount to 0
  86171. */
  86172. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  86173. /**
  86174. * Sets the EdgeDistortion amount
  86175. * @param amount amount of EdgeDistortion
  86176. */
  86177. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  86178. /**
  86179. * Sets edge distortion to 0
  86180. */
  86181. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  86182. /**
  86183. * Sets the FocusDistance amount
  86184. * @param amount amount of FocusDistance
  86185. */
  86186. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  86187. /**
  86188. * Disables depth of field
  86189. */
  86190. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  86191. /**
  86192. * Sets the Aperture amount
  86193. * @param amount amount of Aperture
  86194. */
  86195. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  86196. /**
  86197. * Sets the DarkenOutOfFocus amount
  86198. * @param amount amount of DarkenOutOfFocus
  86199. */
  86200. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  86201. /**
  86202. * Creates a pentagon bokeh effect
  86203. */
  86204. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  86205. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  86206. };
  86207. /**
  86208. * Disables the pentagon bokeh effect
  86209. */
  86210. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  86211. this._highlightsPostProcess.updateEffect();
  86212. };
  86213. /**
  86214. * Enables noise blur
  86215. */
  86216. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  86217. /**
  86218. * Disables noise blur
  86219. */
  86220. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  86221. /**
  86222. * Sets the HighlightsGain amount
  86223. * @param amount amount of HighlightsGain
  86224. */
  86225. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  86226. this._highlightsGain = amount;
  86227. };
  86228. /**
  86229. * Sets the HighlightsThreshold amount
  86230. * @param amount amount of HighlightsThreshold
  86231. */
  86232. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  86233. if (this._highlightsGain === -1) {
  86234. this._highlightsGain = 1.0;
  86235. }
  86236. this._highlightsThreshold = amount;
  86237. };
  86238. /**
  86239. * Disables highlights
  86240. */
  86241. LensRenderingPipeline.prototype.disableHighlights = function () {
  86242. this._highlightsGain = -1;
  86243. };
  86244. /**
  86245. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  86246. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  86247. */
  86248. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86249. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86250. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86251. this._chromaticAberrationPostProcess = null;
  86252. this._highlightsPostProcess = null;
  86253. this._depthOfFieldPostProcess = null;
  86254. this._grainTexture.dispose();
  86255. if (disableDepthRender) {
  86256. this._scene.disableDepthRenderer();
  86257. }
  86258. };
  86259. // colors shifting and distortion
  86260. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  86261. var _this = this;
  86262. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  86263. [], // samplers
  86264. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86265. this._chromaticAberrationPostProcess.onApply = function (effect) {
  86266. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  86267. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86268. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86269. effect.setFloat('radialIntensity', 1);
  86270. effect.setFloat2('direction', 17, 17);
  86271. effect.setFloat2('centerPosition', 0.5, 0.5);
  86272. };
  86273. };
  86274. // highlights enhancing
  86275. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  86276. var _this = this;
  86277. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  86278. [], // samplers
  86279. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  86280. this._highlightsPostProcess.onApply = function (effect) {
  86281. effect.setFloat('gain', _this._highlightsGain);
  86282. effect.setFloat('threshold', _this._highlightsThreshold);
  86283. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  86284. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86285. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86286. };
  86287. };
  86288. // colors shifting and distortion
  86289. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  86290. var _this = this;
  86291. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  86292. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  86293. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  86294. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86295. this._depthOfFieldPostProcess.onApply = function (effect) {
  86296. effect.setTexture("depthSampler", _this._depthTexture);
  86297. effect.setTexture("grainSampler", _this._grainTexture);
  86298. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  86299. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  86300. effect.setFloat('grain_amount', _this._grainAmount);
  86301. effect.setBool('blur_noise', _this._blurNoise);
  86302. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86303. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86304. effect.setFloat('distortion', _this._distortion);
  86305. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  86306. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  86307. effect.setFloat('aperture', _this._dofAperture);
  86308. effect.setFloat('darken', _this._dofDarken);
  86309. effect.setFloat('edge_blur', _this._edgeBlur);
  86310. effect.setBool('highlights', (_this._highlightsGain !== -1));
  86311. if (_this._scene.activeCamera) {
  86312. effect.setFloat('near', _this._scene.activeCamera.minZ);
  86313. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  86314. }
  86315. };
  86316. };
  86317. // creates a black and white random noise texture, 512x512
  86318. LensRenderingPipeline.prototype._createGrainTexture = function () {
  86319. var size = 512;
  86320. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  86321. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86322. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86323. var context = this._grainTexture.getContext();
  86324. var rand = function (min, max) {
  86325. return Math.random() * (max - min) + min;
  86326. };
  86327. var value;
  86328. for (var x = 0; x < size; x++) {
  86329. for (var y = 0; y < size; y++) {
  86330. value = Math.floor(rand(0.42, 0.58) * 255);
  86331. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  86332. context.fillRect(x, y, 1, 1);
  86333. }
  86334. }
  86335. this._grainTexture.update(false);
  86336. };
  86337. return LensRenderingPipeline;
  86338. }(BABYLON.PostProcessRenderPipeline));
  86339. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  86340. })(BABYLON || (BABYLON = {}));
  86341. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  86342. var BABYLON;
  86343. (function (BABYLON) {
  86344. /**
  86345. * Standard rendering pipeline
  86346. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86347. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  86348. */
  86349. var StandardRenderingPipeline = /** @class */ (function (_super) {
  86350. __extends(StandardRenderingPipeline, _super);
  86351. /**
  86352. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86353. * @constructor
  86354. * @param name The rendering pipeline name
  86355. * @param scene The scene linked to this pipeline
  86356. * @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)
  86357. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  86358. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86359. */
  86360. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  86361. if (originalPostProcess === void 0) { originalPostProcess = null; }
  86362. var _this = _super.call(this, scene.getEngine(), name) || this;
  86363. /**
  86364. * Post-process used to down scale an image x4
  86365. */
  86366. _this.downSampleX4PostProcess = null;
  86367. /**
  86368. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  86369. */
  86370. _this.brightPassPostProcess = null;
  86371. /**
  86372. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  86373. */
  86374. _this.blurHPostProcesses = [];
  86375. /**
  86376. * Post-process array storing all the vertical blur post-processes used by the pipeline
  86377. */
  86378. _this.blurVPostProcesses = [];
  86379. /**
  86380. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  86381. */
  86382. _this.textureAdderPostProcess = null;
  86383. /**
  86384. * Post-process used to create volumetric lighting effect
  86385. */
  86386. _this.volumetricLightPostProcess = null;
  86387. /**
  86388. * Post-process used to smooth the previous volumetric light post-process on the X axis
  86389. */
  86390. _this.volumetricLightSmoothXPostProcess = null;
  86391. /**
  86392. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  86393. */
  86394. _this.volumetricLightSmoothYPostProcess = null;
  86395. /**
  86396. * Post-process used to merge the volumetric light effect and the real scene color
  86397. */
  86398. _this.volumetricLightMergePostProces = null;
  86399. /**
  86400. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  86401. */
  86402. _this.volumetricLightFinalPostProcess = null;
  86403. /**
  86404. * Base post-process used to calculate the average luminance of the final image for HDR
  86405. */
  86406. _this.luminancePostProcess = null;
  86407. /**
  86408. * Post-processes used to create down sample post-processes in order to get
  86409. * the average luminance of the final image for HDR
  86410. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  86411. */
  86412. _this.luminanceDownSamplePostProcesses = [];
  86413. /**
  86414. * Post-process used to create a HDR effect (light adaptation)
  86415. */
  86416. _this.hdrPostProcess = null;
  86417. /**
  86418. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  86419. */
  86420. _this.textureAdderFinalPostProcess = null;
  86421. /**
  86422. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  86423. */
  86424. _this.lensFlareFinalPostProcess = null;
  86425. /**
  86426. * Post-process used to merge the final HDR post-process and the real scene color
  86427. */
  86428. _this.hdrFinalPostProcess = null;
  86429. /**
  86430. * Post-process used to create a lens flare effect
  86431. */
  86432. _this.lensFlarePostProcess = null;
  86433. /**
  86434. * Post-process that merges the result of the lens flare post-process and the real scene color
  86435. */
  86436. _this.lensFlareComposePostProcess = null;
  86437. /**
  86438. * Post-process used to create a motion blur effect
  86439. */
  86440. _this.motionBlurPostProcess = null;
  86441. /**
  86442. * Post-process used to create a depth of field effect
  86443. */
  86444. _this.depthOfFieldPostProcess = null;
  86445. /**
  86446. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  86447. */
  86448. _this.fxaaPostProcess = null;
  86449. // Values
  86450. /**
  86451. * Represents the brightness threshold in order to configure the illuminated surfaces
  86452. */
  86453. _this.brightThreshold = 1.0;
  86454. /**
  86455. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  86456. */
  86457. _this.blurWidth = 512.0;
  86458. /**
  86459. * Sets if the blur for highlighted surfaces must be only horizontal
  86460. */
  86461. _this.horizontalBlur = false;
  86462. /**
  86463. * Sets the overall exposure used by the pipeline
  86464. */
  86465. _this.exposure = 1.0;
  86466. /**
  86467. * Texture used typically to simulate "dirty" on camera lens
  86468. */
  86469. _this.lensTexture = null;
  86470. /**
  86471. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  86472. */
  86473. _this.volumetricLightCoefficient = 0.2;
  86474. /**
  86475. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  86476. */
  86477. _this.volumetricLightPower = 4.0;
  86478. /**
  86479. * Used the set the blur intensity to smooth the volumetric lights
  86480. */
  86481. _this.volumetricLightBlurScale = 64.0;
  86482. /**
  86483. * Light (spot or directional) used to generate the volumetric lights rays
  86484. * The source light must have a shadow generate so the pipeline can get its
  86485. * depth map
  86486. */
  86487. _this.sourceLight = null;
  86488. /**
  86489. * For eye adaptation, represents the minimum luminance the eye can see
  86490. */
  86491. _this.hdrMinimumLuminance = 1.0;
  86492. /**
  86493. * For eye adaptation, represents the decrease luminance speed
  86494. */
  86495. _this.hdrDecreaseRate = 0.5;
  86496. /**
  86497. * For eye adaptation, represents the increase luminance speed
  86498. */
  86499. _this.hdrIncreaseRate = 0.5;
  86500. /**
  86501. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  86502. */
  86503. _this.lensColorTexture = null;
  86504. /**
  86505. * The overall strengh for the lens flare effect
  86506. */
  86507. _this.lensFlareStrength = 20.0;
  86508. /**
  86509. * Dispersion coefficient for lens flare ghosts
  86510. */
  86511. _this.lensFlareGhostDispersal = 1.4;
  86512. /**
  86513. * Main lens flare halo width
  86514. */
  86515. _this.lensFlareHaloWidth = 0.7;
  86516. /**
  86517. * Based on the lens distortion effect, defines how much the lens flare result
  86518. * is distorted
  86519. */
  86520. _this.lensFlareDistortionStrength = 16.0;
  86521. /**
  86522. * Lens star texture must be used to simulate rays on the flares and is available
  86523. * in the documentation
  86524. */
  86525. _this.lensStarTexture = null;
  86526. /**
  86527. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  86528. * flare effect by taking account of the dirt texture
  86529. */
  86530. _this.lensFlareDirtTexture = null;
  86531. /**
  86532. * Represents the focal length for the depth of field effect
  86533. */
  86534. _this.depthOfFieldDistance = 10.0;
  86535. /**
  86536. * Represents the blur intensity for the blurred part of the depth of field effect
  86537. */
  86538. _this.depthOfFieldBlurWidth = 64.0;
  86539. /**
  86540. * For motion blur, defines how much the image is blurred by the movement
  86541. */
  86542. _this.motionStrength = 1.0;
  86543. /**
  86544. * List of animations for the pipeline (IAnimatable implementation)
  86545. */
  86546. _this.animations = [];
  86547. _this._currentDepthOfFieldSource = null;
  86548. _this._hdrCurrentLuminance = 1.0;
  86549. // Getters and setters
  86550. _this._bloomEnabled = false;
  86551. _this._depthOfFieldEnabled = false;
  86552. _this._vlsEnabled = false;
  86553. _this._lensFlareEnabled = false;
  86554. _this._hdrEnabled = false;
  86555. _this._motionBlurEnabled = false;
  86556. _this._fxaaEnabled = false;
  86557. _this._motionBlurSamples = 64.0;
  86558. _this._volumetricLightStepsCount = 50.0;
  86559. _this._samples = 1;
  86560. _this._cameras = cameras || [];
  86561. // Initialize
  86562. _this._scene = scene;
  86563. _this._basePostProcess = originalPostProcess;
  86564. _this._ratio = ratio;
  86565. // Misc
  86566. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  86567. // Finish
  86568. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86569. _this._buildPipeline();
  86570. return _this;
  86571. }
  86572. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  86573. /**
  86574. * @ignore
  86575. * Specifies if the bloom pipeline is enabled
  86576. */
  86577. get: function () {
  86578. return this._bloomEnabled;
  86579. },
  86580. set: function (enabled) {
  86581. if (this._bloomEnabled === enabled) {
  86582. return;
  86583. }
  86584. this._bloomEnabled = enabled;
  86585. this._buildPipeline();
  86586. },
  86587. enumerable: true,
  86588. configurable: true
  86589. });
  86590. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  86591. /**
  86592. * @ignore
  86593. * Specifies if the depth of field pipeline is enabed
  86594. */
  86595. get: function () {
  86596. return this._depthOfFieldEnabled;
  86597. },
  86598. set: function (enabled) {
  86599. if (this._depthOfFieldEnabled === enabled) {
  86600. return;
  86601. }
  86602. this._depthOfFieldEnabled = enabled;
  86603. this._buildPipeline();
  86604. },
  86605. enumerable: true,
  86606. configurable: true
  86607. });
  86608. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  86609. /**
  86610. * @ignore
  86611. * Specifies if the lens flare pipeline is enabed
  86612. */
  86613. get: function () {
  86614. return this._lensFlareEnabled;
  86615. },
  86616. set: function (enabled) {
  86617. if (this._lensFlareEnabled === enabled) {
  86618. return;
  86619. }
  86620. this._lensFlareEnabled = enabled;
  86621. this._buildPipeline();
  86622. },
  86623. enumerable: true,
  86624. configurable: true
  86625. });
  86626. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  86627. /**
  86628. * @ignore
  86629. * Specifies if the HDR pipeline is enabled
  86630. */
  86631. get: function () {
  86632. return this._hdrEnabled;
  86633. },
  86634. set: function (enabled) {
  86635. if (this._hdrEnabled === enabled) {
  86636. return;
  86637. }
  86638. this._hdrEnabled = enabled;
  86639. this._buildPipeline();
  86640. },
  86641. enumerable: true,
  86642. configurable: true
  86643. });
  86644. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  86645. /**
  86646. * @ignore
  86647. * Specifies if the volumetric lights scattering effect is enabled
  86648. */
  86649. get: function () {
  86650. return this._vlsEnabled;
  86651. },
  86652. set: function (enabled) {
  86653. if (this._vlsEnabled === enabled) {
  86654. return;
  86655. }
  86656. if (enabled) {
  86657. var geometry = this._scene.enableGeometryBufferRenderer();
  86658. if (!geometry) {
  86659. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  86660. return;
  86661. }
  86662. }
  86663. this._vlsEnabled = enabled;
  86664. this._buildPipeline();
  86665. },
  86666. enumerable: true,
  86667. configurable: true
  86668. });
  86669. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  86670. /**
  86671. * @ignore
  86672. * Specifies if the motion blur effect is enabled
  86673. */
  86674. get: function () {
  86675. return this._motionBlurEnabled;
  86676. },
  86677. set: function (enabled) {
  86678. if (this._motionBlurEnabled === enabled) {
  86679. return;
  86680. }
  86681. this._motionBlurEnabled = enabled;
  86682. this._buildPipeline();
  86683. },
  86684. enumerable: true,
  86685. configurable: true
  86686. });
  86687. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  86688. /**
  86689. * Specifies if anti-aliasing is enabled
  86690. */
  86691. get: function () {
  86692. return this._fxaaEnabled;
  86693. },
  86694. set: function (enabled) {
  86695. if (this._fxaaEnabled === enabled) {
  86696. return;
  86697. }
  86698. this._fxaaEnabled = enabled;
  86699. this._buildPipeline();
  86700. },
  86701. enumerable: true,
  86702. configurable: true
  86703. });
  86704. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  86705. /**
  86706. * Specifies the number of steps used to calculate the volumetric lights
  86707. * Typically in interval [50, 200]
  86708. */
  86709. get: function () {
  86710. return this._volumetricLightStepsCount;
  86711. },
  86712. set: function (count) {
  86713. if (this.volumetricLightPostProcess) {
  86714. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  86715. }
  86716. this._volumetricLightStepsCount = count;
  86717. },
  86718. enumerable: true,
  86719. configurable: true
  86720. });
  86721. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  86722. /**
  86723. * Specifies the number of samples used for the motion blur effect
  86724. * Typically in interval [16, 64]
  86725. */
  86726. get: function () {
  86727. return this._motionBlurSamples;
  86728. },
  86729. set: function (samples) {
  86730. if (this.motionBlurPostProcess) {
  86731. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  86732. }
  86733. this._motionBlurSamples = samples;
  86734. },
  86735. enumerable: true,
  86736. configurable: true
  86737. });
  86738. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  86739. /**
  86740. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  86741. */
  86742. get: function () {
  86743. return this._samples;
  86744. },
  86745. set: function (sampleCount) {
  86746. if (this._samples === sampleCount) {
  86747. return;
  86748. }
  86749. this._samples = sampleCount;
  86750. this._buildPipeline();
  86751. },
  86752. enumerable: true,
  86753. configurable: true
  86754. });
  86755. StandardRenderingPipeline.prototype._buildPipeline = function () {
  86756. var _this = this;
  86757. var ratio = this._ratio;
  86758. var scene = this._scene;
  86759. this._disposePostProcesses();
  86760. this._reset();
  86761. // Create pass post-process
  86762. if (!this._basePostProcess) {
  86763. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  86764. this.originalPostProcess.onApply = function (effect) {
  86765. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  86766. };
  86767. }
  86768. else {
  86769. this.originalPostProcess = this._basePostProcess;
  86770. }
  86771. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  86772. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  86773. }
  86774. this._currentDepthOfFieldSource = this.originalPostProcess;
  86775. if (this._bloomEnabled) {
  86776. // Create down sample X4 post-process
  86777. this._createDownSampleX4PostProcess(scene, ratio / 2);
  86778. // Create bright pass post-process
  86779. this._createBrightPassPostProcess(scene, ratio / 2);
  86780. // Create gaussian blur post-processes (down sampling blurs)
  86781. this._createBlurPostProcesses(scene, ratio / 4, 1);
  86782. // Create texture adder post-process
  86783. this._createTextureAdderPostProcess(scene, ratio);
  86784. // Create depth-of-field source post-process
  86785. 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);
  86786. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  86787. }
  86788. if (this._vlsEnabled) {
  86789. // Create volumetric light
  86790. this._createVolumetricLightPostProcess(scene, ratio);
  86791. // Create volumetric light final post-process
  86792. 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);
  86793. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  86794. }
  86795. if (this._lensFlareEnabled) {
  86796. // Create lens flare post-process
  86797. this._createLensFlarePostProcess(scene, ratio);
  86798. // Create depth-of-field source post-process post lens-flare and disable it now
  86799. 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);
  86800. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  86801. }
  86802. if (this._hdrEnabled) {
  86803. // Create luminance
  86804. this._createLuminancePostProcesses(scene, this._floatTextureType);
  86805. // Create HDR
  86806. this._createHdrPostProcess(scene, ratio);
  86807. // Create depth-of-field source post-process post hdr and disable it now
  86808. 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);
  86809. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  86810. }
  86811. if (this._depthOfFieldEnabled) {
  86812. // Create gaussian blur used by depth-of-field
  86813. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  86814. // Create depth-of-field post-process
  86815. this._createDepthOfFieldPostProcess(scene, ratio);
  86816. }
  86817. if (this._motionBlurEnabled) {
  86818. // Create motion blur post-process
  86819. this._createMotionBlurPostProcess(scene, ratio);
  86820. }
  86821. if (this._fxaaEnabled) {
  86822. // Create fxaa post-process
  86823. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86824. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  86825. }
  86826. if (this._cameras !== null) {
  86827. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  86828. }
  86829. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  86830. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  86831. }
  86832. };
  86833. // Down Sample X4 Post-Processs
  86834. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  86835. var _this = this;
  86836. var downSampleX4Offsets = new Array(32);
  86837. 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);
  86838. this.downSampleX4PostProcess.onApply = function (effect) {
  86839. var id = 0;
  86840. var width = _this.downSampleX4PostProcess.width;
  86841. var height = _this.downSampleX4PostProcess.height;
  86842. for (var i = -2; i < 2; i++) {
  86843. for (var j = -2; j < 2; j++) {
  86844. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  86845. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  86846. id += 2;
  86847. }
  86848. }
  86849. effect.setArray2("dsOffsets", downSampleX4Offsets);
  86850. };
  86851. // Add to pipeline
  86852. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  86853. };
  86854. // Brightpass Post-Process
  86855. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  86856. var _this = this;
  86857. var brightOffsets = new Array(8);
  86858. 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);
  86859. this.brightPassPostProcess.onApply = function (effect) {
  86860. var sU = (1.0 / _this.brightPassPostProcess.width);
  86861. var sV = (1.0 / _this.brightPassPostProcess.height);
  86862. brightOffsets[0] = -0.5 * sU;
  86863. brightOffsets[1] = 0.5 * sV;
  86864. brightOffsets[2] = 0.5 * sU;
  86865. brightOffsets[3] = 0.5 * sV;
  86866. brightOffsets[4] = -0.5 * sU;
  86867. brightOffsets[5] = -0.5 * sV;
  86868. brightOffsets[6] = 0.5 * sU;
  86869. brightOffsets[7] = -0.5 * sV;
  86870. effect.setArray2("dsOffsets", brightOffsets);
  86871. effect.setFloat("brightThreshold", _this.brightThreshold);
  86872. };
  86873. // Add to pipeline
  86874. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  86875. };
  86876. // Create blur H&V post-processes
  86877. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  86878. var _this = this;
  86879. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  86880. var engine = scene.getEngine();
  86881. 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);
  86882. 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);
  86883. blurX.onActivateObservable.add(function () {
  86884. var dw = blurX.width / engine.getRenderWidth();
  86885. blurX.kernel = _this[blurWidthKey] * dw;
  86886. });
  86887. blurY.onActivateObservable.add(function () {
  86888. var dw = blurY.height / engine.getRenderHeight();
  86889. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  86890. });
  86891. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  86892. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  86893. this.blurHPostProcesses.push(blurX);
  86894. this.blurVPostProcesses.push(blurY);
  86895. };
  86896. // Create texture adder post-process
  86897. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  86898. var _this = this;
  86899. 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);
  86900. this.textureAdderPostProcess.onApply = function (effect) {
  86901. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  86902. effect.setTexture("lensSampler", _this.lensTexture);
  86903. effect.setFloat("exposure", _this.exposure);
  86904. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  86905. };
  86906. // Add to pipeline
  86907. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  86908. };
  86909. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  86910. var _this = this;
  86911. var geometryRenderer = scene.enableGeometryBufferRenderer();
  86912. geometryRenderer.enablePosition = true;
  86913. var geometry = geometryRenderer.getGBuffer();
  86914. // Base post-process
  86915. 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));
  86916. var depthValues = BABYLON.Vector2.Zero();
  86917. this.volumetricLightPostProcess.onApply = function (effect) {
  86918. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  86919. var generator = _this.sourceLight.getShadowGenerator();
  86920. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  86921. effect.setTexture("positionSampler", geometry.textures[2]);
  86922. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  86923. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  86924. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  86925. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  86926. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  86927. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  86928. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  86929. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  86930. effect.setVector2("depthValues", depthValues);
  86931. }
  86932. };
  86933. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  86934. // Smooth
  86935. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  86936. // Merge
  86937. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  86938. this.volumetricLightMergePostProces.onApply = function (effect) {
  86939. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  86940. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  86941. };
  86942. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  86943. };
  86944. // Create luminance
  86945. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  86946. var _this = this;
  86947. // Create luminance
  86948. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  86949. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  86950. var offsets = [];
  86951. this.luminancePostProcess.onApply = function (effect) {
  86952. var sU = (1.0 / _this.luminancePostProcess.width);
  86953. var sV = (1.0 / _this.luminancePostProcess.height);
  86954. offsets[0] = -0.5 * sU;
  86955. offsets[1] = 0.5 * sV;
  86956. offsets[2] = 0.5 * sU;
  86957. offsets[3] = 0.5 * sV;
  86958. offsets[4] = -0.5 * sU;
  86959. offsets[5] = -0.5 * sV;
  86960. offsets[6] = 0.5 * sU;
  86961. offsets[7] = -0.5 * sV;
  86962. effect.setArray2("lumOffsets", offsets);
  86963. };
  86964. // Add to pipeline
  86965. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  86966. // Create down sample luminance
  86967. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  86968. var size = Math.pow(3, i);
  86969. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  86970. if (i === 0) {
  86971. defines += "#define FINAL_DOWN_SAMPLER";
  86972. }
  86973. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  86974. this.luminanceDownSamplePostProcesses.push(postProcess);
  86975. }
  86976. // Create callbacks and add effects
  86977. var lastLuminance = this.luminancePostProcess;
  86978. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  86979. var downSampleOffsets = new Array(18);
  86980. pp.onApply = function (effect) {
  86981. if (!lastLuminance) {
  86982. return;
  86983. }
  86984. var id = 0;
  86985. for (var x = -1; x < 2; x++) {
  86986. for (var y = -1; y < 2; y++) {
  86987. downSampleOffsets[id] = x / lastLuminance.width;
  86988. downSampleOffsets[id + 1] = y / lastLuminance.height;
  86989. id += 2;
  86990. }
  86991. }
  86992. effect.setArray2("dsOffsets", downSampleOffsets);
  86993. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  86994. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  86995. lastLuminance = _this.luminancePostProcess;
  86996. }
  86997. else {
  86998. lastLuminance = pp;
  86999. }
  87000. };
  87001. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87002. pp.onAfterRender = function (effect) {
  87003. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  87004. 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);
  87005. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  87006. };
  87007. }
  87008. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  87009. });
  87010. };
  87011. // Create HDR post-process
  87012. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  87013. var _this = this;
  87014. 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);
  87015. var outputLiminance = 1;
  87016. var time = 0;
  87017. var lastTime = 0;
  87018. this.hdrPostProcess.onApply = function (effect) {
  87019. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  87020. time += scene.getEngine().getDeltaTime();
  87021. if (outputLiminance < 0) {
  87022. outputLiminance = _this._hdrCurrentLuminance;
  87023. }
  87024. else {
  87025. var dt = (lastTime - time) / 1000.0;
  87026. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  87027. outputLiminance += _this.hdrDecreaseRate * dt;
  87028. }
  87029. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  87030. outputLiminance -= _this.hdrIncreaseRate * dt;
  87031. }
  87032. else {
  87033. outputLiminance = _this._hdrCurrentLuminance;
  87034. }
  87035. }
  87036. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  87037. effect.setFloat("averageLuminance", outputLiminance);
  87038. lastTime = time;
  87039. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  87040. };
  87041. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  87042. };
  87043. // Create lens flare post-process
  87044. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  87045. var _this = this;
  87046. 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);
  87047. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  87048. this._createBlurPostProcesses(scene, ratio / 4, 2);
  87049. 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);
  87050. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  87051. var resolution = new BABYLON.Vector2(0, 0);
  87052. // Lens flare
  87053. this.lensFlarePostProcess.onApply = function (effect) {
  87054. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  87055. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  87056. effect.setFloat("strength", _this.lensFlareStrength);
  87057. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  87058. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  87059. // Shift
  87060. resolution.x = _this.lensFlarePostProcess.width;
  87061. resolution.y = _this.lensFlarePostProcess.height;
  87062. effect.setVector2("resolution", resolution);
  87063. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  87064. };
  87065. // Compose
  87066. 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);
  87067. 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);
  87068. this.lensFlareComposePostProcess.onApply = function (effect) {
  87069. if (!_this._scene.activeCamera) {
  87070. return;
  87071. }
  87072. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87073. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  87074. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  87075. // Lens start rotation matrix
  87076. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  87077. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  87078. 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));
  87079. camRot *= 4.0;
  87080. 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);
  87081. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  87082. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  87083. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  87084. };
  87085. };
  87086. // Create depth-of-field post-process
  87087. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  87088. var _this = this;
  87089. 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);
  87090. this.depthOfFieldPostProcess.onApply = function (effect) {
  87091. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87092. effect.setTexture("depthSampler", _this._getDepthTexture());
  87093. effect.setFloat("distance", _this.depthOfFieldDistance);
  87094. };
  87095. // Add to pipeline
  87096. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  87097. };
  87098. // Create motion blur post-process
  87099. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  87100. var _this = this;
  87101. 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);
  87102. var motionScale = 0;
  87103. var prevViewProjection = BABYLON.Matrix.Identity();
  87104. var invViewProjection = BABYLON.Matrix.Identity();
  87105. var viewProjection = BABYLON.Matrix.Identity();
  87106. var screenSize = BABYLON.Vector2.Zero();
  87107. this.motionBlurPostProcess.onApply = function (effect) {
  87108. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  87109. viewProjection.invertToRef(invViewProjection);
  87110. effect.setMatrix("inverseViewProjection", invViewProjection);
  87111. effect.setMatrix("prevViewProjection", prevViewProjection);
  87112. prevViewProjection = viewProjection;
  87113. screenSize.x = _this.motionBlurPostProcess.width;
  87114. screenSize.y = _this.motionBlurPostProcess.height;
  87115. effect.setVector2("screenSize", screenSize);
  87116. motionScale = scene.getEngine().getFps() / 60.0;
  87117. effect.setFloat("motionScale", motionScale);
  87118. effect.setFloat("motionStrength", _this.motionStrength);
  87119. effect.setTexture("depthSampler", _this._getDepthTexture());
  87120. };
  87121. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  87122. };
  87123. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  87124. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  87125. var renderer = this._scene.enableGeometryBufferRenderer();
  87126. return renderer.getGBuffer().textures[0];
  87127. }
  87128. return this._scene.enableDepthRenderer().getDepthMap();
  87129. };
  87130. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  87131. for (var i = 0; i < this._cameras.length; i++) {
  87132. var camera = this._cameras[i];
  87133. if (this.originalPostProcess) {
  87134. this.originalPostProcess.dispose(camera);
  87135. }
  87136. if (this.downSampleX4PostProcess) {
  87137. this.downSampleX4PostProcess.dispose(camera);
  87138. }
  87139. if (this.brightPassPostProcess) {
  87140. this.brightPassPostProcess.dispose(camera);
  87141. }
  87142. if (this.textureAdderPostProcess) {
  87143. this.textureAdderPostProcess.dispose(camera);
  87144. }
  87145. if (this.textureAdderFinalPostProcess) {
  87146. this.textureAdderFinalPostProcess.dispose(camera);
  87147. }
  87148. if (this.volumetricLightPostProcess) {
  87149. this.volumetricLightPostProcess.dispose(camera);
  87150. }
  87151. if (this.volumetricLightSmoothXPostProcess) {
  87152. this.volumetricLightSmoothXPostProcess.dispose(camera);
  87153. }
  87154. if (this.volumetricLightSmoothYPostProcess) {
  87155. this.volumetricLightSmoothYPostProcess.dispose(camera);
  87156. }
  87157. if (this.volumetricLightMergePostProces) {
  87158. this.volumetricLightMergePostProces.dispose(camera);
  87159. }
  87160. if (this.volumetricLightFinalPostProcess) {
  87161. this.volumetricLightFinalPostProcess.dispose(camera);
  87162. }
  87163. if (this.lensFlarePostProcess) {
  87164. this.lensFlarePostProcess.dispose(camera);
  87165. }
  87166. if (this.lensFlareComposePostProcess) {
  87167. this.lensFlareComposePostProcess.dispose(camera);
  87168. }
  87169. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  87170. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  87171. }
  87172. if (this.luminancePostProcess) {
  87173. this.luminancePostProcess.dispose(camera);
  87174. }
  87175. if (this.hdrPostProcess) {
  87176. this.hdrPostProcess.dispose(camera);
  87177. }
  87178. if (this.hdrFinalPostProcess) {
  87179. this.hdrFinalPostProcess.dispose(camera);
  87180. }
  87181. if (this.depthOfFieldPostProcess) {
  87182. this.depthOfFieldPostProcess.dispose(camera);
  87183. }
  87184. if (this.motionBlurPostProcess) {
  87185. this.motionBlurPostProcess.dispose(camera);
  87186. }
  87187. if (this.fxaaPostProcess) {
  87188. this.fxaaPostProcess.dispose(camera);
  87189. }
  87190. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  87191. this.blurHPostProcesses[j].dispose(camera);
  87192. }
  87193. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  87194. this.blurVPostProcesses[j].dispose(camera);
  87195. }
  87196. }
  87197. this.originalPostProcess = null;
  87198. this.downSampleX4PostProcess = null;
  87199. this.brightPassPostProcess = null;
  87200. this.textureAdderPostProcess = null;
  87201. this.textureAdderFinalPostProcess = null;
  87202. this.volumetricLightPostProcess = null;
  87203. this.volumetricLightSmoothXPostProcess = null;
  87204. this.volumetricLightSmoothYPostProcess = null;
  87205. this.volumetricLightMergePostProces = null;
  87206. this.volumetricLightFinalPostProcess = null;
  87207. this.lensFlarePostProcess = null;
  87208. this.lensFlareComposePostProcess = null;
  87209. this.luminancePostProcess = null;
  87210. this.hdrPostProcess = null;
  87211. this.hdrFinalPostProcess = null;
  87212. this.depthOfFieldPostProcess = null;
  87213. this.motionBlurPostProcess = null;
  87214. this.fxaaPostProcess = null;
  87215. this.luminanceDownSamplePostProcesses = [];
  87216. this.blurHPostProcesses = [];
  87217. this.blurVPostProcesses = [];
  87218. };
  87219. /**
  87220. * Dispose of the pipeline and stop all post processes
  87221. */
  87222. StandardRenderingPipeline.prototype.dispose = function () {
  87223. this._disposePostProcesses();
  87224. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  87225. _super.prototype.dispose.call(this);
  87226. };
  87227. /**
  87228. * Serialize the rendering pipeline (Used when exporting)
  87229. * @returns the serialized object
  87230. */
  87231. StandardRenderingPipeline.prototype.serialize = function () {
  87232. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  87233. if (this.sourceLight) {
  87234. serializationObject.sourceLightId = this.sourceLight.id;
  87235. }
  87236. serializationObject.customType = "StandardRenderingPipeline";
  87237. return serializationObject;
  87238. };
  87239. /**
  87240. * Parse the serialized pipeline
  87241. * @param source Source pipeline.
  87242. * @param scene The scene to load the pipeline to.
  87243. * @param rootUrl The URL of the serialized pipeline.
  87244. * @returns An instantiated pipeline from the serialized object.
  87245. */
  87246. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  87247. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  87248. if (source.sourceLightId) {
  87249. p.sourceLight = scene.getLightByID(source.sourceLightId);
  87250. }
  87251. return p;
  87252. };
  87253. /**
  87254. * Luminance steps
  87255. */
  87256. StandardRenderingPipeline.LuminanceSteps = 6;
  87257. __decorate([
  87258. BABYLON.serialize()
  87259. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  87260. __decorate([
  87261. BABYLON.serialize()
  87262. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  87263. __decorate([
  87264. BABYLON.serialize()
  87265. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  87266. __decorate([
  87267. BABYLON.serialize()
  87268. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  87269. __decorate([
  87270. BABYLON.serializeAsTexture("lensTexture")
  87271. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  87272. __decorate([
  87273. BABYLON.serialize()
  87274. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  87275. __decorate([
  87276. BABYLON.serialize()
  87277. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  87278. __decorate([
  87279. BABYLON.serialize()
  87280. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  87281. __decorate([
  87282. BABYLON.serialize()
  87283. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  87284. __decorate([
  87285. BABYLON.serialize()
  87286. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  87287. __decorate([
  87288. BABYLON.serialize()
  87289. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  87290. __decorate([
  87291. BABYLON.serializeAsTexture("lensColorTexture")
  87292. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  87293. __decorate([
  87294. BABYLON.serialize()
  87295. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  87296. __decorate([
  87297. BABYLON.serialize()
  87298. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  87299. __decorate([
  87300. BABYLON.serialize()
  87301. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  87302. __decorate([
  87303. BABYLON.serialize()
  87304. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  87305. __decorate([
  87306. BABYLON.serializeAsTexture("lensStarTexture")
  87307. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  87308. __decorate([
  87309. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  87310. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  87311. __decorate([
  87312. BABYLON.serialize()
  87313. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  87314. __decorate([
  87315. BABYLON.serialize()
  87316. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  87317. __decorate([
  87318. BABYLON.serialize()
  87319. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  87320. __decorate([
  87321. BABYLON.serialize()
  87322. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  87323. __decorate([
  87324. BABYLON.serialize()
  87325. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  87326. __decorate([
  87327. BABYLON.serialize()
  87328. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  87329. __decorate([
  87330. BABYLON.serialize()
  87331. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  87332. __decorate([
  87333. BABYLON.serialize()
  87334. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  87335. __decorate([
  87336. BABYLON.serialize()
  87337. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  87338. __decorate([
  87339. BABYLON.serialize()
  87340. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  87341. __decorate([
  87342. BABYLON.serialize()
  87343. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  87344. __decorate([
  87345. BABYLON.serialize()
  87346. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  87347. __decorate([
  87348. BABYLON.serialize()
  87349. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  87350. __decorate([
  87351. BABYLON.serialize()
  87352. ], StandardRenderingPipeline.prototype, "samples", null);
  87353. return StandardRenderingPipeline;
  87354. }(BABYLON.PostProcessRenderPipeline));
  87355. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  87356. })(BABYLON || (BABYLON = {}));
  87357. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  87358. var BABYLON;
  87359. (function (BABYLON) {
  87360. /**
  87361. * Fxaa post process
  87362. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  87363. */
  87364. var FxaaPostProcess = /** @class */ (function (_super) {
  87365. __extends(FxaaPostProcess, _super);
  87366. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  87367. if (camera === void 0) { camera = null; }
  87368. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87369. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  87370. var defines = _this._getDefines();
  87371. _this.updateEffect(defines);
  87372. _this.onApplyObservable.add(function (effect) {
  87373. var texelSize = _this.texelSize;
  87374. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  87375. });
  87376. return _this;
  87377. }
  87378. FxaaPostProcess.prototype._getDefines = function () {
  87379. var engine = this.getEngine();
  87380. if (!engine) {
  87381. return null;
  87382. }
  87383. var glInfo = engine.getGlInfo();
  87384. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  87385. return "#define MALI 1\n";
  87386. }
  87387. return null;
  87388. };
  87389. return FxaaPostProcess;
  87390. }(BABYLON.PostProcess));
  87391. BABYLON.FxaaPostProcess = FxaaPostProcess;
  87392. })(BABYLON || (BABYLON = {}));
  87393. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  87394. var BABYLON;
  87395. (function (BABYLON) {
  87396. /**
  87397. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  87398. */
  87399. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  87400. __extends(ChromaticAberrationPostProcess, _super);
  87401. /**
  87402. * Creates a new instance ChromaticAberrationPostProcess
  87403. * @param name The name of the effect.
  87404. * @param screenWidth The width of the screen to apply the effect on.
  87405. * @param screenHeight The height of the screen to apply the effect on.
  87406. * @param options The required width/height ratio to downsize to before computing the render pass.
  87407. * @param camera The camera to apply the render pass to.
  87408. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87409. * @param engine The engine which the post process will be applied. (default: current engine)
  87410. * @param reusable If the post process can be reused on the same frame. (default: false)
  87411. * @param textureType Type of textures used when performing the post process. (default: 0)
  87412. * @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)
  87413. */
  87414. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87415. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87416. if (blockCompilation === void 0) { blockCompilation = false; }
  87417. 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;
  87418. /**
  87419. * The amount of seperation of rgb channels (default: 30)
  87420. */
  87421. _this.aberrationAmount = 30;
  87422. /**
  87423. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  87424. */
  87425. _this.radialIntensity = 0;
  87426. /**
  87427. * 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))
  87428. */
  87429. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  87430. /**
  87431. * 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))
  87432. */
  87433. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  87434. _this.onApplyObservable.add(function (effect) {
  87435. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  87436. effect.setFloat('screen_width', screenWidth);
  87437. effect.setFloat('screen_height', screenHeight);
  87438. effect.setFloat('radialIntensity', _this.radialIntensity);
  87439. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  87440. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  87441. });
  87442. return _this;
  87443. }
  87444. return ChromaticAberrationPostProcess;
  87445. }(BABYLON.PostProcess));
  87446. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  87447. })(BABYLON || (BABYLON = {}));
  87448. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  87449. var BABYLON;
  87450. (function (BABYLON) {
  87451. /**
  87452. * The GrainPostProcess adds noise to the image at mid luminance levels
  87453. */
  87454. var GrainPostProcess = /** @class */ (function (_super) {
  87455. __extends(GrainPostProcess, _super);
  87456. /**
  87457. * Creates a new instance of @see GrainPostProcess
  87458. * @param name The name of the effect.
  87459. * @param options The required width/height ratio to downsize to before computing the render pass.
  87460. * @param camera The camera to apply the render pass to.
  87461. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87462. * @param engine The engine which the post process will be applied. (default: current engine)
  87463. * @param reusable If the post process can be reused on the same frame. (default: false)
  87464. * @param textureType Type of textures used when performing the post process. (default: 0)
  87465. * @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)
  87466. */
  87467. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87468. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87469. if (blockCompilation === void 0) { blockCompilation = false; }
  87470. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87471. /**
  87472. * The intensity of the grain added (default: 30)
  87473. */
  87474. _this.intensity = 30;
  87475. /**
  87476. * If the grain should be randomized on every frame
  87477. */
  87478. _this.animated = false;
  87479. _this.onApplyObservable.add(function (effect) {
  87480. effect.setFloat('intensity', _this.intensity);
  87481. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  87482. });
  87483. return _this;
  87484. }
  87485. return GrainPostProcess;
  87486. }(BABYLON.PostProcess));
  87487. BABYLON.GrainPostProcess = GrainPostProcess;
  87488. })(BABYLON || (BABYLON = {}));
  87489. //# sourceMappingURL=babylon.grainPostProcess.js.map
  87490. var BABYLON;
  87491. (function (BABYLON) {
  87492. /**
  87493. * The SharpenPostProcess applies a sharpen kernel to every pixel
  87494. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  87495. */
  87496. var SharpenPostProcess = /** @class */ (function (_super) {
  87497. __extends(SharpenPostProcess, _super);
  87498. /**
  87499. * Creates a new instance ConvolutionPostProcess
  87500. * @param name The name of the effect.
  87501. * @param options The required width/height ratio to downsize to before computing the render pass.
  87502. * @param camera The camera to apply the render pass to.
  87503. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87504. * @param engine The engine which the post process will be applied. (default: current engine)
  87505. * @param reusable If the post process can be reused on the same frame. (default: false)
  87506. * @param textureType Type of textures used when performing the post process. (default: 0)
  87507. * @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)
  87508. */
  87509. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87510. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87511. if (blockCompilation === void 0) { blockCompilation = false; }
  87512. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87513. /**
  87514. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  87515. */
  87516. _this.colorAmount = 1.0;
  87517. /**
  87518. * How much sharpness should be applied (default: 0.3)
  87519. */
  87520. _this.edgeAmount = 0.3;
  87521. _this.onApply = function (effect) {
  87522. effect.setFloat2("screenSize", _this.width, _this.height);
  87523. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  87524. };
  87525. return _this;
  87526. }
  87527. return SharpenPostProcess;
  87528. }(BABYLON.PostProcess));
  87529. BABYLON.SharpenPostProcess = SharpenPostProcess;
  87530. })(BABYLON || (BABYLON = {}));
  87531. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  87532. var BABYLON;
  87533. (function (BABYLON) {
  87534. /**
  87535. * The Blur Post Process which blurs an image based on a kernel and direction.
  87536. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  87537. */
  87538. var BlurPostProcess = /** @class */ (function (_super) {
  87539. __extends(BlurPostProcess, _super);
  87540. /**
  87541. * Creates a new instance BlurPostProcess
  87542. * @param name The name of the effect.
  87543. * @param direction The direction in which to blur the image.
  87544. * @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.
  87545. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  87546. * @param camera The camera to apply the render pass to.
  87547. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87548. * @param engine The engine which the post process will be applied. (default: current engine)
  87549. * @param reusable If the post process can be reused on the same frame. (default: false)
  87550. * @param textureType Type of textures used when performing the post process. (default: 0)
  87551. * @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)
  87552. */
  87553. function BlurPostProcess(name,
  87554. /** The direction in which to blur the image. */
  87555. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  87556. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87557. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87558. if (defines === void 0) { defines = ""; }
  87559. if (blockCompilation === void 0) { blockCompilation = false; }
  87560. 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;
  87561. _this.direction = direction;
  87562. _this.blockCompilation = blockCompilation;
  87563. _this._packedFloat = false;
  87564. _this._staticDefines = "";
  87565. _this._staticDefines = defines;
  87566. _this.onApplyObservable.add(function (effect) {
  87567. if (_this._outputTexture) {
  87568. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  87569. }
  87570. else {
  87571. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  87572. }
  87573. });
  87574. _this.kernel = kernel;
  87575. return _this;
  87576. }
  87577. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  87578. /**
  87579. * Gets the length in pixels of the blur sample region
  87580. */
  87581. get: function () {
  87582. return this._idealKernel;
  87583. },
  87584. /**
  87585. * Sets the length in pixels of the blur sample region
  87586. */
  87587. set: function (v) {
  87588. if (this._idealKernel === v) {
  87589. return;
  87590. }
  87591. v = Math.max(v, 1);
  87592. this._idealKernel = v;
  87593. this._kernel = this._nearestBestKernel(v);
  87594. if (!this.blockCompilation) {
  87595. this._updateParameters();
  87596. }
  87597. },
  87598. enumerable: true,
  87599. configurable: true
  87600. });
  87601. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  87602. /**
  87603. * Gets wether or not the blur is unpacking/repacking floats
  87604. */
  87605. get: function () {
  87606. return this._packedFloat;
  87607. },
  87608. /**
  87609. * Sets wether or not the blur needs to unpack/repack floats
  87610. */
  87611. set: function (v) {
  87612. if (this._packedFloat === v) {
  87613. return;
  87614. }
  87615. this._packedFloat = v;
  87616. if (!this.blockCompilation) {
  87617. this._updateParameters();
  87618. }
  87619. },
  87620. enumerable: true,
  87621. configurable: true
  87622. });
  87623. /**
  87624. * Updates the effect with the current post process compile time values and recompiles the shader.
  87625. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  87626. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  87627. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  87628. * @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
  87629. * @param onCompiled Called when the shader has been compiled.
  87630. * @param onError Called if there is an error when compiling a shader.
  87631. */
  87632. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  87633. if (defines === void 0) { defines = null; }
  87634. if (uniforms === void 0) { uniforms = null; }
  87635. if (samplers === void 0) { samplers = null; }
  87636. this._updateParameters(onCompiled, onError);
  87637. };
  87638. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  87639. // Generate sampling offsets and weights
  87640. var N = this._kernel;
  87641. var centerIndex = (N - 1) / 2;
  87642. // Generate Gaussian sampling weights over kernel
  87643. var offsets = [];
  87644. var weights = [];
  87645. var totalWeight = 0;
  87646. for (var i = 0; i < N; i++) {
  87647. var u = i / (N - 1);
  87648. var w = this._gaussianWeight(u * 2.0 - 1);
  87649. offsets[i] = (i - centerIndex);
  87650. weights[i] = w;
  87651. totalWeight += w;
  87652. }
  87653. // Normalize weights
  87654. for (var i = 0; i < weights.length; i++) {
  87655. weights[i] /= totalWeight;
  87656. }
  87657. // Optimize: combine samples to take advantage of hardware linear sampling
  87658. // Walk from left to center, combining pairs (symmetrically)
  87659. var linearSamplingWeights = [];
  87660. var linearSamplingOffsets = [];
  87661. var linearSamplingMap = [];
  87662. for (var i = 0; i <= centerIndex; i += 2) {
  87663. var j = Math.min(i + 1, Math.floor(centerIndex));
  87664. var singleCenterSample = i === j;
  87665. if (singleCenterSample) {
  87666. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87667. }
  87668. else {
  87669. var sharedCell = j === centerIndex;
  87670. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  87671. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  87672. if (offsetLinear === 0) {
  87673. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87674. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  87675. }
  87676. else {
  87677. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  87678. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  87679. }
  87680. }
  87681. }
  87682. for (var i = 0; i < linearSamplingMap.length; i++) {
  87683. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  87684. linearSamplingWeights[i] = linearSamplingMap[i].w;
  87685. }
  87686. // Replace with optimized
  87687. offsets = linearSamplingOffsets;
  87688. weights = linearSamplingWeights;
  87689. // Generate shaders
  87690. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  87691. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  87692. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  87693. var defines = "";
  87694. defines += this._staticDefines;
  87695. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  87696. if (this._staticDefines.indexOf("DOF") != -1) {
  87697. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  87698. varyingCount--;
  87699. }
  87700. for (var i = 0; i < varyingCount; i++) {
  87701. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  87702. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  87703. }
  87704. var depCount = 0;
  87705. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  87706. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  87707. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  87708. depCount++;
  87709. }
  87710. if (this.packedFloat) {
  87711. defines += "#define PACKEDFLOAT 1";
  87712. }
  87713. this.blockCompilation = false;
  87714. _super.prototype.updateEffect.call(this, defines, null, null, {
  87715. varyingCount: varyingCount,
  87716. depCount: depCount
  87717. }, onCompiled, onError);
  87718. };
  87719. /**
  87720. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  87721. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  87722. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  87723. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  87724. * The gaps between physical kernels are compensated for in the weighting of the samples
  87725. * @param idealKernel Ideal blur kernel.
  87726. * @return Nearest best kernel.
  87727. */
  87728. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  87729. var v = Math.round(idealKernel);
  87730. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  87731. var k = _a[_i];
  87732. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  87733. return Math.max(k, 3);
  87734. }
  87735. }
  87736. return Math.max(v, 3);
  87737. };
  87738. /**
  87739. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  87740. * @param x The point on the Gaussian distribution to sample.
  87741. * @return the value of the Gaussian function at x.
  87742. */
  87743. BlurPostProcess.prototype._gaussianWeight = function (x) {
  87744. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  87745. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  87746. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  87747. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  87748. // truncated at around 1.3% of peak strength.
  87749. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  87750. var sigma = (1 / 3);
  87751. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  87752. var exponent = -((x * x) / (2.0 * sigma * sigma));
  87753. var weight = (1.0 / denominator) * Math.exp(exponent);
  87754. return weight;
  87755. };
  87756. /**
  87757. * Generates a string that can be used as a floating point number in GLSL.
  87758. * @param x Value to print.
  87759. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  87760. * @return GLSL float string.
  87761. */
  87762. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  87763. if (decimalFigures === void 0) { decimalFigures = 8; }
  87764. return x.toFixed(decimalFigures).replace(/0+$/, '');
  87765. };
  87766. return BlurPostProcess;
  87767. }(BABYLON.PostProcess));
  87768. BABYLON.BlurPostProcess = BlurPostProcess;
  87769. })(BABYLON || (BABYLON = {}));
  87770. //# sourceMappingURL=babylon.blurPostProcess.js.map
  87771. var BABYLON;
  87772. (function (BABYLON) {
  87773. /**
  87774. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  87775. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  87776. * based on samples that have a large difference in distance than the center pixel.
  87777. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  87778. */
  87779. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  87780. __extends(DepthOfFieldBlurPostProcess, _super);
  87781. /**
  87782. * Creates a new instance CircleOfConfusionPostProcess
  87783. * @param name The name of the effect.
  87784. * @param scene The scene the effect belongs to.
  87785. * @param direction The direction the blur should be applied.
  87786. * @param kernel The size of the kernel used to blur.
  87787. * @param options The required width/height ratio to downsize to before computing the render pass.
  87788. * @param camera The camera to apply the render pass to.
  87789. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  87790. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  87791. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87792. * @param engine The engine which the post process will be applied. (default: current engine)
  87793. * @param reusable If the post process can be reused on the same frame. (default: false)
  87794. * @param textureType Type of textures used when performing the post process. (default: 0)
  87795. * @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)
  87796. */
  87797. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  87798. if (imageToBlur === void 0) { imageToBlur = null; }
  87799. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87800. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87801. if (blockCompilation === void 0) { blockCompilation = false; }
  87802. 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;
  87803. _this.direction = direction;
  87804. _this.onApplyObservable.add(function (effect) {
  87805. if (imageToBlur != null) {
  87806. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  87807. }
  87808. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  87809. if (scene.activeCamera) {
  87810. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  87811. }
  87812. });
  87813. return _this;
  87814. }
  87815. return DepthOfFieldBlurPostProcess;
  87816. }(BABYLON.BlurPostProcess));
  87817. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  87818. })(BABYLON || (BABYLON = {}));
  87819. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  87820. var BABYLON;
  87821. (function (BABYLON) {
  87822. /**
  87823. * Options to be set when merging outputs from the default pipeline.
  87824. */
  87825. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  87826. function DepthOfFieldMergePostProcessOptions() {
  87827. }
  87828. return DepthOfFieldMergePostProcessOptions;
  87829. }());
  87830. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  87831. /**
  87832. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  87833. */
  87834. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  87835. __extends(DepthOfFieldMergePostProcess, _super);
  87836. /**
  87837. * Creates a new instance of DepthOfFieldMergePostProcess
  87838. * @param name The name of the effect.
  87839. * @param originalFromInput Post process which's input will be used for the merge.
  87840. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  87841. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  87842. * @param options The required width/height ratio to downsize to before computing the render pass.
  87843. * @param camera The camera to apply the render pass to.
  87844. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87845. * @param engine The engine which the post process will be applied. (default: current engine)
  87846. * @param reusable If the post process can be reused on the same frame. (default: false)
  87847. * @param textureType Type of textures used when performing the post process. (default: 0)
  87848. * @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)
  87849. */
  87850. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87851. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87852. if (blockCompilation === void 0) { blockCompilation = false; }
  87853. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  87854. _this.blurSteps = blurSteps;
  87855. _this.onApplyObservable.add(function (effect) {
  87856. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  87857. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  87858. blurSteps.forEach(function (step, index) {
  87859. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  87860. });
  87861. });
  87862. if (!blockCompilation) {
  87863. _this.updateEffect();
  87864. }
  87865. return _this;
  87866. }
  87867. /**
  87868. * Updates the effect with the current post process compile time values and recompiles the shader.
  87869. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  87870. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  87871. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  87872. * @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
  87873. * @param onCompiled Called when the shader has been compiled.
  87874. * @param onError Called if there is an error when compiling a shader.
  87875. */
  87876. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  87877. if (defines === void 0) { defines = null; }
  87878. if (uniforms === void 0) { uniforms = null; }
  87879. if (samplers === void 0) { samplers = null; }
  87880. if (!defines) {
  87881. defines = "";
  87882. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  87883. }
  87884. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  87885. };
  87886. return DepthOfFieldMergePostProcess;
  87887. }(BABYLON.PostProcess));
  87888. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  87889. })(BABYLON || (BABYLON = {}));
  87890. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  87891. var BABYLON;
  87892. (function (BABYLON) {
  87893. /**
  87894. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  87895. */
  87896. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  87897. __extends(CircleOfConfusionPostProcess, _super);
  87898. /**
  87899. * Creates a new instance CircleOfConfusionPostProcess
  87900. * @param name The name of the effect.
  87901. * @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.
  87902. * @param options The required width/height ratio to downsize to before computing the render pass.
  87903. * @param camera The camera to apply the render pass to.
  87904. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87905. * @param engine The engine which the post process will be applied. (default: current engine)
  87906. * @param reusable If the post process can be reused on the same frame. (default: false)
  87907. * @param textureType Type of textures used when performing the post process. (default: 0)
  87908. * @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)
  87909. */
  87910. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87911. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87912. if (blockCompilation === void 0) { blockCompilation = false; }
  87913. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87914. /**
  87915. * 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.
  87916. */
  87917. _this.lensSize = 50;
  87918. /**
  87919. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  87920. */
  87921. _this.fStop = 1.4;
  87922. /**
  87923. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  87924. */
  87925. _this.focusDistance = 2000;
  87926. /**
  87927. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  87928. */
  87929. _this.focalLength = 50;
  87930. _this._depthTexture = null;
  87931. _this._depthTexture = depthTexture;
  87932. _this.onApplyObservable.add(function (effect) {
  87933. if (!_this._depthTexture) {
  87934. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  87935. return;
  87936. }
  87937. effect.setTexture("depthSampler", _this._depthTexture);
  87938. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  87939. var aperture = _this.lensSize / _this.fStop;
  87940. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  87941. effect.setFloat('focusDistance', _this.focusDistance);
  87942. effect.setFloat('cocPrecalculation', cocPrecalculation);
  87943. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  87944. });
  87945. return _this;
  87946. }
  87947. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  87948. /**
  87949. * 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.
  87950. */
  87951. set: function (value) {
  87952. this._depthTexture = value;
  87953. },
  87954. enumerable: true,
  87955. configurable: true
  87956. });
  87957. return CircleOfConfusionPostProcess;
  87958. }(BABYLON.PostProcess));
  87959. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  87960. })(BABYLON || (BABYLON = {}));
  87961. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  87962. var BABYLON;
  87963. (function (BABYLON) {
  87964. /**
  87965. * Specifies the level of max blur that should be applied when using the depth of field effect
  87966. */
  87967. var DepthOfFieldEffectBlurLevel;
  87968. (function (DepthOfFieldEffectBlurLevel) {
  87969. /**
  87970. * Subtle blur
  87971. */
  87972. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  87973. /**
  87974. * Medium blur
  87975. */
  87976. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  87977. /**
  87978. * Large blur
  87979. */
  87980. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  87981. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  87982. /**
  87983. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  87984. */
  87985. var DepthOfFieldEffect = /** @class */ (function (_super) {
  87986. __extends(DepthOfFieldEffect, _super);
  87987. /**
  87988. * Creates a new instance DepthOfFieldEffect
  87989. * @param scene The scene the effect belongs to.
  87990. * @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.
  87991. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  87992. * @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)
  87993. */
  87994. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  87995. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  87996. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  87997. if (blockCompilation === void 0) { blockCompilation = false; }
  87998. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  87999. return _this._effects;
  88000. }, true) || this;
  88001. /**
  88002. * @hidden Internal post processes in depth of field effect
  88003. */
  88004. _this._effects = [];
  88005. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  88006. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88007. // 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)
  88008. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  88009. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88010. _this._depthOfFieldBlurY = [];
  88011. _this._depthOfFieldBlurX = [];
  88012. var blurCount = 1;
  88013. var kernelSize = 15;
  88014. switch (blurLevel) {
  88015. case DepthOfFieldEffectBlurLevel.High: {
  88016. blurCount = 3;
  88017. kernelSize = 51;
  88018. break;
  88019. }
  88020. case DepthOfFieldEffectBlurLevel.Medium: {
  88021. blurCount = 2;
  88022. kernelSize = 31;
  88023. break;
  88024. }
  88025. default: {
  88026. kernelSize = 15;
  88027. blurCount = 1;
  88028. break;
  88029. }
  88030. }
  88031. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  88032. var ratio = 1.0;
  88033. for (var i = 0; i < blurCount; i++) {
  88034. 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);
  88035. blurY.autoClear = false;
  88036. ratio = 0.75 / Math.pow(2, i);
  88037. 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);
  88038. blurX.autoClear = false;
  88039. _this._depthOfFieldBlurY.push(blurY);
  88040. _this._depthOfFieldBlurX.push(blurX);
  88041. }
  88042. // Set all post processes on the effect.
  88043. _this._effects = [_this._circleOfConfusion];
  88044. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  88045. _this._effects.push(_this._depthOfFieldBlurY[i]);
  88046. _this._effects.push(_this._depthOfFieldBlurX[i]);
  88047. }
  88048. // Merge blurred images with original image based on circleOfConfusion
  88049. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88050. _this._dofMerge.autoClear = false;
  88051. _this._effects.push(_this._dofMerge);
  88052. return _this;
  88053. }
  88054. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  88055. get: function () {
  88056. return this._circleOfConfusion.focalLength;
  88057. },
  88058. /**
  88059. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  88060. */
  88061. set: function (value) {
  88062. this._circleOfConfusion.focalLength = value;
  88063. },
  88064. enumerable: true,
  88065. configurable: true
  88066. });
  88067. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  88068. get: function () {
  88069. return this._circleOfConfusion.fStop;
  88070. },
  88071. /**
  88072. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88073. */
  88074. set: function (value) {
  88075. this._circleOfConfusion.fStop = value;
  88076. },
  88077. enumerable: true,
  88078. configurable: true
  88079. });
  88080. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  88081. get: function () {
  88082. return this._circleOfConfusion.focusDistance;
  88083. },
  88084. /**
  88085. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88086. */
  88087. set: function (value) {
  88088. this._circleOfConfusion.focusDistance = value;
  88089. },
  88090. enumerable: true,
  88091. configurable: true
  88092. });
  88093. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  88094. get: function () {
  88095. return this._circleOfConfusion.lensSize;
  88096. },
  88097. /**
  88098. * 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.
  88099. */
  88100. set: function (value) {
  88101. this._circleOfConfusion.lensSize = value;
  88102. },
  88103. enumerable: true,
  88104. configurable: true
  88105. });
  88106. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  88107. /**
  88108. * 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.
  88109. */
  88110. set: function (value) {
  88111. this._circleOfConfusion.depthTexture = value;
  88112. },
  88113. enumerable: true,
  88114. configurable: true
  88115. });
  88116. /**
  88117. * Disposes each of the internal effects for a given camera.
  88118. * @param camera The camera to dispose the effect on.
  88119. */
  88120. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  88121. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88122. this._effects[effectIndex].dispose(camera);
  88123. }
  88124. };
  88125. /**
  88126. * @hidden Internal
  88127. */
  88128. DepthOfFieldEffect.prototype._updateEffects = function () {
  88129. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88130. this._effects[effectIndex].updateEffect();
  88131. }
  88132. };
  88133. /**
  88134. * Internal
  88135. * @returns if all the contained post processes are ready.
  88136. * @hidden
  88137. */
  88138. DepthOfFieldEffect.prototype._isReady = function () {
  88139. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88140. if (!this._effects[effectIndex].isReady()) {
  88141. return false;
  88142. }
  88143. }
  88144. return true;
  88145. };
  88146. return DepthOfFieldEffect;
  88147. }(BABYLON.PostProcessRenderEffect));
  88148. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  88149. })(BABYLON || (BABYLON = {}));
  88150. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  88151. var BABYLON;
  88152. (function (BABYLON) {
  88153. /**
  88154. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88155. */
  88156. var BloomMergePostProcess = /** @class */ (function (_super) {
  88157. __extends(BloomMergePostProcess, _super);
  88158. /**
  88159. * Creates a new instance of @see BloomMergePostProcess
  88160. * @param name The name of the effect.
  88161. * @param originalFromInput Post process which's input will be used for the merge.
  88162. * @param blurred Blurred highlights post process which's output will be used.
  88163. * @param weight Weight of the bloom to be added to the original input.
  88164. * @param options The required width/height ratio to downsize to before computing the render pass.
  88165. * @param camera The camera to apply the render pass to.
  88166. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88167. * @param engine The engine which the post process will be applied. (default: current engine)
  88168. * @param reusable If the post process can be reused on the same frame. (default: false)
  88169. * @param textureType Type of textures used when performing the post process. (default: 0)
  88170. * @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)
  88171. */
  88172. function BloomMergePostProcess(name, originalFromInput, blurred,
  88173. /** Weight of the bloom to be added to the original input. */
  88174. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88175. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88176. if (blockCompilation === void 0) { blockCompilation = false; }
  88177. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88178. _this.weight = weight;
  88179. _this.onApplyObservable.add(function (effect) {
  88180. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88181. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  88182. effect.setFloat("bloomWeight", _this.weight);
  88183. });
  88184. if (!blockCompilation) {
  88185. _this.updateEffect();
  88186. }
  88187. return _this;
  88188. }
  88189. return BloomMergePostProcess;
  88190. }(BABYLON.PostProcess));
  88191. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  88192. })(BABYLON || (BABYLON = {}));
  88193. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  88194. var BABYLON;
  88195. (function (BABYLON) {
  88196. /**
  88197. * 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.
  88198. */
  88199. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  88200. __extends(ExtractHighlightsPostProcess, _super);
  88201. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88202. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88203. if (blockCompilation === void 0) { blockCompilation = false; }
  88204. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88205. /**
  88206. * The luminance threshold, pixels below this value will be set to black.
  88207. */
  88208. _this.threshold = 0.9;
  88209. /** @hidden */
  88210. _this._exposure = 1;
  88211. /**
  88212. * Post process which has the input texture to be used when performing highlight extraction
  88213. * @hidden
  88214. */
  88215. _this._inputPostProcess = null;
  88216. _this.onApplyObservable.add(function (effect) {
  88217. if (_this._inputPostProcess) {
  88218. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  88219. }
  88220. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  88221. effect.setFloat('exposure', _this._exposure);
  88222. });
  88223. return _this;
  88224. }
  88225. return ExtractHighlightsPostProcess;
  88226. }(BABYLON.PostProcess));
  88227. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  88228. })(BABYLON || (BABYLON = {}));
  88229. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  88230. var BABYLON;
  88231. (function (BABYLON) {
  88232. /**
  88233. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  88234. */
  88235. var BloomEffect = /** @class */ (function (_super) {
  88236. __extends(BloomEffect, _super);
  88237. /**
  88238. * Creates a new instance of @see BloomEffect
  88239. * @param scene The scene the effect belongs to.
  88240. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  88241. * @param bloomKernel The size of the kernel to be used when applying the blur.
  88242. * @param bloomWeight The the strength of bloom.
  88243. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88244. * @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)
  88245. */
  88246. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  88247. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88248. if (blockCompilation === void 0) { blockCompilation = false; }
  88249. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  88250. return _this._effects;
  88251. }, true) || this;
  88252. _this.bloomScale = bloomScale;
  88253. /**
  88254. * @hidden Internal
  88255. */
  88256. _this._effects = [];
  88257. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88258. _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);
  88259. _this._blurX.alwaysForcePOT = true;
  88260. _this._blurX.autoClear = false;
  88261. _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);
  88262. _this._blurY.alwaysForcePOT = true;
  88263. _this._blurY.autoClear = false;
  88264. _this.kernel = bloomKernel;
  88265. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  88266. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88267. _this._merge.autoClear = false;
  88268. _this._effects.push(_this._merge);
  88269. return _this;
  88270. }
  88271. Object.defineProperty(BloomEffect.prototype, "threshold", {
  88272. /**
  88273. * The luminance threshold to find bright areas of the image to bloom.
  88274. */
  88275. get: function () {
  88276. return this._downscale.threshold;
  88277. },
  88278. set: function (value) {
  88279. this._downscale.threshold = value;
  88280. },
  88281. enumerable: true,
  88282. configurable: true
  88283. });
  88284. Object.defineProperty(BloomEffect.prototype, "weight", {
  88285. /**
  88286. * The strength of the bloom.
  88287. */
  88288. get: function () {
  88289. return this._merge.weight;
  88290. },
  88291. set: function (value) {
  88292. this._merge.weight = value;
  88293. },
  88294. enumerable: true,
  88295. configurable: true
  88296. });
  88297. Object.defineProperty(BloomEffect.prototype, "kernel", {
  88298. /**
  88299. * Specifies the size of the bloom blur kernel, relative to the final output size
  88300. */
  88301. get: function () {
  88302. return this._blurX.kernel / this.bloomScale;
  88303. },
  88304. set: function (value) {
  88305. this._blurX.kernel = value * this.bloomScale;
  88306. this._blurY.kernel = value * this.bloomScale;
  88307. },
  88308. enumerable: true,
  88309. configurable: true
  88310. });
  88311. /**
  88312. * Disposes each of the internal effects for a given camera.
  88313. * @param camera The camera to dispose the effect on.
  88314. */
  88315. BloomEffect.prototype.disposeEffects = function (camera) {
  88316. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88317. this._effects[effectIndex].dispose(camera);
  88318. }
  88319. };
  88320. /**
  88321. * @hidden Internal
  88322. */
  88323. BloomEffect.prototype._updateEffects = function () {
  88324. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88325. this._effects[effectIndex].updateEffect();
  88326. }
  88327. };
  88328. /**
  88329. * Internal
  88330. * @returns if all the contained post processes are ready.
  88331. * @hidden
  88332. */
  88333. BloomEffect.prototype._isReady = function () {
  88334. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88335. if (!this._effects[effectIndex].isReady()) {
  88336. return false;
  88337. }
  88338. }
  88339. return true;
  88340. };
  88341. return BloomEffect;
  88342. }(BABYLON.PostProcessRenderEffect));
  88343. BABYLON.BloomEffect = BloomEffect;
  88344. })(BABYLON || (BABYLON = {}));
  88345. //# sourceMappingURL=babylon.bloomEffect.js.map
  88346. var BABYLON;
  88347. (function (BABYLON) {
  88348. /**
  88349. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  88350. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  88351. */
  88352. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  88353. __extends(DefaultRenderingPipeline, _super);
  88354. /**
  88355. * @constructor
  88356. * @param name - The rendering pipeline name (default: "")
  88357. * @param hdr - If high dynamic range textures should be used (default: true)
  88358. * @param scene - The scene linked to this pipeline (default: the last created scene)
  88359. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  88360. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  88361. */
  88362. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  88363. if (name === void 0) { name = ""; }
  88364. if (hdr === void 0) { hdr = true; }
  88365. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  88366. if (automaticBuild === void 0) { automaticBuild = true; }
  88367. var _this = _super.call(this, scene.getEngine(), name) || this;
  88368. _this._camerasToBeAttached = [];
  88369. /**
  88370. * ID of the sharpen post process,
  88371. */
  88372. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  88373. /**
  88374. * @ignore
  88375. * ID of the image processing post process;
  88376. */
  88377. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  88378. /**
  88379. * @ignore
  88380. * ID of the Fast Approximate Anti-Aliasing post process;
  88381. */
  88382. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  88383. /**
  88384. * ID of the chromatic aberration post process,
  88385. */
  88386. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  88387. /**
  88388. * ID of the grain post process
  88389. */
  88390. _this.GrainPostProcessId = "GrainPostProcessEffect";
  88391. /**
  88392. * Glow post process which adds a glow to emmisive areas of the image
  88393. */
  88394. _this._glowLayer = null;
  88395. /**
  88396. * Animations which can be used to tweak settings over a period of time
  88397. */
  88398. _this.animations = [];
  88399. _this._imageProcessingConfigurationObserver = null;
  88400. // Values
  88401. _this._sharpenEnabled = false;
  88402. _this._bloomEnabled = false;
  88403. _this._depthOfFieldEnabled = false;
  88404. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  88405. _this._fxaaEnabled = false;
  88406. _this._imageProcessingEnabled = true;
  88407. _this._bloomScale = 0.5;
  88408. _this._chromaticAberrationEnabled = false;
  88409. _this._grainEnabled = false;
  88410. _this._buildAllowed = true;
  88411. _this._resizeObserver = null;
  88412. _this._hardwareScaleLevel = 1.0;
  88413. _this._bloomKernel = 64;
  88414. /**
  88415. * Specifies the weight of the bloom in the final rendering
  88416. */
  88417. _this._bloomWeight = 0.15;
  88418. /**
  88419. * Specifies the luma threshold for the area that will be blurred by the bloom
  88420. */
  88421. _this._bloomThreshold = 0.9;
  88422. _this._samples = 1;
  88423. _this._hasCleared = false;
  88424. _this._prevPostProcess = null;
  88425. _this._prevPrevPostProcess = null;
  88426. _this._depthOfFieldSceneObserver = null;
  88427. _this._cameras = cameras || scene.cameras;
  88428. _this._cameras = _this._cameras.slice();
  88429. _this._camerasToBeAttached = _this._cameras.slice();
  88430. _this._buildAllowed = automaticBuild;
  88431. // Initialize
  88432. _this._scene = scene;
  88433. var caps = _this._scene.getEngine().getCaps();
  88434. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  88435. // Misc
  88436. if (_this._hdr) {
  88437. if (caps.textureHalfFloatRender) {
  88438. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  88439. }
  88440. else if (caps.textureFloatRender) {
  88441. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  88442. }
  88443. }
  88444. else {
  88445. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  88446. }
  88447. // Attach
  88448. scene.postProcessRenderPipelineManager.addPipeline(_this);
  88449. var engine = _this._scene.getEngine();
  88450. // Create post processes before hand so they can be modified before enabled.
  88451. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  88452. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88453. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  88454. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  88455. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  88456. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88457. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  88458. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88459. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  88460. _this._resizeObserver = engine.onResizeObservable.add(function () {
  88461. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  88462. _this.bloomKernel = _this.bloomKernel;
  88463. });
  88464. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  88465. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  88466. });
  88467. _this._buildPipeline();
  88468. return _this;
  88469. }
  88470. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  88471. get: function () {
  88472. return this._sharpenEnabled;
  88473. },
  88474. /**
  88475. * Enable or disable the sharpen process from the pipeline
  88476. */
  88477. set: function (enabled) {
  88478. if (this._sharpenEnabled === enabled) {
  88479. return;
  88480. }
  88481. this._sharpenEnabled = enabled;
  88482. this._buildPipeline();
  88483. },
  88484. enumerable: true,
  88485. configurable: true
  88486. });
  88487. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  88488. /**
  88489. * Specifies the size of the bloom blur kernel, relative to the final output size
  88490. */
  88491. get: function () {
  88492. return this._bloomKernel;
  88493. },
  88494. set: function (value) {
  88495. this._bloomKernel = value;
  88496. this.bloom.kernel = value / this._hardwareScaleLevel;
  88497. },
  88498. enumerable: true,
  88499. configurable: true
  88500. });
  88501. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  88502. get: function () {
  88503. return this._bloomWeight;
  88504. },
  88505. /**
  88506. * The strength of the bloom.
  88507. */
  88508. set: function (value) {
  88509. if (this._bloomWeight === value) {
  88510. return;
  88511. }
  88512. this.bloom.weight = value;
  88513. this._bloomWeight = value;
  88514. },
  88515. enumerable: true,
  88516. configurable: true
  88517. });
  88518. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  88519. get: function () {
  88520. return this._bloomThreshold;
  88521. },
  88522. /**
  88523. * The strength of the bloom.
  88524. */
  88525. set: function (value) {
  88526. if (this._bloomThreshold === value) {
  88527. return;
  88528. }
  88529. this.bloom.threshold = value;
  88530. this._bloomThreshold = value;
  88531. },
  88532. enumerable: true,
  88533. configurable: true
  88534. });
  88535. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  88536. get: function () {
  88537. return this._bloomScale;
  88538. },
  88539. /**
  88540. * The scale of the bloom, lower value will provide better performance.
  88541. */
  88542. set: function (value) {
  88543. if (this._bloomScale === value) {
  88544. return;
  88545. }
  88546. this._bloomScale = value;
  88547. // recreate bloom and dispose old as this setting is not dynamic
  88548. this._rebuildBloom();
  88549. this._buildPipeline();
  88550. },
  88551. enumerable: true,
  88552. configurable: true
  88553. });
  88554. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  88555. get: function () {
  88556. return this._bloomEnabled;
  88557. },
  88558. /**
  88559. * Enable or disable the bloom from the pipeline
  88560. */
  88561. set: function (enabled) {
  88562. if (this._bloomEnabled === enabled) {
  88563. return;
  88564. }
  88565. this._bloomEnabled = enabled;
  88566. this._buildPipeline();
  88567. },
  88568. enumerable: true,
  88569. configurable: true
  88570. });
  88571. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  88572. // recreate bloom and dispose old as this setting is not dynamic
  88573. var oldBloom = this.bloom;
  88574. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  88575. this.bloom.threshold = oldBloom.threshold;
  88576. for (var i = 0; i < this._cameras.length; i++) {
  88577. oldBloom.disposeEffects(this._cameras[i]);
  88578. }
  88579. };
  88580. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  88581. /**
  88582. * If the depth of field is enabled.
  88583. */
  88584. get: function () {
  88585. return this._depthOfFieldEnabled;
  88586. },
  88587. set: function (enabled) {
  88588. if (this._depthOfFieldEnabled === enabled) {
  88589. return;
  88590. }
  88591. this._depthOfFieldEnabled = enabled;
  88592. this._buildPipeline();
  88593. },
  88594. enumerable: true,
  88595. configurable: true
  88596. });
  88597. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  88598. /**
  88599. * Blur level of the depth of field effect. (Higher blur will effect performance)
  88600. */
  88601. get: function () {
  88602. return this._depthOfFieldBlurLevel;
  88603. },
  88604. set: function (value) {
  88605. if (this._depthOfFieldBlurLevel === value) {
  88606. return;
  88607. }
  88608. this._depthOfFieldBlurLevel = value;
  88609. // recreate dof and dispose old as this setting is not dynamic
  88610. var oldDof = this.depthOfField;
  88611. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  88612. this.depthOfField.focalLength = oldDof.focalLength;
  88613. this.depthOfField.focusDistance = oldDof.focusDistance;
  88614. this.depthOfField.fStop = oldDof.fStop;
  88615. this.depthOfField.lensSize = oldDof.lensSize;
  88616. for (var i = 0; i < this._cameras.length; i++) {
  88617. oldDof.disposeEffects(this._cameras[i]);
  88618. }
  88619. this._buildPipeline();
  88620. },
  88621. enumerable: true,
  88622. configurable: true
  88623. });
  88624. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  88625. get: function () {
  88626. return this._fxaaEnabled;
  88627. },
  88628. /**
  88629. * If the anti aliasing is enabled.
  88630. */
  88631. set: function (enabled) {
  88632. if (this._fxaaEnabled === enabled) {
  88633. return;
  88634. }
  88635. this._fxaaEnabled = enabled;
  88636. this._buildPipeline();
  88637. },
  88638. enumerable: true,
  88639. configurable: true
  88640. });
  88641. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  88642. get: function () {
  88643. return this._samples;
  88644. },
  88645. /**
  88646. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  88647. */
  88648. set: function (sampleCount) {
  88649. if (this._samples === sampleCount) {
  88650. return;
  88651. }
  88652. this._samples = sampleCount;
  88653. this._buildPipeline();
  88654. },
  88655. enumerable: true,
  88656. configurable: true
  88657. });
  88658. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  88659. get: function () {
  88660. return this._imageProcessingEnabled;
  88661. },
  88662. /**
  88663. * If image processing is enabled.
  88664. */
  88665. set: function (enabled) {
  88666. if (this._imageProcessingEnabled === enabled) {
  88667. return;
  88668. }
  88669. this._imageProcessingEnabled = enabled;
  88670. this._buildPipeline();
  88671. },
  88672. enumerable: true,
  88673. configurable: true
  88674. });
  88675. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  88676. get: function () {
  88677. return this._glowLayer == null;
  88678. },
  88679. /**
  88680. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  88681. */
  88682. set: function (enabled) {
  88683. if (enabled && !this._glowLayer) {
  88684. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  88685. }
  88686. else if (!enabled && this._glowLayer) {
  88687. this._glowLayer.dispose();
  88688. this._glowLayer = null;
  88689. }
  88690. },
  88691. enumerable: true,
  88692. configurable: true
  88693. });
  88694. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  88695. get: function () {
  88696. return this._chromaticAberrationEnabled;
  88697. },
  88698. /**
  88699. * Enable or disable the chromaticAberration process from the pipeline
  88700. */
  88701. set: function (enabled) {
  88702. if (this._chromaticAberrationEnabled === enabled) {
  88703. return;
  88704. }
  88705. this._chromaticAberrationEnabled = enabled;
  88706. this._buildPipeline();
  88707. },
  88708. enumerable: true,
  88709. configurable: true
  88710. });
  88711. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  88712. get: function () {
  88713. return this._grainEnabled;
  88714. },
  88715. /**
  88716. * Enable or disable the grain process from the pipeline
  88717. */
  88718. set: function (enabled) {
  88719. if (this._grainEnabled === enabled) {
  88720. return;
  88721. }
  88722. this._grainEnabled = enabled;
  88723. this._buildPipeline();
  88724. },
  88725. enumerable: true,
  88726. configurable: true
  88727. });
  88728. /**
  88729. * Force the compilation of the entire pipeline.
  88730. */
  88731. DefaultRenderingPipeline.prototype.prepare = function () {
  88732. var previousState = this._buildAllowed;
  88733. this._buildAllowed = true;
  88734. this._buildPipeline();
  88735. this._buildAllowed = previousState;
  88736. };
  88737. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  88738. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  88739. if (this._hasCleared) {
  88740. postProcess.autoClear = false;
  88741. }
  88742. else {
  88743. postProcess.autoClear = true;
  88744. this._scene.autoClear = false;
  88745. this._hasCleared = true;
  88746. }
  88747. if (!skipTextureSharing) {
  88748. if (this._prevPrevPostProcess) {
  88749. postProcess.shareOutputWith(this._prevPrevPostProcess);
  88750. }
  88751. else {
  88752. postProcess.useOwnOutput();
  88753. }
  88754. if (this._prevPostProcess) {
  88755. this._prevPrevPostProcess = this._prevPostProcess;
  88756. }
  88757. this._prevPostProcess = postProcess;
  88758. }
  88759. };
  88760. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  88761. var _this = this;
  88762. if (!this._buildAllowed) {
  88763. return;
  88764. }
  88765. this._scene.autoClear = true;
  88766. var engine = this._scene.getEngine();
  88767. this._disposePostProcesses();
  88768. if (this._cameras !== null) {
  88769. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  88770. // get back cameras to be used to reattach pipeline
  88771. this._cameras = this._camerasToBeAttached.slice();
  88772. }
  88773. this._reset();
  88774. this._prevPostProcess = null;
  88775. this._prevPrevPostProcess = null;
  88776. this._hasCleared = false;
  88777. if (this.depthOfFieldEnabled) {
  88778. // Multi camera suport
  88779. if (this._cameras.length > 1) {
  88780. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  88781. var camera = _a[_i];
  88782. var depthRenderer = this._scene.enableDepthRenderer(camera);
  88783. depthRenderer.useOnlyInActiveCamera = true;
  88784. }
  88785. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  88786. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  88787. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  88788. }
  88789. });
  88790. }
  88791. else {
  88792. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88793. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  88794. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  88795. }
  88796. if (!this.depthOfField._isReady()) {
  88797. this.depthOfField._updateEffects();
  88798. }
  88799. this.addEffect(this.depthOfField);
  88800. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  88801. }
  88802. else {
  88803. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88804. }
  88805. if (this.bloomEnabled) {
  88806. if (!this.bloom._isReady()) {
  88807. this.bloom._updateEffects();
  88808. }
  88809. this.addEffect(this.bloom);
  88810. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  88811. }
  88812. if (this._imageProcessingEnabled) {
  88813. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  88814. if (this._hdr) {
  88815. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  88816. this._setAutoClearAndTextureSharing(this.imageProcessing);
  88817. }
  88818. else {
  88819. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  88820. }
  88821. }
  88822. if (this.sharpenEnabled) {
  88823. if (!this.sharpen.isReady()) {
  88824. this.sharpen.updateEffect();
  88825. }
  88826. this.addEffect(this._sharpenEffect);
  88827. this._setAutoClearAndTextureSharing(this.sharpen);
  88828. }
  88829. if (this.grainEnabled) {
  88830. if (!this.grain.isReady()) {
  88831. this.grain.updateEffect();
  88832. }
  88833. this.addEffect(this._grainEffect);
  88834. this._setAutoClearAndTextureSharing(this.grain);
  88835. }
  88836. if (this.chromaticAberrationEnabled) {
  88837. if (!this.chromaticAberration.isReady()) {
  88838. this.chromaticAberration.updateEffect();
  88839. }
  88840. this.addEffect(this._chromaticAberrationEffect);
  88841. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  88842. }
  88843. if (this.fxaaEnabled) {
  88844. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  88845. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  88846. this._setAutoClearAndTextureSharing(this.fxaa, true);
  88847. }
  88848. if (this._cameras !== null) {
  88849. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  88850. }
  88851. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  88852. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  88853. }
  88854. };
  88855. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  88856. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  88857. for (var i = 0; i < this._cameras.length; i++) {
  88858. var camera = this._cameras[i];
  88859. if (this.imageProcessing) {
  88860. this.imageProcessing.dispose(camera);
  88861. }
  88862. if (this.fxaa) {
  88863. this.fxaa.dispose(camera);
  88864. }
  88865. // These are created in the constructor and should not be disposed on every pipeline change
  88866. if (disposeNonRecreated) {
  88867. if (this.sharpen) {
  88868. this.sharpen.dispose(camera);
  88869. }
  88870. if (this.depthOfField) {
  88871. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88872. this.depthOfField.disposeEffects(camera);
  88873. }
  88874. if (this.bloom) {
  88875. this.bloom.disposeEffects(camera);
  88876. }
  88877. if (this.chromaticAberration) {
  88878. this.chromaticAberration.dispose(camera);
  88879. }
  88880. if (this.grain) {
  88881. this.grain.dispose(camera);
  88882. }
  88883. if (this._glowLayer) {
  88884. this._glowLayer.dispose();
  88885. }
  88886. }
  88887. }
  88888. this.imageProcessing = null;
  88889. this.fxaa = null;
  88890. if (disposeNonRecreated) {
  88891. this.sharpen = null;
  88892. this._sharpenEffect = null;
  88893. this.depthOfField = null;
  88894. this.bloom = null;
  88895. this.chromaticAberration = null;
  88896. this._chromaticAberrationEffect = null;
  88897. this.grain = null;
  88898. this._grainEffect = null;
  88899. this._glowLayer = null;
  88900. }
  88901. };
  88902. /**
  88903. * Adds a camera to the pipeline
  88904. * @param camera the camera to be added
  88905. */
  88906. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  88907. this._camerasToBeAttached.push(camera);
  88908. this._buildPipeline();
  88909. };
  88910. /**
  88911. * Removes a camera from the pipeline
  88912. * @param camera the camera to remove
  88913. */
  88914. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  88915. var index = this._camerasToBeAttached.indexOf(camera);
  88916. this._camerasToBeAttached.splice(index, 1);
  88917. this._buildPipeline();
  88918. };
  88919. /**
  88920. * Dispose of the pipeline and stop all post processes
  88921. */
  88922. DefaultRenderingPipeline.prototype.dispose = function () {
  88923. this._disposePostProcesses(true);
  88924. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  88925. this._scene.autoClear = true;
  88926. if (this._resizeObserver) {
  88927. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  88928. this._resizeObserver = null;
  88929. }
  88930. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  88931. _super.prototype.dispose.call(this);
  88932. };
  88933. /**
  88934. * Serialize the rendering pipeline (Used when exporting)
  88935. * @returns the serialized object
  88936. */
  88937. DefaultRenderingPipeline.prototype.serialize = function () {
  88938. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  88939. serializationObject.customType = "DefaultRenderingPipeline";
  88940. return serializationObject;
  88941. };
  88942. /**
  88943. * Parse the serialized pipeline
  88944. * @param source Source pipeline.
  88945. * @param scene The scene to load the pipeline to.
  88946. * @param rootUrl The URL of the serialized pipeline.
  88947. * @returns An instantiated pipeline from the serialized object.
  88948. */
  88949. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  88950. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  88951. };
  88952. __decorate([
  88953. BABYLON.serialize()
  88954. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  88955. __decorate([
  88956. BABYLON.serialize()
  88957. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  88958. __decorate([
  88959. BABYLON.serialize()
  88960. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  88961. __decorate([
  88962. BABYLON.serialize()
  88963. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  88964. __decorate([
  88965. BABYLON.serialize()
  88966. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  88967. __decorate([
  88968. BABYLON.serialize()
  88969. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  88970. __decorate([
  88971. BABYLON.serialize()
  88972. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  88973. __decorate([
  88974. BABYLON.serialize()
  88975. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  88976. __decorate([
  88977. BABYLON.serialize()
  88978. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  88979. __decorate([
  88980. BABYLON.serialize()
  88981. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  88982. __decorate([
  88983. BABYLON.serialize()
  88984. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  88985. __decorate([
  88986. BABYLON.serialize()
  88987. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  88988. __decorate([
  88989. BABYLON.serialize()
  88990. ], DefaultRenderingPipeline.prototype, "samples", null);
  88991. __decorate([
  88992. BABYLON.serialize()
  88993. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  88994. __decorate([
  88995. BABYLON.serialize()
  88996. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  88997. __decorate([
  88998. BABYLON.serialize()
  88999. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  89000. __decorate([
  89001. BABYLON.serialize()
  89002. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  89003. return DefaultRenderingPipeline;
  89004. }(BABYLON.PostProcessRenderPipeline));
  89005. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  89006. })(BABYLON || (BABYLON = {}));
  89007. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  89008. var BABYLON;
  89009. (function (BABYLON) {
  89010. /**
  89011. * @hidden
  89012. */
  89013. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  89014. __extends(ImageProcessingConfigurationDefines, _super);
  89015. function ImageProcessingConfigurationDefines() {
  89016. var _this = _super.call(this) || this;
  89017. _this.IMAGEPROCESSING = false;
  89018. _this.VIGNETTE = false;
  89019. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  89020. _this.VIGNETTEBLENDMODEOPAQUE = false;
  89021. _this.TONEMAPPING = false;
  89022. _this.TONEMAPPING_ACES = false;
  89023. _this.CONTRAST = false;
  89024. _this.COLORCURVES = false;
  89025. _this.COLORGRADING = false;
  89026. _this.COLORGRADING3D = false;
  89027. _this.SAMPLER3DGREENDEPTH = false;
  89028. _this.SAMPLER3DBGRMAP = false;
  89029. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  89030. _this.EXPOSURE = false;
  89031. _this.rebuild();
  89032. return _this;
  89033. }
  89034. return ImageProcessingConfigurationDefines;
  89035. }(BABYLON.MaterialDefines));
  89036. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  89037. /**
  89038. * This groups together the common properties used for image processing either in direct forward pass
  89039. * or through post processing effect depending on the use of the image processing pipeline in your scene
  89040. * or not.
  89041. */
  89042. var ImageProcessingConfiguration = /** @class */ (function () {
  89043. function ImageProcessingConfiguration() {
  89044. /**
  89045. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  89046. */
  89047. this.colorCurves = new BABYLON.ColorCurves();
  89048. this._colorCurvesEnabled = false;
  89049. this._colorGradingEnabled = false;
  89050. this._colorGradingWithGreenDepth = true;
  89051. this._colorGradingBGR = true;
  89052. /** @hidden */
  89053. this._exposure = 1.0;
  89054. this._toneMappingEnabled = false;
  89055. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  89056. this._contrast = 1.0;
  89057. /**
  89058. * Vignette stretch size.
  89059. */
  89060. this.vignetteStretch = 0;
  89061. /**
  89062. * Vignette centre X Offset.
  89063. */
  89064. this.vignetteCentreX = 0;
  89065. /**
  89066. * Vignette centre Y Offset.
  89067. */
  89068. this.vignetteCentreY = 0;
  89069. /**
  89070. * Vignette weight or intensity of the vignette effect.
  89071. */
  89072. this.vignetteWeight = 1.5;
  89073. /**
  89074. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  89075. * if vignetteEnabled is set to true.
  89076. */
  89077. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  89078. /**
  89079. * Camera field of view used by the Vignette effect.
  89080. */
  89081. this.vignetteCameraFov = 0.5;
  89082. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  89083. this._vignetteEnabled = false;
  89084. this._applyByPostProcess = false;
  89085. this._isEnabled = true;
  89086. /**
  89087. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  89088. */
  89089. this.onUpdateParameters = new BABYLON.Observable();
  89090. }
  89091. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  89092. /**
  89093. * Gets wether the color curves effect is enabled.
  89094. */
  89095. get: function () {
  89096. return this._colorCurvesEnabled;
  89097. },
  89098. /**
  89099. * Sets wether the color curves effect is enabled.
  89100. */
  89101. set: function (value) {
  89102. if (this._colorCurvesEnabled === value) {
  89103. return;
  89104. }
  89105. this._colorCurvesEnabled = value;
  89106. this._updateParameters();
  89107. },
  89108. enumerable: true,
  89109. configurable: true
  89110. });
  89111. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  89112. /**
  89113. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89114. */
  89115. get: function () {
  89116. return this._colorGradingTexture;
  89117. },
  89118. /**
  89119. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89120. */
  89121. set: function (value) {
  89122. if (this._colorGradingTexture === value) {
  89123. return;
  89124. }
  89125. this._colorGradingTexture = value;
  89126. this._updateParameters();
  89127. },
  89128. enumerable: true,
  89129. configurable: true
  89130. });
  89131. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  89132. /**
  89133. * Gets wether the color grading effect is enabled.
  89134. */
  89135. get: function () {
  89136. return this._colorGradingEnabled;
  89137. },
  89138. /**
  89139. * Sets wether the color grading effect is enabled.
  89140. */
  89141. set: function (value) {
  89142. if (this._colorGradingEnabled === value) {
  89143. return;
  89144. }
  89145. this._colorGradingEnabled = value;
  89146. this._updateParameters();
  89147. },
  89148. enumerable: true,
  89149. configurable: true
  89150. });
  89151. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  89152. /**
  89153. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  89154. */
  89155. get: function () {
  89156. return this._colorGradingWithGreenDepth;
  89157. },
  89158. /**
  89159. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  89160. */
  89161. set: function (value) {
  89162. if (this._colorGradingWithGreenDepth === value) {
  89163. return;
  89164. }
  89165. this._colorGradingWithGreenDepth = value;
  89166. this._updateParameters();
  89167. },
  89168. enumerable: true,
  89169. configurable: true
  89170. });
  89171. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  89172. /**
  89173. * Gets wether the color grading texture contains BGR values.
  89174. */
  89175. get: function () {
  89176. return this._colorGradingBGR;
  89177. },
  89178. /**
  89179. * Sets wether the color grading texture contains BGR values.
  89180. */
  89181. set: function (value) {
  89182. if (this._colorGradingBGR === value) {
  89183. return;
  89184. }
  89185. this._colorGradingBGR = value;
  89186. this._updateParameters();
  89187. },
  89188. enumerable: true,
  89189. configurable: true
  89190. });
  89191. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  89192. /**
  89193. * Gets the Exposure used in the effect.
  89194. */
  89195. get: function () {
  89196. return this._exposure;
  89197. },
  89198. /**
  89199. * Sets the Exposure used in the effect.
  89200. */
  89201. set: function (value) {
  89202. if (this._exposure === value) {
  89203. return;
  89204. }
  89205. this._exposure = value;
  89206. this._updateParameters();
  89207. },
  89208. enumerable: true,
  89209. configurable: true
  89210. });
  89211. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  89212. /**
  89213. * Gets wether the tone mapping effect is enabled.
  89214. */
  89215. get: function () {
  89216. return this._toneMappingEnabled;
  89217. },
  89218. /**
  89219. * Sets wether the tone mapping effect is enabled.
  89220. */
  89221. set: function (value) {
  89222. if (this._toneMappingEnabled === value) {
  89223. return;
  89224. }
  89225. this._toneMappingEnabled = value;
  89226. this._updateParameters();
  89227. },
  89228. enumerable: true,
  89229. configurable: true
  89230. });
  89231. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  89232. /**
  89233. * Gets the type of tone mapping effect.
  89234. */
  89235. get: function () {
  89236. return this._toneMappingType;
  89237. },
  89238. /**
  89239. * Sets the type of tone mapping effect used in BabylonJS.
  89240. */
  89241. set: function (value) {
  89242. if (this._toneMappingType === value) {
  89243. return;
  89244. }
  89245. this._toneMappingType = value;
  89246. this._updateParameters();
  89247. },
  89248. enumerable: true,
  89249. configurable: true
  89250. });
  89251. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  89252. /**
  89253. * Gets the contrast used in the effect.
  89254. */
  89255. get: function () {
  89256. return this._contrast;
  89257. },
  89258. /**
  89259. * Sets the contrast used in the effect.
  89260. */
  89261. set: function (value) {
  89262. if (this._contrast === value) {
  89263. return;
  89264. }
  89265. this._contrast = value;
  89266. this._updateParameters();
  89267. },
  89268. enumerable: true,
  89269. configurable: true
  89270. });
  89271. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  89272. /**
  89273. * Gets the vignette blend mode allowing different kind of effect.
  89274. */
  89275. get: function () {
  89276. return this._vignetteBlendMode;
  89277. },
  89278. /**
  89279. * Sets the vignette blend mode allowing different kind of effect.
  89280. */
  89281. set: function (value) {
  89282. if (this._vignetteBlendMode === value) {
  89283. return;
  89284. }
  89285. this._vignetteBlendMode = value;
  89286. this._updateParameters();
  89287. },
  89288. enumerable: true,
  89289. configurable: true
  89290. });
  89291. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  89292. /**
  89293. * Gets wether the vignette effect is enabled.
  89294. */
  89295. get: function () {
  89296. return this._vignetteEnabled;
  89297. },
  89298. /**
  89299. * Sets wether the vignette effect is enabled.
  89300. */
  89301. set: function (value) {
  89302. if (this._vignetteEnabled === value) {
  89303. return;
  89304. }
  89305. this._vignetteEnabled = value;
  89306. this._updateParameters();
  89307. },
  89308. enumerable: true,
  89309. configurable: true
  89310. });
  89311. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  89312. /**
  89313. * Gets wether the image processing is applied through a post process or not.
  89314. */
  89315. get: function () {
  89316. return this._applyByPostProcess;
  89317. },
  89318. /**
  89319. * Sets wether the image processing is applied through a post process or not.
  89320. */
  89321. set: function (value) {
  89322. if (this._applyByPostProcess === value) {
  89323. return;
  89324. }
  89325. this._applyByPostProcess = value;
  89326. this._updateParameters();
  89327. },
  89328. enumerable: true,
  89329. configurable: true
  89330. });
  89331. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  89332. /**
  89333. * Gets wether the image processing is enabled or not.
  89334. */
  89335. get: function () {
  89336. return this._isEnabled;
  89337. },
  89338. /**
  89339. * Sets wether the image processing is enabled or not.
  89340. */
  89341. set: function (value) {
  89342. if (this._isEnabled === value) {
  89343. return;
  89344. }
  89345. this._isEnabled = value;
  89346. this._updateParameters();
  89347. },
  89348. enumerable: true,
  89349. configurable: true
  89350. });
  89351. /**
  89352. * Method called each time the image processing information changes requires to recompile the effect.
  89353. */
  89354. ImageProcessingConfiguration.prototype._updateParameters = function () {
  89355. this.onUpdateParameters.notifyObservers(this);
  89356. };
  89357. /**
  89358. * Gets the current class name.
  89359. * @return "ImageProcessingConfiguration"
  89360. */
  89361. ImageProcessingConfiguration.prototype.getClassName = function () {
  89362. return "ImageProcessingConfiguration";
  89363. };
  89364. /**
  89365. * Prepare the list of uniforms associated with the Image Processing effects.
  89366. * @param uniforms The list of uniforms used in the effect
  89367. * @param defines the list of defines currently in use
  89368. */
  89369. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  89370. if (defines.EXPOSURE) {
  89371. uniforms.push("exposureLinear");
  89372. }
  89373. if (defines.CONTRAST) {
  89374. uniforms.push("contrast");
  89375. }
  89376. if (defines.COLORGRADING) {
  89377. uniforms.push("colorTransformSettings");
  89378. }
  89379. if (defines.VIGNETTE) {
  89380. uniforms.push("vInverseScreenSize");
  89381. uniforms.push("vignetteSettings1");
  89382. uniforms.push("vignetteSettings2");
  89383. }
  89384. if (defines.COLORCURVES) {
  89385. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  89386. }
  89387. };
  89388. /**
  89389. * Prepare the list of samplers associated with the Image Processing effects.
  89390. * @param samplersList The list of uniforms used in the effect
  89391. * @param defines the list of defines currently in use
  89392. */
  89393. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  89394. if (defines.COLORGRADING) {
  89395. samplersList.push("txColorTransform");
  89396. }
  89397. };
  89398. /**
  89399. * Prepare the list of defines associated to the shader.
  89400. * @param defines the list of defines to complete
  89401. * @param forPostProcess Define if we are currently in post process mode or not
  89402. */
  89403. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  89404. if (forPostProcess === void 0) { forPostProcess = false; }
  89405. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  89406. defines.VIGNETTE = false;
  89407. defines.TONEMAPPING = false;
  89408. defines.TONEMAPPING_ACES = false;
  89409. defines.CONTRAST = false;
  89410. defines.EXPOSURE = false;
  89411. defines.COLORCURVES = false;
  89412. defines.COLORGRADING = false;
  89413. defines.COLORGRADING3D = false;
  89414. defines.IMAGEPROCESSING = false;
  89415. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  89416. return;
  89417. }
  89418. defines.VIGNETTE = this.vignetteEnabled;
  89419. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  89420. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  89421. defines.TONEMAPPING = this.toneMappingEnabled;
  89422. switch (this._toneMappingType) {
  89423. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  89424. defines.TONEMAPPING_ACES = true;
  89425. break;
  89426. }
  89427. defines.CONTRAST = (this.contrast !== 1.0);
  89428. defines.EXPOSURE = (this.exposure !== 1.0);
  89429. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  89430. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  89431. if (defines.COLORGRADING) {
  89432. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  89433. }
  89434. else {
  89435. defines.COLORGRADING3D = false;
  89436. }
  89437. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  89438. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  89439. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  89440. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  89441. };
  89442. /**
  89443. * Returns true if all the image processing information are ready.
  89444. * @returns True if ready, otherwise, false
  89445. */
  89446. ImageProcessingConfiguration.prototype.isReady = function () {
  89447. // Color Grading texure can not be none blocking.
  89448. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  89449. };
  89450. /**
  89451. * Binds the image processing to the shader.
  89452. * @param effect The effect to bind to
  89453. * @param aspectRatio Define the current aspect ratio of the effect
  89454. */
  89455. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  89456. if (aspectRatio === void 0) { aspectRatio = 1; }
  89457. // Color Curves
  89458. if (this._colorCurvesEnabled && this.colorCurves) {
  89459. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  89460. }
  89461. // Vignette
  89462. if (this._vignetteEnabled) {
  89463. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  89464. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  89465. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  89466. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  89467. var vignetteScaleX = vignetteScaleY * aspectRatio;
  89468. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  89469. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  89470. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  89471. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  89472. var vignettePower = -2.0 * this.vignetteWeight;
  89473. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  89474. }
  89475. // Exposure
  89476. effect.setFloat("exposureLinear", this.exposure);
  89477. // Contrast
  89478. effect.setFloat("contrast", this.contrast);
  89479. // Color transform settings
  89480. if (this.colorGradingTexture) {
  89481. effect.setTexture("txColorTransform", this.colorGradingTexture);
  89482. var textureSize = this.colorGradingTexture.getSize().height;
  89483. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  89484. 0.5 / textureSize, // textureOffset
  89485. textureSize, // textureSize
  89486. this.colorGradingTexture.level // weight
  89487. );
  89488. }
  89489. };
  89490. /**
  89491. * Clones the current image processing instance.
  89492. * @return The cloned image processing
  89493. */
  89494. ImageProcessingConfiguration.prototype.clone = function () {
  89495. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  89496. };
  89497. /**
  89498. * Serializes the current image processing instance to a json representation.
  89499. * @return a JSON representation
  89500. */
  89501. ImageProcessingConfiguration.prototype.serialize = function () {
  89502. return BABYLON.SerializationHelper.Serialize(this);
  89503. };
  89504. /**
  89505. * Parses the image processing from a json representation.
  89506. * @param source the JSON source to parse
  89507. * @return The parsed image processing
  89508. */
  89509. ImageProcessingConfiguration.Parse = function (source) {
  89510. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  89511. };
  89512. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  89513. /**
  89514. * Used to apply the vignette as a mix with the pixel color.
  89515. */
  89516. get: function () {
  89517. return this._VIGNETTEMODE_MULTIPLY;
  89518. },
  89519. enumerable: true,
  89520. configurable: true
  89521. });
  89522. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  89523. /**
  89524. * Used to apply the vignette as a replacement of the pixel color.
  89525. */
  89526. get: function () {
  89527. return this._VIGNETTEMODE_OPAQUE;
  89528. },
  89529. enumerable: true,
  89530. configurable: true
  89531. });
  89532. /**
  89533. * Default tone mapping applied in BabylonJS.
  89534. */
  89535. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  89536. /**
  89537. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  89538. * to other engines rendering to increase portability.
  89539. */
  89540. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  89541. // Static constants associated to the image processing.
  89542. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  89543. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  89544. __decorate([
  89545. BABYLON.serializeAsColorCurves()
  89546. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  89547. __decorate([
  89548. BABYLON.serialize()
  89549. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  89550. __decorate([
  89551. BABYLON.serializeAsTexture("colorGradingTexture")
  89552. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  89553. __decorate([
  89554. BABYLON.serialize()
  89555. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  89556. __decorate([
  89557. BABYLON.serialize()
  89558. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  89559. __decorate([
  89560. BABYLON.serialize()
  89561. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  89562. __decorate([
  89563. BABYLON.serialize()
  89564. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  89565. __decorate([
  89566. BABYLON.serialize()
  89567. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  89568. __decorate([
  89569. BABYLON.serialize()
  89570. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  89571. __decorate([
  89572. BABYLON.serialize()
  89573. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  89574. __decorate([
  89575. BABYLON.serialize()
  89576. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  89577. __decorate([
  89578. BABYLON.serialize()
  89579. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  89580. __decorate([
  89581. BABYLON.serialize()
  89582. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  89583. __decorate([
  89584. BABYLON.serialize()
  89585. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  89586. __decorate([
  89587. BABYLON.serializeAsColor4()
  89588. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  89589. __decorate([
  89590. BABYLON.serialize()
  89591. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  89592. __decorate([
  89593. BABYLON.serialize()
  89594. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  89595. __decorate([
  89596. BABYLON.serialize()
  89597. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  89598. __decorate([
  89599. BABYLON.serialize()
  89600. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  89601. __decorate([
  89602. BABYLON.serialize()
  89603. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  89604. return ImageProcessingConfiguration;
  89605. }());
  89606. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  89607. })(BABYLON || (BABYLON = {}));
  89608. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  89609. var BABYLON;
  89610. (function (BABYLON) {
  89611. /**
  89612. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  89613. * It can help converting any input color in a desired output one. This can then be used to create effects
  89614. * from sepia, black and white to sixties or futuristic rendering...
  89615. *
  89616. * The only supported format is currently 3dl.
  89617. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  89618. */
  89619. var ColorGradingTexture = /** @class */ (function (_super) {
  89620. __extends(ColorGradingTexture, _super);
  89621. /**
  89622. * Instantiates a ColorGradingTexture from the following parameters.
  89623. *
  89624. * @param url The location of the color gradind data (currently only supporting 3dl)
  89625. * @param scene The scene the texture will be used in
  89626. */
  89627. function ColorGradingTexture(url, scene) {
  89628. var _this = _super.call(this, scene) || this;
  89629. if (!url) {
  89630. return _this;
  89631. }
  89632. _this._engine = scene.getEngine();
  89633. _this._textureMatrix = BABYLON.Matrix.Identity();
  89634. _this.name = url;
  89635. _this.url = url;
  89636. _this.hasAlpha = false;
  89637. _this.isCube = false;
  89638. _this.is3D = _this._engine.webGLVersion > 1;
  89639. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89640. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89641. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89642. _this.anisotropicFilteringLevel = 1;
  89643. _this._texture = _this._getFromCache(url, true);
  89644. if (!_this._texture) {
  89645. if (!scene.useDelayedTextureLoading) {
  89646. _this.loadTexture();
  89647. }
  89648. else {
  89649. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  89650. }
  89651. }
  89652. return _this;
  89653. }
  89654. /**
  89655. * Returns the texture matrix used in most of the material.
  89656. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  89657. */
  89658. ColorGradingTexture.prototype.getTextureMatrix = function () {
  89659. return this._textureMatrix;
  89660. };
  89661. /**
  89662. * Occurs when the file being loaded is a .3dl LUT file.
  89663. */
  89664. ColorGradingTexture.prototype.load3dlTexture = function () {
  89665. var engine = this._engine;
  89666. var texture;
  89667. if (engine.webGLVersion === 1) {
  89668. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89669. }
  89670. else {
  89671. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89672. }
  89673. this._texture = texture;
  89674. var callback = function (text) {
  89675. if (typeof text !== "string") {
  89676. return;
  89677. }
  89678. var data = null;
  89679. var tempData = null;
  89680. var line;
  89681. var lines = text.split('\n');
  89682. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  89683. var maxColor = 0;
  89684. for (var i = 0; i < lines.length; i++) {
  89685. line = lines[i];
  89686. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  89687. continue;
  89688. }
  89689. if (line.indexOf('#') === 0) {
  89690. continue;
  89691. }
  89692. var words = line.split(" ");
  89693. if (size === 0) {
  89694. // Number of space + one
  89695. size = words.length;
  89696. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  89697. tempData = new Float32Array(size * size * size * 4);
  89698. continue;
  89699. }
  89700. if (size != 0) {
  89701. var r = Math.max(parseInt(words[0]), 0);
  89702. var g = Math.max(parseInt(words[1]), 0);
  89703. var b = Math.max(parseInt(words[2]), 0);
  89704. maxColor = Math.max(r, maxColor);
  89705. maxColor = Math.max(g, maxColor);
  89706. maxColor = Math.max(b, maxColor);
  89707. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  89708. if (tempData) {
  89709. tempData[pixelStorageIndex + 0] = r;
  89710. tempData[pixelStorageIndex + 1] = g;
  89711. tempData[pixelStorageIndex + 2] = b;
  89712. }
  89713. // Keep for reference in case of back compat problems.
  89714. // pixelIndexSlice++;
  89715. // if (pixelIndexSlice % size == 0) {
  89716. // pixelIndexH++;
  89717. // pixelIndexSlice = 0;
  89718. // if (pixelIndexH % size == 0) {
  89719. // pixelIndexW++;
  89720. // pixelIndexH = 0;
  89721. // }
  89722. // }
  89723. pixelIndexH++;
  89724. if (pixelIndexH % size == 0) {
  89725. pixelIndexSlice++;
  89726. pixelIndexH = 0;
  89727. if (pixelIndexSlice % size == 0) {
  89728. pixelIndexW++;
  89729. pixelIndexSlice = 0;
  89730. }
  89731. }
  89732. }
  89733. }
  89734. if (tempData && data) {
  89735. for (var i = 0; i < tempData.length; i++) {
  89736. if (i > 0 && (i + 1) % 4 === 0) {
  89737. data[i] = 255;
  89738. }
  89739. else {
  89740. var value = tempData[i];
  89741. data[i] = (value / maxColor * 255);
  89742. }
  89743. }
  89744. }
  89745. if (texture.is3D) {
  89746. texture.updateSize(size, size, size);
  89747. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  89748. }
  89749. else {
  89750. texture.updateSize(size * size, size);
  89751. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  89752. }
  89753. };
  89754. var scene = this.getScene();
  89755. if (scene) {
  89756. scene._loadFile(this.url, callback);
  89757. }
  89758. else {
  89759. this._engine._loadFile(this.url, callback);
  89760. }
  89761. return this._texture;
  89762. };
  89763. /**
  89764. * Starts the loading process of the texture.
  89765. */
  89766. ColorGradingTexture.prototype.loadTexture = function () {
  89767. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  89768. this.load3dlTexture();
  89769. }
  89770. };
  89771. /**
  89772. * Clones the color gradind texture.
  89773. */
  89774. ColorGradingTexture.prototype.clone = function () {
  89775. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  89776. // Base texture
  89777. newTexture.level = this.level;
  89778. return newTexture;
  89779. };
  89780. /**
  89781. * Called during delayed load for textures.
  89782. */
  89783. ColorGradingTexture.prototype.delayLoad = function () {
  89784. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  89785. return;
  89786. }
  89787. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  89788. this._texture = this._getFromCache(this.url, true);
  89789. if (!this._texture) {
  89790. this.loadTexture();
  89791. }
  89792. };
  89793. /**
  89794. * Parses a color grading texture serialized by Babylon.
  89795. * @param parsedTexture The texture information being parsedTexture
  89796. * @param scene The scene to load the texture in
  89797. * @param rootUrl The root url of the data assets to load
  89798. * @return A color gradind texture
  89799. */
  89800. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  89801. var texture = null;
  89802. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  89803. texture = new ColorGradingTexture(parsedTexture.name, scene);
  89804. texture.name = parsedTexture.name;
  89805. texture.level = parsedTexture.level;
  89806. }
  89807. return texture;
  89808. };
  89809. /**
  89810. * Serializes the LUT texture to json format.
  89811. */
  89812. ColorGradingTexture.prototype.serialize = function () {
  89813. if (!this.name) {
  89814. return null;
  89815. }
  89816. var serializationObject = {};
  89817. serializationObject.name = this.name;
  89818. serializationObject.level = this.level;
  89819. serializationObject.customType = "BABYLON.ColorGradingTexture";
  89820. return serializationObject;
  89821. };
  89822. /**
  89823. * Empty line regex stored for GC.
  89824. */
  89825. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  89826. return ColorGradingTexture;
  89827. }(BABYLON.BaseTexture));
  89828. BABYLON.ColorGradingTexture = ColorGradingTexture;
  89829. })(BABYLON || (BABYLON = {}));
  89830. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  89831. var BABYLON;
  89832. (function (BABYLON) {
  89833. /**
  89834. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  89835. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  89836. * 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;
  89837. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  89838. */
  89839. var ColorCurves = /** @class */ (function () {
  89840. function ColorCurves() {
  89841. this._dirty = true;
  89842. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  89843. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  89844. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  89845. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  89846. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  89847. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  89848. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  89849. this._globalHue = 30;
  89850. this._globalDensity = 0;
  89851. this._globalSaturation = 0;
  89852. this._globalExposure = 0;
  89853. this._highlightsHue = 30;
  89854. this._highlightsDensity = 0;
  89855. this._highlightsSaturation = 0;
  89856. this._highlightsExposure = 0;
  89857. this._midtonesHue = 30;
  89858. this._midtonesDensity = 0;
  89859. this._midtonesSaturation = 0;
  89860. this._midtonesExposure = 0;
  89861. this._shadowsHue = 30;
  89862. this._shadowsDensity = 0;
  89863. this._shadowsSaturation = 0;
  89864. this._shadowsExposure = 0;
  89865. }
  89866. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  89867. /**
  89868. * Gets the global Hue value.
  89869. * 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).
  89870. */
  89871. get: function () {
  89872. return this._globalHue;
  89873. },
  89874. /**
  89875. * Sets the global Hue value.
  89876. * 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).
  89877. */
  89878. set: function (value) {
  89879. this._globalHue = value;
  89880. this._dirty = true;
  89881. },
  89882. enumerable: true,
  89883. configurable: true
  89884. });
  89885. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  89886. /**
  89887. * Gets the global Density value.
  89888. * 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.
  89889. * Values less than zero provide a filter of opposite hue.
  89890. */
  89891. get: function () {
  89892. return this._globalDensity;
  89893. },
  89894. /**
  89895. * Sets the global Density value.
  89896. * 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.
  89897. * Values less than zero provide a filter of opposite hue.
  89898. */
  89899. set: function (value) {
  89900. this._globalDensity = value;
  89901. this._dirty = true;
  89902. },
  89903. enumerable: true,
  89904. configurable: true
  89905. });
  89906. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  89907. /**
  89908. * Gets the global Saturation value.
  89909. * 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.
  89910. */
  89911. get: function () {
  89912. return this._globalSaturation;
  89913. },
  89914. /**
  89915. * Sets the global Saturation value.
  89916. * 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.
  89917. */
  89918. set: function (value) {
  89919. this._globalSaturation = value;
  89920. this._dirty = true;
  89921. },
  89922. enumerable: true,
  89923. configurable: true
  89924. });
  89925. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  89926. /**
  89927. * Gets the global Exposure value.
  89928. * 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.
  89929. */
  89930. get: function () {
  89931. return this._globalExposure;
  89932. },
  89933. /**
  89934. * Sets the global Exposure value.
  89935. * 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.
  89936. */
  89937. set: function (value) {
  89938. this._globalExposure = value;
  89939. this._dirty = true;
  89940. },
  89941. enumerable: true,
  89942. configurable: true
  89943. });
  89944. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  89945. /**
  89946. * Gets the highlights Hue value.
  89947. * 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).
  89948. */
  89949. get: function () {
  89950. return this._highlightsHue;
  89951. },
  89952. /**
  89953. * Sets the highlights Hue value.
  89954. * 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).
  89955. */
  89956. set: function (value) {
  89957. this._highlightsHue = value;
  89958. this._dirty = true;
  89959. },
  89960. enumerable: true,
  89961. configurable: true
  89962. });
  89963. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  89964. /**
  89965. * Gets the highlights Density value.
  89966. * 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.
  89967. * Values less than zero provide a filter of opposite hue.
  89968. */
  89969. get: function () {
  89970. return this._highlightsDensity;
  89971. },
  89972. /**
  89973. * Sets the highlights Density value.
  89974. * 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.
  89975. * Values less than zero provide a filter of opposite hue.
  89976. */
  89977. set: function (value) {
  89978. this._highlightsDensity = value;
  89979. this._dirty = true;
  89980. },
  89981. enumerable: true,
  89982. configurable: true
  89983. });
  89984. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  89985. /**
  89986. * Gets the highlights Saturation value.
  89987. * 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.
  89988. */
  89989. get: function () {
  89990. return this._highlightsSaturation;
  89991. },
  89992. /**
  89993. * Sets the highlights Saturation value.
  89994. * 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.
  89995. */
  89996. set: function (value) {
  89997. this._highlightsSaturation = value;
  89998. this._dirty = true;
  89999. },
  90000. enumerable: true,
  90001. configurable: true
  90002. });
  90003. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  90004. /**
  90005. * Gets the highlights Exposure value.
  90006. * 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.
  90007. */
  90008. get: function () {
  90009. return this._highlightsExposure;
  90010. },
  90011. /**
  90012. * Sets the highlights Exposure value.
  90013. * 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.
  90014. */
  90015. set: function (value) {
  90016. this._highlightsExposure = value;
  90017. this._dirty = true;
  90018. },
  90019. enumerable: true,
  90020. configurable: true
  90021. });
  90022. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  90023. /**
  90024. * Gets the midtones Hue value.
  90025. * 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).
  90026. */
  90027. get: function () {
  90028. return this._midtonesHue;
  90029. },
  90030. /**
  90031. * Sets the midtones Hue value.
  90032. * 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).
  90033. */
  90034. set: function (value) {
  90035. this._midtonesHue = value;
  90036. this._dirty = true;
  90037. },
  90038. enumerable: true,
  90039. configurable: true
  90040. });
  90041. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  90042. /**
  90043. * Gets the midtones Density value.
  90044. * 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.
  90045. * Values less than zero provide a filter of opposite hue.
  90046. */
  90047. get: function () {
  90048. return this._midtonesDensity;
  90049. },
  90050. /**
  90051. * Sets the midtones Density value.
  90052. * 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.
  90053. * Values less than zero provide a filter of opposite hue.
  90054. */
  90055. set: function (value) {
  90056. this._midtonesDensity = value;
  90057. this._dirty = true;
  90058. },
  90059. enumerable: true,
  90060. configurable: true
  90061. });
  90062. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  90063. /**
  90064. * Gets the midtones Saturation value.
  90065. * 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.
  90066. */
  90067. get: function () {
  90068. return this._midtonesSaturation;
  90069. },
  90070. /**
  90071. * Sets the midtones Saturation value.
  90072. * 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.
  90073. */
  90074. set: function (value) {
  90075. this._midtonesSaturation = value;
  90076. this._dirty = true;
  90077. },
  90078. enumerable: true,
  90079. configurable: true
  90080. });
  90081. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  90082. /**
  90083. * Gets the midtones Exposure value.
  90084. * 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.
  90085. */
  90086. get: function () {
  90087. return this._midtonesExposure;
  90088. },
  90089. /**
  90090. * Sets the midtones Exposure value.
  90091. * 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.
  90092. */
  90093. set: function (value) {
  90094. this._midtonesExposure = value;
  90095. this._dirty = true;
  90096. },
  90097. enumerable: true,
  90098. configurable: true
  90099. });
  90100. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  90101. /**
  90102. * Gets the shadows Hue value.
  90103. * 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).
  90104. */
  90105. get: function () {
  90106. return this._shadowsHue;
  90107. },
  90108. /**
  90109. * Sets the shadows Hue value.
  90110. * 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).
  90111. */
  90112. set: function (value) {
  90113. this._shadowsHue = value;
  90114. this._dirty = true;
  90115. },
  90116. enumerable: true,
  90117. configurable: true
  90118. });
  90119. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  90120. /**
  90121. * Gets the shadows Density value.
  90122. * 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.
  90123. * Values less than zero provide a filter of opposite hue.
  90124. */
  90125. get: function () {
  90126. return this._shadowsDensity;
  90127. },
  90128. /**
  90129. * Sets the shadows Density value.
  90130. * 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.
  90131. * Values less than zero provide a filter of opposite hue.
  90132. */
  90133. set: function (value) {
  90134. this._shadowsDensity = value;
  90135. this._dirty = true;
  90136. },
  90137. enumerable: true,
  90138. configurable: true
  90139. });
  90140. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  90141. /**
  90142. * Gets the shadows Saturation value.
  90143. * 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.
  90144. */
  90145. get: function () {
  90146. return this._shadowsSaturation;
  90147. },
  90148. /**
  90149. * Sets the shadows Saturation value.
  90150. * 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.
  90151. */
  90152. set: function (value) {
  90153. this._shadowsSaturation = value;
  90154. this._dirty = true;
  90155. },
  90156. enumerable: true,
  90157. configurable: true
  90158. });
  90159. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  90160. /**
  90161. * Gets the shadows Exposure value.
  90162. * 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.
  90163. */
  90164. get: function () {
  90165. return this._shadowsExposure;
  90166. },
  90167. /**
  90168. * Sets the shadows Exposure value.
  90169. * 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.
  90170. */
  90171. set: function (value) {
  90172. this._shadowsExposure = value;
  90173. this._dirty = true;
  90174. },
  90175. enumerable: true,
  90176. configurable: true
  90177. });
  90178. /**
  90179. * Returns the class name
  90180. * @returns The class name
  90181. */
  90182. ColorCurves.prototype.getClassName = function () {
  90183. return "ColorCurves";
  90184. };
  90185. /**
  90186. * Binds the color curves to the shader.
  90187. * @param colorCurves The color curve to bind
  90188. * @param effect The effect to bind to
  90189. * @param positiveUniform The positive uniform shader parameter
  90190. * @param neutralUniform The neutral uniform shader parameter
  90191. * @param negativeUniform The negative uniform shader parameter
  90192. */
  90193. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  90194. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  90195. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  90196. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  90197. if (colorCurves._dirty) {
  90198. colorCurves._dirty = false;
  90199. // Fill in global info.
  90200. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  90201. // Compute highlights info.
  90202. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  90203. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  90204. // Compute midtones info.
  90205. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  90206. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  90207. // Compute shadows info.
  90208. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  90209. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  90210. // Compute deltas (neutral is midtones).
  90211. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  90212. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  90213. }
  90214. if (effect) {
  90215. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  90216. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  90217. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  90218. }
  90219. };
  90220. /**
  90221. * Prepare the list of uniforms associated with the ColorCurves effects.
  90222. * @param uniformsList The list of uniforms used in the effect
  90223. */
  90224. ColorCurves.PrepareUniforms = function (uniformsList) {
  90225. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  90226. };
  90227. /**
  90228. * Returns color grading data based on a hue, density, saturation and exposure value.
  90229. * @param filterHue The hue of the color filter.
  90230. * @param filterDensity The density of the color filter.
  90231. * @param saturation The saturation.
  90232. * @param exposure The exposure.
  90233. * @param result The result data container.
  90234. */
  90235. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  90236. if (hue == null) {
  90237. return;
  90238. }
  90239. hue = ColorCurves.clamp(hue, 0, 360);
  90240. density = ColorCurves.clamp(density, -100, 100);
  90241. saturation = ColorCurves.clamp(saturation, -100, 100);
  90242. exposure = ColorCurves.clamp(exposure, -100, 100);
  90243. // Remap the slider/config filter density with non-linear mapping and also scale by half
  90244. // so that the maximum filter density is only 50% control. This provides fine control
  90245. // for small values and reasonable range.
  90246. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  90247. density *= 0.5;
  90248. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  90249. if (density < 0) {
  90250. density *= -1;
  90251. hue = (hue + 180) % 360;
  90252. }
  90253. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  90254. result.scaleToRef(2, result);
  90255. result.a = 1 + 0.01 * saturation;
  90256. };
  90257. /**
  90258. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  90259. * @param value The input slider value in range [-100,100].
  90260. * @returns Adjusted value.
  90261. */
  90262. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  90263. value /= 100;
  90264. var x = Math.abs(value);
  90265. x = Math.pow(x, 2);
  90266. if (value < 0) {
  90267. x *= -1;
  90268. }
  90269. x *= 100;
  90270. return x;
  90271. };
  90272. /**
  90273. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  90274. * @param hue The hue (H) input.
  90275. * @param saturation The saturation (S) input.
  90276. * @param brightness The brightness (B) input.
  90277. * @result An RGBA color represented as Vector4.
  90278. */
  90279. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  90280. var h = ColorCurves.clamp(hue, 0, 360);
  90281. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  90282. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  90283. if (s === 0) {
  90284. result.r = v;
  90285. result.g = v;
  90286. result.b = v;
  90287. }
  90288. else {
  90289. // sector 0 to 5
  90290. h /= 60;
  90291. var i = Math.floor(h);
  90292. // fractional part of h
  90293. var f = h - i;
  90294. var p = v * (1 - s);
  90295. var q = v * (1 - s * f);
  90296. var t = v * (1 - s * (1 - f));
  90297. switch (i) {
  90298. case 0:
  90299. result.r = v;
  90300. result.g = t;
  90301. result.b = p;
  90302. break;
  90303. case 1:
  90304. result.r = q;
  90305. result.g = v;
  90306. result.b = p;
  90307. break;
  90308. case 2:
  90309. result.r = p;
  90310. result.g = v;
  90311. result.b = t;
  90312. break;
  90313. case 3:
  90314. result.r = p;
  90315. result.g = q;
  90316. result.b = v;
  90317. break;
  90318. case 4:
  90319. result.r = t;
  90320. result.g = p;
  90321. result.b = v;
  90322. break;
  90323. default: // case 5:
  90324. result.r = v;
  90325. result.g = p;
  90326. result.b = q;
  90327. break;
  90328. }
  90329. }
  90330. result.a = 1;
  90331. };
  90332. /**
  90333. * Returns a value clamped between min and max
  90334. * @param value The value to clamp
  90335. * @param min The minimum of value
  90336. * @param max The maximum of value
  90337. * @returns The clamped value.
  90338. */
  90339. ColorCurves.clamp = function (value, min, max) {
  90340. return Math.min(Math.max(value, min), max);
  90341. };
  90342. /**
  90343. * Clones the current color curve instance.
  90344. * @return The cloned curves
  90345. */
  90346. ColorCurves.prototype.clone = function () {
  90347. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  90348. };
  90349. /**
  90350. * Serializes the current color curve instance to a json representation.
  90351. * @return a JSON representation
  90352. */
  90353. ColorCurves.prototype.serialize = function () {
  90354. return BABYLON.SerializationHelper.Serialize(this);
  90355. };
  90356. /**
  90357. * Parses the color curve from a json representation.
  90358. * @param source the JSON source to parse
  90359. * @return The parsed curves
  90360. */
  90361. ColorCurves.Parse = function (source) {
  90362. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  90363. };
  90364. __decorate([
  90365. BABYLON.serialize()
  90366. ], ColorCurves.prototype, "_globalHue", void 0);
  90367. __decorate([
  90368. BABYLON.serialize()
  90369. ], ColorCurves.prototype, "_globalDensity", void 0);
  90370. __decorate([
  90371. BABYLON.serialize()
  90372. ], ColorCurves.prototype, "_globalSaturation", void 0);
  90373. __decorate([
  90374. BABYLON.serialize()
  90375. ], ColorCurves.prototype, "_globalExposure", void 0);
  90376. __decorate([
  90377. BABYLON.serialize()
  90378. ], ColorCurves.prototype, "_highlightsHue", void 0);
  90379. __decorate([
  90380. BABYLON.serialize()
  90381. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  90382. __decorate([
  90383. BABYLON.serialize()
  90384. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  90385. __decorate([
  90386. BABYLON.serialize()
  90387. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  90388. __decorate([
  90389. BABYLON.serialize()
  90390. ], ColorCurves.prototype, "_midtonesHue", void 0);
  90391. __decorate([
  90392. BABYLON.serialize()
  90393. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  90394. __decorate([
  90395. BABYLON.serialize()
  90396. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  90397. __decorate([
  90398. BABYLON.serialize()
  90399. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  90400. return ColorCurves;
  90401. }());
  90402. BABYLON.ColorCurves = ColorCurves;
  90403. })(BABYLON || (BABYLON = {}));
  90404. //# sourceMappingURL=babylon.colorCurves.js.map
  90405. var BABYLON;
  90406. (function (BABYLON) {
  90407. /**
  90408. * Post process which applies a refractin texture
  90409. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90410. */
  90411. var RefractionPostProcess = /** @class */ (function (_super) {
  90412. __extends(RefractionPostProcess, _super);
  90413. /**
  90414. * Initializes the RefractionPostProcess
  90415. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90416. * @param name The name of the effect.
  90417. * @param refractionTextureUrl Url of the refraction texture to use
  90418. * @param color the base color of the refraction (used to taint the rendering)
  90419. * @param depth simulated refraction depth
  90420. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  90421. * @param camera The camera to apply the render pass to.
  90422. * @param options The required width/height ratio to downsize to before computing the render pass.
  90423. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90424. * @param engine The engine which the post process will be applied. (default: current engine)
  90425. * @param reusable If the post process can be reused on the same frame. (default: false)
  90426. */
  90427. function RefractionPostProcess(name, refractionTextureUrl,
  90428. /** the base color of the refraction (used to taint the rendering) */
  90429. color,
  90430. /** simulated refraction depth */
  90431. depth,
  90432. /** the coefficient of the base color (0 to remove base color tainting) */
  90433. colorLevel, options, camera, samplingMode, engine, reusable) {
  90434. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  90435. _this.color = color;
  90436. _this.depth = depth;
  90437. _this.colorLevel = colorLevel;
  90438. _this._ownRefractionTexture = true;
  90439. _this.onActivateObservable.add(function (cam) {
  90440. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  90441. });
  90442. _this.onApplyObservable.add(function (effect) {
  90443. effect.setColor3("baseColor", _this.color);
  90444. effect.setFloat("depth", _this.depth);
  90445. effect.setFloat("colorLevel", _this.colorLevel);
  90446. effect.setTexture("refractionSampler", _this._refTexture);
  90447. });
  90448. return _this;
  90449. }
  90450. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  90451. /**
  90452. * Gets or sets the refraction texture
  90453. * Please note that you are responsible for disposing the texture if you set it manually
  90454. */
  90455. get: function () {
  90456. return this._refTexture;
  90457. },
  90458. set: function (value) {
  90459. if (this._refTexture && this._ownRefractionTexture) {
  90460. this._refTexture.dispose();
  90461. }
  90462. this._refTexture = value;
  90463. this._ownRefractionTexture = false;
  90464. },
  90465. enumerable: true,
  90466. configurable: true
  90467. });
  90468. // Methods
  90469. /**
  90470. * Disposes of the post process
  90471. * @param camera Camera to dispose post process on
  90472. */
  90473. RefractionPostProcess.prototype.dispose = function (camera) {
  90474. if (this._refTexture && this._ownRefractionTexture) {
  90475. this._refTexture.dispose();
  90476. this._refTexture = null;
  90477. }
  90478. _super.prototype.dispose.call(this, camera);
  90479. };
  90480. return RefractionPostProcess;
  90481. }(BABYLON.PostProcess));
  90482. BABYLON.RefractionPostProcess = RefractionPostProcess;
  90483. })(BABYLON || (BABYLON = {}));
  90484. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  90485. var BABYLON;
  90486. (function (BABYLON) {
  90487. /**
  90488. * Post process used to render in black and white
  90489. */
  90490. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  90491. __extends(BlackAndWhitePostProcess, _super);
  90492. /**
  90493. * Creates a black and white post process
  90494. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  90495. * @param name The name of the effect.
  90496. * @param options The required width/height ratio to downsize to before computing the render pass.
  90497. * @param camera The camera to apply the render pass to.
  90498. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90499. * @param engine The engine which the post process will be applied. (default: current engine)
  90500. * @param reusable If the post process can be reused on the same frame. (default: false)
  90501. */
  90502. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  90503. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  90504. /**
  90505. * Linear about to convert he result to black and white (default: 1)
  90506. */
  90507. _this.degree = 1;
  90508. _this.onApplyObservable.add(function (effect) {
  90509. effect.setFloat("degree", _this.degree);
  90510. });
  90511. return _this;
  90512. }
  90513. return BlackAndWhitePostProcess;
  90514. }(BABYLON.PostProcess));
  90515. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  90516. })(BABYLON || (BABYLON = {}));
  90517. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  90518. var BABYLON;
  90519. (function (BABYLON) {
  90520. /**
  90521. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  90522. * input texture to perform effects such as edge detection or sharpening
  90523. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  90524. */
  90525. var ConvolutionPostProcess = /** @class */ (function (_super) {
  90526. __extends(ConvolutionPostProcess, _super);
  90527. /**
  90528. * Creates a new instance ConvolutionPostProcess
  90529. * @param name The name of the effect.
  90530. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  90531. * @param options The required width/height ratio to downsize to before computing the render pass.
  90532. * @param camera The camera to apply the render pass to.
  90533. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90534. * @param engine The engine which the post process will be applied. (default: current engine)
  90535. * @param reusable If the post process can be reused on the same frame. (default: false)
  90536. * @param textureType Type of textures used when performing the post process. (default: 0)
  90537. */
  90538. function ConvolutionPostProcess(name,
  90539. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  90540. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  90541. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90542. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  90543. _this.kernel = kernel;
  90544. _this.onApply = function (effect) {
  90545. effect.setFloat2("screenSize", _this.width, _this.height);
  90546. effect.setArray("kernel", _this.kernel);
  90547. };
  90548. return _this;
  90549. }
  90550. // Statics
  90551. /**
  90552. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90553. */
  90554. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  90555. /**
  90556. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90557. */
  90558. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  90559. /**
  90560. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90561. */
  90562. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  90563. /**
  90564. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90565. */
  90566. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  90567. /**
  90568. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90569. */
  90570. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  90571. /**
  90572. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90573. */
  90574. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  90575. return ConvolutionPostProcess;
  90576. }(BABYLON.PostProcess));
  90577. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  90578. })(BABYLON || (BABYLON = {}));
  90579. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  90580. var BABYLON;
  90581. (function (BABYLON) {
  90582. /**
  90583. * Applies a kernel filter to the image
  90584. */
  90585. var FilterPostProcess = /** @class */ (function (_super) {
  90586. __extends(FilterPostProcess, _super);
  90587. /**
  90588. *
  90589. * @param name The name of the effect.
  90590. * @param kernelMatrix The matrix to be applied to the image
  90591. * @param options The required width/height ratio to downsize to before computing the render pass.
  90592. * @param camera The camera to apply the render pass to.
  90593. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90594. * @param engine The engine which the post process will be applied. (default: current engine)
  90595. * @param reusable If the post process can be reused on the same frame. (default: false)
  90596. */
  90597. function FilterPostProcess(name,
  90598. /** The matrix to be applied to the image */
  90599. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  90600. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  90601. _this.kernelMatrix = kernelMatrix;
  90602. _this.onApply = function (effect) {
  90603. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  90604. };
  90605. return _this;
  90606. }
  90607. return FilterPostProcess;
  90608. }(BABYLON.PostProcess));
  90609. BABYLON.FilterPostProcess = FilterPostProcess;
  90610. })(BABYLON || (BABYLON = {}));
  90611. //# sourceMappingURL=babylon.filterPostProcess.js.map
  90612. var BABYLON;
  90613. (function (BABYLON) {
  90614. /**
  90615. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  90616. */
  90617. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  90618. __extends(VolumetricLightScatteringPostProcess, _super);
  90619. /**
  90620. * @constructor
  90621. * @param name The post-process name
  90622. * @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)
  90623. * @param camera The camera that the post-process will be attached to
  90624. * @param mesh The mesh used to create the light scattering
  90625. * @param samples The post-process quality, default 100
  90626. * @param samplingModeThe post-process filtering mode
  90627. * @param engine The babylon engine
  90628. * @param reusable If the post-process is reusable
  90629. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  90630. */
  90631. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  90632. if (samples === void 0) { samples = 100; }
  90633. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  90634. 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;
  90635. _this._screenCoordinates = BABYLON.Vector2.Zero();
  90636. /**
  90637. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  90638. */
  90639. _this.customMeshPosition = BABYLON.Vector3.Zero();
  90640. /**
  90641. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  90642. */
  90643. _this.useCustomMeshPosition = false;
  90644. /**
  90645. * If the post-process should inverse the light scattering direction
  90646. */
  90647. _this.invert = true;
  90648. /**
  90649. * Array containing the excluded meshes not rendered in the internal pass
  90650. */
  90651. _this.excludedMeshes = new Array();
  90652. /**
  90653. * Controls the overall intensity of the post-process
  90654. */
  90655. _this.exposure = 0.3;
  90656. /**
  90657. * Dissipates each sample's contribution in range [0, 1]
  90658. */
  90659. _this.decay = 0.96815;
  90660. /**
  90661. * Controls the overall intensity of each sample
  90662. */
  90663. _this.weight = 0.58767;
  90664. /**
  90665. * Controls the density of each sample
  90666. */
  90667. _this.density = 0.926;
  90668. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  90669. engine = scene.getEngine();
  90670. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  90671. // Configure mesh
  90672. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  90673. // Configure
  90674. _this._createPass(scene, ratio.passRatio || ratio);
  90675. _this.onActivate = function (camera) {
  90676. if (!_this.isSupported) {
  90677. _this.dispose(camera);
  90678. }
  90679. _this.onActivate = null;
  90680. };
  90681. _this.onApplyObservable.add(function (effect) {
  90682. _this._updateMeshScreenCoordinates(scene);
  90683. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  90684. effect.setFloat("exposure", _this.exposure);
  90685. effect.setFloat("decay", _this.decay);
  90686. effect.setFloat("weight", _this.weight);
  90687. effect.setFloat("density", _this.density);
  90688. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  90689. });
  90690. return _this;
  90691. }
  90692. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  90693. /**
  90694. * @hidden
  90695. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  90696. */
  90697. get: function () {
  90698. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  90699. return false;
  90700. },
  90701. set: function (useDiffuseColor) {
  90702. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  90703. },
  90704. enumerable: true,
  90705. configurable: true
  90706. });
  90707. /**
  90708. * Returns the string "VolumetricLightScatteringPostProcess"
  90709. * @returns "VolumetricLightScatteringPostProcess"
  90710. */
  90711. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  90712. return "VolumetricLightScatteringPostProcess";
  90713. };
  90714. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  90715. var mesh = subMesh.getMesh();
  90716. // Render this.mesh as default
  90717. if (mesh === this.mesh && mesh.material) {
  90718. return mesh.material.isReady(mesh);
  90719. }
  90720. var defines = [];
  90721. var attribs = [BABYLON.VertexBuffer.PositionKind];
  90722. var material = subMesh.getMaterial();
  90723. // Alpha test
  90724. if (material) {
  90725. if (material.needAlphaTesting()) {
  90726. defines.push("#define ALPHATEST");
  90727. }
  90728. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  90729. attribs.push(BABYLON.VertexBuffer.UVKind);
  90730. defines.push("#define UV1");
  90731. }
  90732. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  90733. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  90734. defines.push("#define UV2");
  90735. }
  90736. }
  90737. // Bones
  90738. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  90739. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  90740. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  90741. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  90742. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  90743. }
  90744. else {
  90745. defines.push("#define NUM_BONE_INFLUENCERS 0");
  90746. }
  90747. // Instances
  90748. if (useInstances) {
  90749. defines.push("#define INSTANCES");
  90750. attribs.push("world0");
  90751. attribs.push("world1");
  90752. attribs.push("world2");
  90753. attribs.push("world3");
  90754. }
  90755. // Get correct effect
  90756. var join = defines.join("\n");
  90757. if (this._cachedDefines !== join) {
  90758. this._cachedDefines = join;
  90759. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  90760. }
  90761. return this._volumetricLightScatteringPass.isReady();
  90762. };
  90763. /**
  90764. * Sets the new light position for light scattering effect
  90765. * @param position The new custom light position
  90766. */
  90767. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  90768. this.customMeshPosition = position;
  90769. };
  90770. /**
  90771. * Returns the light position for light scattering effect
  90772. * @return Vector3 The custom light position
  90773. */
  90774. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  90775. return this.customMeshPosition;
  90776. };
  90777. /**
  90778. * Disposes the internal assets and detaches the post-process from the camera
  90779. */
  90780. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  90781. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  90782. if (rttIndex !== -1) {
  90783. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  90784. }
  90785. this._volumetricLightScatteringRTT.dispose();
  90786. _super.prototype.dispose.call(this, camera);
  90787. };
  90788. /**
  90789. * Returns the render target texture used by the post-process
  90790. * @return the render target texture used by the post-process
  90791. */
  90792. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  90793. return this._volumetricLightScatteringRTT;
  90794. };
  90795. // Private methods
  90796. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  90797. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  90798. return true;
  90799. }
  90800. return false;
  90801. };
  90802. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  90803. var _this = this;
  90804. var engine = scene.getEngine();
  90805. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  90806. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90807. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90808. this._volumetricLightScatteringRTT.renderList = null;
  90809. this._volumetricLightScatteringRTT.renderParticles = false;
  90810. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  90811. var camera = this.getCamera();
  90812. if (camera) {
  90813. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  90814. }
  90815. else {
  90816. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  90817. }
  90818. // Custom render function for submeshes
  90819. var renderSubMesh = function (subMesh) {
  90820. var mesh = subMesh.getRenderingMesh();
  90821. if (_this._meshExcluded(mesh)) {
  90822. return;
  90823. }
  90824. var material = subMesh.getMaterial();
  90825. if (!material) {
  90826. return;
  90827. }
  90828. var scene = mesh.getScene();
  90829. var engine = scene.getEngine();
  90830. // Culling
  90831. engine.setState(material.backFaceCulling);
  90832. // Managing instances
  90833. var batch = mesh._getInstancesRenderList(subMesh._id);
  90834. if (batch.mustReturn) {
  90835. return;
  90836. }
  90837. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  90838. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  90839. var effect = _this._volumetricLightScatteringPass;
  90840. if (mesh === _this.mesh) {
  90841. if (subMesh.effect) {
  90842. effect = subMesh.effect;
  90843. }
  90844. else {
  90845. effect = material.getEffect();
  90846. }
  90847. }
  90848. engine.enableEffect(effect);
  90849. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  90850. if (mesh === _this.mesh) {
  90851. material.bind(mesh.getWorldMatrix(), mesh);
  90852. }
  90853. else {
  90854. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  90855. // Alpha test
  90856. if (material && material.needAlphaTesting()) {
  90857. var alphaTexture = material.getAlphaTestTexture();
  90858. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  90859. if (alphaTexture) {
  90860. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  90861. }
  90862. }
  90863. // Bones
  90864. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  90865. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  90866. }
  90867. }
  90868. // Draw
  90869. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  90870. }
  90871. };
  90872. // Render target texture callbacks
  90873. var savedSceneClearColor;
  90874. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  90875. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  90876. savedSceneClearColor = scene.clearColor;
  90877. scene.clearColor = sceneClearColor;
  90878. });
  90879. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  90880. scene.clearColor = savedSceneClearColor;
  90881. });
  90882. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  90883. var engine = scene.getEngine();
  90884. var index;
  90885. if (depthOnlySubMeshes.length) {
  90886. engine.setColorWrite(false);
  90887. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  90888. renderSubMesh(depthOnlySubMeshes.data[index]);
  90889. }
  90890. engine.setColorWrite(true);
  90891. }
  90892. for (index = 0; index < opaqueSubMeshes.length; index++) {
  90893. renderSubMesh(opaqueSubMeshes.data[index]);
  90894. }
  90895. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  90896. renderSubMesh(alphaTestSubMeshes.data[index]);
  90897. }
  90898. if (transparentSubMeshes.length) {
  90899. // Sort sub meshes
  90900. for (index = 0; index < transparentSubMeshes.length; index++) {
  90901. var submesh = transparentSubMeshes.data[index];
  90902. var boundingInfo = submesh.getBoundingInfo();
  90903. if (boundingInfo && scene.activeCamera) {
  90904. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  90905. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  90906. }
  90907. }
  90908. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  90909. sortedArray.sort(function (a, b) {
  90910. // Alpha index first
  90911. if (a._alphaIndex > b._alphaIndex) {
  90912. return 1;
  90913. }
  90914. if (a._alphaIndex < b._alphaIndex) {
  90915. return -1;
  90916. }
  90917. // Then distance to camera
  90918. if (a._distanceToCamera < b._distanceToCamera) {
  90919. return 1;
  90920. }
  90921. if (a._distanceToCamera > b._distanceToCamera) {
  90922. return -1;
  90923. }
  90924. return 0;
  90925. });
  90926. // Render sub meshes
  90927. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  90928. for (index = 0; index < sortedArray.length; index++) {
  90929. renderSubMesh(sortedArray[index]);
  90930. }
  90931. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  90932. }
  90933. };
  90934. };
  90935. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  90936. var transform = scene.getTransformMatrix();
  90937. var meshPosition;
  90938. if (this.useCustomMeshPosition) {
  90939. meshPosition = this.customMeshPosition;
  90940. }
  90941. else if (this.attachedNode) {
  90942. meshPosition = this.attachedNode.position;
  90943. }
  90944. else {
  90945. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  90946. }
  90947. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  90948. this._screenCoordinates.x = pos.x / this._viewPort.width;
  90949. this._screenCoordinates.y = pos.y / this._viewPort.height;
  90950. if (this.invert) {
  90951. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  90952. }
  90953. };
  90954. // Static methods
  90955. /**
  90956. * Creates a default mesh for the Volumeric Light Scattering post-process
  90957. * @param name The mesh name
  90958. * @param scene The scene where to create the mesh
  90959. * @return the default mesh
  90960. */
  90961. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  90962. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  90963. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  90964. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  90965. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  90966. mesh.material = material;
  90967. return mesh;
  90968. };
  90969. __decorate([
  90970. BABYLON.serializeAsVector3()
  90971. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  90972. __decorate([
  90973. BABYLON.serialize()
  90974. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  90975. __decorate([
  90976. BABYLON.serialize()
  90977. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  90978. __decorate([
  90979. BABYLON.serializeAsMeshReference()
  90980. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  90981. __decorate([
  90982. BABYLON.serialize()
  90983. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  90984. __decorate([
  90985. BABYLON.serialize()
  90986. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  90987. __decorate([
  90988. BABYLON.serialize()
  90989. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  90990. __decorate([
  90991. BABYLON.serialize()
  90992. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  90993. __decorate([
  90994. BABYLON.serialize()
  90995. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  90996. return VolumetricLightScatteringPostProcess;
  90997. }(BABYLON.PostProcess));
  90998. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  90999. })(BABYLON || (BABYLON = {}));
  91000. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  91001. var BABYLON;
  91002. (function (BABYLON) {
  91003. /**
  91004. *
  91005. * This post-process allows the modification of rendered colors by using
  91006. * a 'look-up table' (LUT). This effect is also called Color Grading.
  91007. *
  91008. * The object needs to be provided an url to a texture containing the color
  91009. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  91010. * Use an image editing software to tweak the LUT to match your needs.
  91011. *
  91012. * For an example of a color LUT, see here:
  91013. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  91014. * For explanations on color grading, see here:
  91015. * @see http://udn.epicgames.com/Three/ColorGrading.html
  91016. *
  91017. */
  91018. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  91019. __extends(ColorCorrectionPostProcess, _super);
  91020. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  91021. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  91022. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  91023. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  91024. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91025. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91026. _this.onApply = function (effect) {
  91027. effect.setTexture("colorTable", _this._colorTableTexture);
  91028. };
  91029. return _this;
  91030. }
  91031. return ColorCorrectionPostProcess;
  91032. }(BABYLON.PostProcess));
  91033. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  91034. })(BABYLON || (BABYLON = {}));
  91035. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  91036. var BABYLON;
  91037. (function (BABYLON) {
  91038. /** Defines operator used for tonemapping */
  91039. var TonemappingOperator;
  91040. (function (TonemappingOperator) {
  91041. /** Hable */
  91042. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  91043. /** Reinhard */
  91044. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  91045. /** HejiDawson */
  91046. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  91047. /** Photographic */
  91048. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  91049. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  91050. /**
  91051. * Defines a post process to apply tone mapping
  91052. */
  91053. var TonemapPostProcess = /** @class */ (function (_super) {
  91054. __extends(TonemapPostProcess, _super);
  91055. /**
  91056. * Creates a new TonemapPostProcess
  91057. * @param name defines the name of the postprocess
  91058. * @param _operator defines the operator to use
  91059. * @param exposureAdjustment defines the required exposure adjustement
  91060. * @param camera defines the camera to use (can be null)
  91061. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  91062. * @param engine defines the hosting engine (can be ignore if camera is set)
  91063. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  91064. */
  91065. function TonemapPostProcess(name, _operator,
  91066. /** Defines the required exposure adjustement */
  91067. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  91068. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91069. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91070. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  91071. _this._operator = _operator;
  91072. _this.exposureAdjustment = exposureAdjustment;
  91073. var defines = "#define ";
  91074. if (_this._operator === TonemappingOperator.Hable) {
  91075. defines += "HABLE_TONEMAPPING";
  91076. }
  91077. else if (_this._operator === TonemappingOperator.Reinhard) {
  91078. defines += "REINHARD_TONEMAPPING";
  91079. }
  91080. else if (_this._operator === TonemappingOperator.HejiDawson) {
  91081. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  91082. }
  91083. else if (_this._operator === TonemappingOperator.Photographic) {
  91084. defines += "PHOTOGRAPHIC_TONEMAPPING";
  91085. }
  91086. //sadly a second call to create the effect.
  91087. _this.updateEffect(defines);
  91088. _this.onApply = function (effect) {
  91089. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  91090. };
  91091. return _this;
  91092. }
  91093. return TonemapPostProcess;
  91094. }(BABYLON.PostProcess));
  91095. BABYLON.TonemapPostProcess = TonemapPostProcess;
  91096. })(BABYLON || (BABYLON = {}));
  91097. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  91098. var BABYLON;
  91099. (function (BABYLON) {
  91100. /**
  91101. * DisplayPassPostProcess which produces an output the same as it's input
  91102. */
  91103. var DisplayPassPostProcess = /** @class */ (function (_super) {
  91104. __extends(DisplayPassPostProcess, _super);
  91105. /**
  91106. * Creates the DisplayPassPostProcess
  91107. * @param name The name of the effect.
  91108. * @param options The required width/height ratio to downsize to before computing the render pass.
  91109. * @param camera The camera to apply the render pass to.
  91110. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91111. * @param engine The engine which the post process will be applied. (default: current engine)
  91112. * @param reusable If the post process can be reused on the same frame. (default: false)
  91113. */
  91114. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  91115. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  91116. }
  91117. return DisplayPassPostProcess;
  91118. }(BABYLON.PostProcess));
  91119. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  91120. })(BABYLON || (BABYLON = {}));
  91121. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  91122. var BABYLON;
  91123. (function (BABYLON) {
  91124. /**
  91125. * Extracts highlights from the image
  91126. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91127. */
  91128. var HighlightsPostProcess = /** @class */ (function (_super) {
  91129. __extends(HighlightsPostProcess, _super);
  91130. /**
  91131. * Extracts highlights from the image
  91132. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91133. * @param name The name of the effect.
  91134. * @param options The required width/height ratio to downsize to before computing the render pass.
  91135. * @param camera The camera to apply the render pass to.
  91136. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91137. * @param engine The engine which the post process will be applied. (default: current engine)
  91138. * @param reusable If the post process can be reused on the same frame. (default: false)
  91139. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  91140. */
  91141. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  91142. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91143. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91144. }
  91145. return HighlightsPostProcess;
  91146. }(BABYLON.PostProcess));
  91147. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  91148. })(BABYLON || (BABYLON = {}));
  91149. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  91150. var BABYLON;
  91151. (function (BABYLON) {
  91152. /**
  91153. * ImageProcessingPostProcess
  91154. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  91155. */
  91156. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  91157. __extends(ImageProcessingPostProcess, _super);
  91158. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  91159. if (camera === void 0) { camera = null; }
  91160. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91161. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  91162. _this._fromLinearSpace = true;
  91163. /**
  91164. * Defines cache preventing GC.
  91165. */
  91166. _this._defines = {
  91167. IMAGEPROCESSING: false,
  91168. VIGNETTE: false,
  91169. VIGNETTEBLENDMODEMULTIPLY: false,
  91170. VIGNETTEBLENDMODEOPAQUE: false,
  91171. TONEMAPPING: false,
  91172. TONEMAPPING_ACES: false,
  91173. CONTRAST: false,
  91174. COLORCURVES: false,
  91175. COLORGRADING: false,
  91176. COLORGRADING3D: false,
  91177. FROMLINEARSPACE: false,
  91178. SAMPLER3DGREENDEPTH: false,
  91179. SAMPLER3DBGRMAP: false,
  91180. IMAGEPROCESSINGPOSTPROCESS: false,
  91181. EXPOSURE: false,
  91182. };
  91183. // Setup the configuration as forced by the constructor. This would then not force the
  91184. // scene materials output in linear space and let untouched the default forward pass.
  91185. if (imageProcessingConfiguration) {
  91186. imageProcessingConfiguration.applyByPostProcess = true;
  91187. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  91188. // This will cause the shader to be compiled
  91189. _this.fromLinearSpace = false;
  91190. }
  91191. // Setup the default processing configuration to the scene.
  91192. else {
  91193. _this._attachImageProcessingConfiguration(null, true);
  91194. _this.imageProcessingConfiguration.applyByPostProcess = true;
  91195. }
  91196. _this.onApply = function (effect) {
  91197. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  91198. };
  91199. return _this;
  91200. }
  91201. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  91202. /**
  91203. * Gets the image processing configuration used either in this material.
  91204. */
  91205. get: function () {
  91206. return this._imageProcessingConfiguration;
  91207. },
  91208. /**
  91209. * Sets the Default image processing configuration used either in the this material.
  91210. *
  91211. * If sets to null, the scene one is in use.
  91212. */
  91213. set: function (value) {
  91214. this._attachImageProcessingConfiguration(value);
  91215. },
  91216. enumerable: true,
  91217. configurable: true
  91218. });
  91219. /**
  91220. * Attaches a new image processing configuration to the PBR Material.
  91221. * @param configuration
  91222. */
  91223. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  91224. var _this = this;
  91225. if (doNotBuild === void 0) { doNotBuild = false; }
  91226. if (configuration === this._imageProcessingConfiguration) {
  91227. return;
  91228. }
  91229. // Detaches observer.
  91230. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91231. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91232. }
  91233. // Pick the scene configuration if needed.
  91234. if (!configuration) {
  91235. var scene = null;
  91236. var engine = this.getEngine();
  91237. var camera = this.getCamera();
  91238. if (camera) {
  91239. scene = camera.getScene();
  91240. }
  91241. else if (engine && engine.scenes) {
  91242. var scenes = engine.scenes;
  91243. scene = scenes[scenes.length - 1];
  91244. }
  91245. else {
  91246. scene = BABYLON.Engine.LastCreatedScene;
  91247. }
  91248. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  91249. }
  91250. else {
  91251. this._imageProcessingConfiguration = configuration;
  91252. }
  91253. // Attaches observer.
  91254. if (this._imageProcessingConfiguration) {
  91255. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  91256. _this._updateParameters();
  91257. });
  91258. }
  91259. // Ensure the effect will be rebuilt.
  91260. if (!doNotBuild) {
  91261. this._updateParameters();
  91262. }
  91263. };
  91264. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  91265. /**
  91266. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91267. */
  91268. get: function () {
  91269. return this.imageProcessingConfiguration.colorCurves;
  91270. },
  91271. /**
  91272. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91273. */
  91274. set: function (value) {
  91275. this.imageProcessingConfiguration.colorCurves = value;
  91276. },
  91277. enumerable: true,
  91278. configurable: true
  91279. });
  91280. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  91281. /**
  91282. * Gets wether the color curves effect is enabled.
  91283. */
  91284. get: function () {
  91285. return this.imageProcessingConfiguration.colorCurvesEnabled;
  91286. },
  91287. /**
  91288. * Sets wether the color curves effect is enabled.
  91289. */
  91290. set: function (value) {
  91291. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  91292. },
  91293. enumerable: true,
  91294. configurable: true
  91295. });
  91296. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  91297. /**
  91298. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91299. */
  91300. get: function () {
  91301. return this.imageProcessingConfiguration.colorGradingTexture;
  91302. },
  91303. /**
  91304. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91305. */
  91306. set: function (value) {
  91307. this.imageProcessingConfiguration.colorGradingTexture = value;
  91308. },
  91309. enumerable: true,
  91310. configurable: true
  91311. });
  91312. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  91313. /**
  91314. * Gets wether the color grading effect is enabled.
  91315. */
  91316. get: function () {
  91317. return this.imageProcessingConfiguration.colorGradingEnabled;
  91318. },
  91319. /**
  91320. * Gets wether the color grading effect is enabled.
  91321. */
  91322. set: function (value) {
  91323. this.imageProcessingConfiguration.colorGradingEnabled = value;
  91324. },
  91325. enumerable: true,
  91326. configurable: true
  91327. });
  91328. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  91329. /**
  91330. * Gets exposure used in the effect.
  91331. */
  91332. get: function () {
  91333. return this.imageProcessingConfiguration.exposure;
  91334. },
  91335. /**
  91336. * Sets exposure used in the effect.
  91337. */
  91338. set: function (value) {
  91339. this.imageProcessingConfiguration.exposure = value;
  91340. },
  91341. enumerable: true,
  91342. configurable: true
  91343. });
  91344. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  91345. /**
  91346. * Gets wether tonemapping is enabled or not.
  91347. */
  91348. get: function () {
  91349. return this._imageProcessingConfiguration.toneMappingEnabled;
  91350. },
  91351. /**
  91352. * Sets wether tonemapping is enabled or not
  91353. */
  91354. set: function (value) {
  91355. this._imageProcessingConfiguration.toneMappingEnabled = value;
  91356. },
  91357. enumerable: true,
  91358. configurable: true
  91359. });
  91360. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  91361. /**
  91362. * Gets contrast used in the effect.
  91363. */
  91364. get: function () {
  91365. return this.imageProcessingConfiguration.contrast;
  91366. },
  91367. /**
  91368. * Sets contrast used in the effect.
  91369. */
  91370. set: function (value) {
  91371. this.imageProcessingConfiguration.contrast = value;
  91372. },
  91373. enumerable: true,
  91374. configurable: true
  91375. });
  91376. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  91377. /**
  91378. * Gets Vignette stretch size.
  91379. */
  91380. get: function () {
  91381. return this.imageProcessingConfiguration.vignetteStretch;
  91382. },
  91383. /**
  91384. * Sets Vignette stretch size.
  91385. */
  91386. set: function (value) {
  91387. this.imageProcessingConfiguration.vignetteStretch = value;
  91388. },
  91389. enumerable: true,
  91390. configurable: true
  91391. });
  91392. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  91393. /**
  91394. * Gets Vignette centre X Offset.
  91395. */
  91396. get: function () {
  91397. return this.imageProcessingConfiguration.vignetteCentreX;
  91398. },
  91399. /**
  91400. * Sets Vignette centre X Offset.
  91401. */
  91402. set: function (value) {
  91403. this.imageProcessingConfiguration.vignetteCentreX = value;
  91404. },
  91405. enumerable: true,
  91406. configurable: true
  91407. });
  91408. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  91409. /**
  91410. * Gets Vignette centre Y Offset.
  91411. */
  91412. get: function () {
  91413. return this.imageProcessingConfiguration.vignetteCentreY;
  91414. },
  91415. /**
  91416. * Sets Vignette centre Y Offset.
  91417. */
  91418. set: function (value) {
  91419. this.imageProcessingConfiguration.vignetteCentreY = value;
  91420. },
  91421. enumerable: true,
  91422. configurable: true
  91423. });
  91424. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  91425. /**
  91426. * Gets Vignette weight or intensity of the vignette effect.
  91427. */
  91428. get: function () {
  91429. return this.imageProcessingConfiguration.vignetteWeight;
  91430. },
  91431. /**
  91432. * Sets Vignette weight or intensity of the vignette effect.
  91433. */
  91434. set: function (value) {
  91435. this.imageProcessingConfiguration.vignetteWeight = value;
  91436. },
  91437. enumerable: true,
  91438. configurable: true
  91439. });
  91440. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  91441. /**
  91442. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91443. * if vignetteEnabled is set to true.
  91444. */
  91445. get: function () {
  91446. return this.imageProcessingConfiguration.vignetteColor;
  91447. },
  91448. /**
  91449. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91450. * if vignetteEnabled is set to true.
  91451. */
  91452. set: function (value) {
  91453. this.imageProcessingConfiguration.vignetteColor = value;
  91454. },
  91455. enumerable: true,
  91456. configurable: true
  91457. });
  91458. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  91459. /**
  91460. * Gets Camera field of view used by the Vignette effect.
  91461. */
  91462. get: function () {
  91463. return this.imageProcessingConfiguration.vignetteCameraFov;
  91464. },
  91465. /**
  91466. * Sets Camera field of view used by the Vignette effect.
  91467. */
  91468. set: function (value) {
  91469. this.imageProcessingConfiguration.vignetteCameraFov = value;
  91470. },
  91471. enumerable: true,
  91472. configurable: true
  91473. });
  91474. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  91475. /**
  91476. * Gets the vignette blend mode allowing different kind of effect.
  91477. */
  91478. get: function () {
  91479. return this.imageProcessingConfiguration.vignetteBlendMode;
  91480. },
  91481. /**
  91482. * Sets the vignette blend mode allowing different kind of effect.
  91483. */
  91484. set: function (value) {
  91485. this.imageProcessingConfiguration.vignetteBlendMode = value;
  91486. },
  91487. enumerable: true,
  91488. configurable: true
  91489. });
  91490. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  91491. /**
  91492. * Gets wether the vignette effect is enabled.
  91493. */
  91494. get: function () {
  91495. return this.imageProcessingConfiguration.vignetteEnabled;
  91496. },
  91497. /**
  91498. * Sets wether the vignette effect is enabled.
  91499. */
  91500. set: function (value) {
  91501. this.imageProcessingConfiguration.vignetteEnabled = value;
  91502. },
  91503. enumerable: true,
  91504. configurable: true
  91505. });
  91506. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  91507. /**
  91508. * Gets wether the input of the processing is in Gamma or Linear Space.
  91509. */
  91510. get: function () {
  91511. return this._fromLinearSpace;
  91512. },
  91513. /**
  91514. * Sets wether the input of the processing is in Gamma or Linear Space.
  91515. */
  91516. set: function (value) {
  91517. if (this._fromLinearSpace === value) {
  91518. return;
  91519. }
  91520. this._fromLinearSpace = value;
  91521. this._updateParameters();
  91522. },
  91523. enumerable: true,
  91524. configurable: true
  91525. });
  91526. /**
  91527. * "ImageProcessingPostProcess"
  91528. * @returns "ImageProcessingPostProcess"
  91529. */
  91530. ImageProcessingPostProcess.prototype.getClassName = function () {
  91531. return "ImageProcessingPostProcess";
  91532. };
  91533. ImageProcessingPostProcess.prototype._updateParameters = function () {
  91534. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  91535. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  91536. var defines = "";
  91537. for (var define in this._defines) {
  91538. if (this._defines[define]) {
  91539. defines += "#define " + define + ";\r\n";
  91540. }
  91541. }
  91542. var samplers = ["textureSampler"];
  91543. var uniforms = ["scale"];
  91544. if (BABYLON.ImageProcessingConfiguration) {
  91545. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  91546. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  91547. }
  91548. this.updateEffect(defines, uniforms, samplers);
  91549. };
  91550. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  91551. _super.prototype.dispose.call(this, camera);
  91552. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91553. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91554. }
  91555. if (this._imageProcessingConfiguration) {
  91556. this.imageProcessingConfiguration.applyByPostProcess = false;
  91557. }
  91558. };
  91559. __decorate([
  91560. BABYLON.serialize()
  91561. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  91562. return ImageProcessingPostProcess;
  91563. }(BABYLON.PostProcess));
  91564. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  91565. })(BABYLON || (BABYLON = {}));
  91566. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  91567. var BABYLON;
  91568. (function (BABYLON) {
  91569. /**
  91570. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  91571. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  91572. * As an example, all you have to do is to create the post-process:
  91573. * var mb = new BABYLON.MotionBlurPostProcess(
  91574. * 'mb', // The name of the effect.
  91575. * scene, // The scene containing the objects to blur according to their velocity.
  91576. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  91577. * camera // The camera to apply the render pass to.
  91578. * );
  91579. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  91580. */
  91581. var MotionBlurPostProcess = /** @class */ (function (_super) {
  91582. __extends(MotionBlurPostProcess, _super);
  91583. /**
  91584. * Creates a new instance MotionBlurPostProcess
  91585. * @param name The name of the effect.
  91586. * @param scene The scene containing the objects to blur according to their velocity.
  91587. * @param options The required width/height ratio to downsize to before computing the render pass.
  91588. * @param camera The camera to apply the render pass to.
  91589. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91590. * @param engine The engine which the post process will be applied. (default: current engine)
  91591. * @param reusable If the post process can be reused on the same frame. (default: false)
  91592. * @param textureType Type of textures used when performing the post process. (default: 0)
  91593. * @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)
  91594. */
  91595. function MotionBlurPostProcess(name, scene, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  91596. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91597. if (blockCompilation === void 0) { blockCompilation = false; }
  91598. 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;
  91599. /**
  91600. * Defines how much the image is blurred by the movement. Default value is equal to 1
  91601. */
  91602. _this.motionStrength = 1;
  91603. _this._motionBlurSamples = 32;
  91604. _this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  91605. if (!_this._geometryBufferRenderer) {
  91606. // Geometry buffer renderer is not supported. So, work as a passthrough.
  91607. BABYLON.Tools.Warn("Multiple Render Target support needed to compute object based motion blur");
  91608. _this.updateEffect();
  91609. }
  91610. else {
  91611. // Geometry buffer renderer is supported.
  91612. _this._geometryBufferRenderer.enableVelocity = true;
  91613. _this.onApply = function (effect) {
  91614. effect.setVector2("screenSize", new BABYLON.Vector2(_this.width, _this.height));
  91615. effect.setFloat("motionScale", scene.getAnimationRatio());
  91616. effect.setFloat("motionStrength", _this.motionStrength);
  91617. if (_this._geometryBufferRenderer) {
  91618. var velocityIndex = _this._geometryBufferRenderer.getTextureIndex(BABYLON.GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
  91619. effect.setTexture("velocitySampler", _this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
  91620. }
  91621. };
  91622. }
  91623. return _this;
  91624. }
  91625. Object.defineProperty(MotionBlurPostProcess.prototype, "motionBlurSamples", {
  91626. /**
  91627. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  91628. */
  91629. get: function () {
  91630. return this._motionBlurSamples;
  91631. },
  91632. /**
  91633. * Sets the number of iterations to be used for motion blur quality
  91634. */
  91635. set: function (samples) {
  91636. this._motionBlurSamples = samples;
  91637. if (this._geometryBufferRenderer) {
  91638. this.updateEffect("#define GEOMETRY_SUPPORTED\n#define SAMPLES " + samples.toFixed(1));
  91639. }
  91640. },
  91641. enumerable: true,
  91642. configurable: true
  91643. });
  91644. /**
  91645. * Disposes the post process.
  91646. * @param camera The camera to dispose the post process on.
  91647. */
  91648. MotionBlurPostProcess.prototype.dispose = function (camera) {
  91649. if (this._geometryBufferRenderer) {
  91650. // Clear previous transformation matrices dictionary used to compute objects velocities
  91651. this._geometryBufferRenderer._previousTransformationMatrices = {};
  91652. }
  91653. _super.prototype.dispose.call(this, camera);
  91654. };
  91655. return MotionBlurPostProcess;
  91656. }(BABYLON.PostProcess));
  91657. BABYLON.MotionBlurPostProcess = MotionBlurPostProcess;
  91658. })(BABYLON || (BABYLON = {}));
  91659. //# sourceMappingURL=babylon.motionBlurPostProcess.js.map
  91660. var BABYLON;
  91661. (function (BABYLON) {
  91662. /**
  91663. * Class used to store bone information
  91664. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  91665. */
  91666. var Bone = /** @class */ (function (_super) {
  91667. __extends(Bone, _super);
  91668. /**
  91669. * Create a new bone
  91670. * @param name defines the bone name
  91671. * @param skeleton defines the parent skeleton
  91672. * @param parentBone defines the parent (can be null if the bone is the root)
  91673. * @param localMatrix defines the local matrix
  91674. * @param restPose defines the rest pose matrix
  91675. * @param baseMatrix defines the base matrix
  91676. * @param index defines index of the bone in the hiearchy
  91677. */
  91678. function Bone(
  91679. /**
  91680. * defines the bone name
  91681. */
  91682. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  91683. if (parentBone === void 0) { parentBone = null; }
  91684. if (localMatrix === void 0) { localMatrix = null; }
  91685. if (restPose === void 0) { restPose = null; }
  91686. if (baseMatrix === void 0) { baseMatrix = null; }
  91687. if (index === void 0) { index = null; }
  91688. var _this = _super.call(this, name, skeleton.getScene(), false) || this;
  91689. _this.name = name;
  91690. /**
  91691. * Gets the list of child bones
  91692. */
  91693. _this.children = new Array();
  91694. /** Gets the animations associated with this bone */
  91695. _this.animations = new Array();
  91696. /**
  91697. * @hidden Internal only
  91698. * Set this value to map this bone to a different index in the transform matrices
  91699. * Set this value to -1 to exclude the bone from the transform matrices
  91700. */
  91701. _this._index = null;
  91702. _this._absoluteTransform = new BABYLON.Matrix();
  91703. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  91704. _this._scalingDeterminant = 1;
  91705. _this._worldTransform = new BABYLON.Matrix();
  91706. _this._needToDecompose = true;
  91707. _this._needToCompose = false;
  91708. _this._skeleton = skeleton;
  91709. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  91710. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  91711. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  91712. _this._index = index;
  91713. skeleton.bones.push(_this);
  91714. _this.setParent(parentBone, false);
  91715. if (baseMatrix || localMatrix) {
  91716. _this._updateDifferenceMatrix();
  91717. }
  91718. return _this;
  91719. }
  91720. Object.defineProperty(Bone.prototype, "_matrix", {
  91721. /** @hidden */
  91722. get: function () {
  91723. this._compose();
  91724. return this._localMatrix;
  91725. },
  91726. /** @hidden */
  91727. set: function (value) {
  91728. this._localMatrix.copyFrom(value);
  91729. this._needToDecompose = true;
  91730. },
  91731. enumerable: true,
  91732. configurable: true
  91733. });
  91734. // Members
  91735. /**
  91736. * Gets the parent skeleton
  91737. * @returns a skeleton
  91738. */
  91739. Bone.prototype.getSkeleton = function () {
  91740. return this._skeleton;
  91741. };
  91742. /**
  91743. * Gets parent bone
  91744. * @returns a bone or null if the bone is the root of the bone hierarchy
  91745. */
  91746. Bone.prototype.getParent = function () {
  91747. return this._parent;
  91748. };
  91749. /**
  91750. * Sets the parent bone
  91751. * @param parent defines the parent (can be null if the bone is the root)
  91752. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  91753. */
  91754. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  91755. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  91756. if (this._parent === parent) {
  91757. return;
  91758. }
  91759. if (this._parent) {
  91760. var index = this._parent.children.indexOf(this);
  91761. if (index !== -1) {
  91762. this._parent.children.splice(index, 1);
  91763. }
  91764. }
  91765. this._parent = parent;
  91766. if (this._parent) {
  91767. this._parent.children.push(this);
  91768. }
  91769. if (updateDifferenceMatrix) {
  91770. this._updateDifferenceMatrix();
  91771. }
  91772. this.markAsDirty();
  91773. };
  91774. /**
  91775. * Gets the local matrix
  91776. * @returns a matrix
  91777. */
  91778. Bone.prototype.getLocalMatrix = function () {
  91779. this._compose();
  91780. return this._localMatrix;
  91781. };
  91782. /**
  91783. * Gets the base matrix (initial matrix which remains unchanged)
  91784. * @returns a matrix
  91785. */
  91786. Bone.prototype.getBaseMatrix = function () {
  91787. return this._baseMatrix;
  91788. };
  91789. /**
  91790. * Gets the rest pose matrix
  91791. * @returns a matrix
  91792. */
  91793. Bone.prototype.getRestPose = function () {
  91794. return this._restPose;
  91795. };
  91796. /**
  91797. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  91798. */
  91799. Bone.prototype.getWorldMatrix = function () {
  91800. return this._worldTransform;
  91801. };
  91802. /**
  91803. * Sets the local matrix to rest pose matrix
  91804. */
  91805. Bone.prototype.returnToRest = function () {
  91806. this.updateMatrix(this._restPose.clone());
  91807. };
  91808. /**
  91809. * Gets the inverse of the absolute transform matrix.
  91810. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  91811. * @returns a matrix
  91812. */
  91813. Bone.prototype.getInvertedAbsoluteTransform = function () {
  91814. return this._invertedAbsoluteTransform;
  91815. };
  91816. /**
  91817. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  91818. * @returns a matrix
  91819. */
  91820. Bone.prototype.getAbsoluteTransform = function () {
  91821. return this._absoluteTransform;
  91822. };
  91823. Object.defineProperty(Bone.prototype, "position", {
  91824. // Properties (matches AbstractMesh properties)
  91825. /** Gets or sets current position (in local space) */
  91826. get: function () {
  91827. this._decompose();
  91828. return this._localPosition;
  91829. },
  91830. set: function (newPosition) {
  91831. this._decompose();
  91832. this._localPosition.copyFrom(newPosition);
  91833. this._markAsDirtyAndCompose();
  91834. },
  91835. enumerable: true,
  91836. configurable: true
  91837. });
  91838. Object.defineProperty(Bone.prototype, "rotation", {
  91839. /** Gets or sets current rotation (in local space) */
  91840. get: function () {
  91841. return this.getRotation();
  91842. },
  91843. set: function (newRotation) {
  91844. this.setRotation(newRotation);
  91845. },
  91846. enumerable: true,
  91847. configurable: true
  91848. });
  91849. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  91850. /** Gets or sets current rotation quaternion (in local space) */
  91851. get: function () {
  91852. this._decompose();
  91853. return this._localRotation;
  91854. },
  91855. set: function (newRotation) {
  91856. this.setRotationQuaternion(newRotation);
  91857. },
  91858. enumerable: true,
  91859. configurable: true
  91860. });
  91861. Object.defineProperty(Bone.prototype, "scaling", {
  91862. /** Gets or sets current scaling (in local space) */
  91863. get: function () {
  91864. return this.getScale();
  91865. },
  91866. set: function (newScaling) {
  91867. this.setScale(newScaling);
  91868. },
  91869. enumerable: true,
  91870. configurable: true
  91871. });
  91872. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  91873. /**
  91874. * Gets the animation properties override
  91875. */
  91876. get: function () {
  91877. return this._skeleton.animationPropertiesOverride;
  91878. },
  91879. enumerable: true,
  91880. configurable: true
  91881. });
  91882. // Methods
  91883. Bone.prototype._decompose = function () {
  91884. if (!this._needToDecompose) {
  91885. return;
  91886. }
  91887. this._needToDecompose = false;
  91888. if (!this._localScaling) {
  91889. this._localScaling = BABYLON.Vector3.Zero();
  91890. this._localRotation = BABYLON.Quaternion.Zero();
  91891. this._localPosition = BABYLON.Vector3.Zero();
  91892. }
  91893. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  91894. };
  91895. Bone.prototype._compose = function () {
  91896. if (!this._needToCompose) {
  91897. return;
  91898. }
  91899. this._needToCompose = false;
  91900. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  91901. };
  91902. /**
  91903. * Update the base and local matrices
  91904. * @param matrix defines the new base or local matrix
  91905. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  91906. * @param updateLocalMatrix defines if the local matrix should be updated
  91907. */
  91908. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  91909. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  91910. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  91911. this._baseMatrix.copyFrom(matrix);
  91912. if (updateDifferenceMatrix) {
  91913. this._updateDifferenceMatrix();
  91914. }
  91915. if (updateLocalMatrix) {
  91916. this._localMatrix.copyFrom(matrix);
  91917. this._markAsDirtyAndDecompose();
  91918. }
  91919. else {
  91920. this.markAsDirty();
  91921. }
  91922. };
  91923. /** @hidden */
  91924. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  91925. if (updateChildren === void 0) { updateChildren = true; }
  91926. if (!rootMatrix) {
  91927. rootMatrix = this._baseMatrix;
  91928. }
  91929. if (this._parent) {
  91930. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  91931. }
  91932. else {
  91933. this._absoluteTransform.copyFrom(rootMatrix);
  91934. }
  91935. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  91936. if (updateChildren) {
  91937. for (var index = 0; index < this.children.length; index++) {
  91938. this.children[index]._updateDifferenceMatrix();
  91939. }
  91940. }
  91941. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  91942. };
  91943. /**
  91944. * Flag the bone as dirty (Forcing it to update everything)
  91945. */
  91946. Bone.prototype.markAsDirty = function () {
  91947. this._currentRenderId++;
  91948. this._childRenderId++;
  91949. this._skeleton._markAsDirty();
  91950. };
  91951. Bone.prototype._markAsDirtyAndCompose = function () {
  91952. this.markAsDirty();
  91953. this._needToCompose = true;
  91954. };
  91955. Bone.prototype._markAsDirtyAndDecompose = function () {
  91956. this.markAsDirty();
  91957. this._needToDecompose = true;
  91958. };
  91959. /**
  91960. * Copy an animation range from another bone
  91961. * @param source defines the source bone
  91962. * @param rangeName defines the range name to copy
  91963. * @param frameOffset defines the frame offset
  91964. * @param rescaleAsRequired defines if rescaling must be applied if required
  91965. * @param skelDimensionsRatio defines the scaling ratio
  91966. * @returns true if operation was successful
  91967. */
  91968. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  91969. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  91970. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  91971. // all animation may be coming from a library skeleton, so may need to create animation
  91972. if (this.animations.length === 0) {
  91973. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  91974. this.animations[0].setKeys([]);
  91975. }
  91976. // get animation info / verify there is such a range from the source bone
  91977. var sourceRange = source.animations[0].getRange(rangeName);
  91978. if (!sourceRange) {
  91979. return false;
  91980. }
  91981. var from = sourceRange.from;
  91982. var to = sourceRange.to;
  91983. var sourceKeys = source.animations[0].getKeys();
  91984. // rescaling prep
  91985. var sourceBoneLength = source.length;
  91986. var sourceParent = source.getParent();
  91987. var parent = this.getParent();
  91988. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  91989. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  91990. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  91991. var destKeys = this.animations[0].getKeys();
  91992. // loop vars declaration
  91993. var orig;
  91994. var origTranslation;
  91995. var mat;
  91996. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  91997. orig = sourceKeys[key];
  91998. if (orig.frame >= from && orig.frame <= to) {
  91999. if (rescaleAsRequired) {
  92000. mat = orig.value.clone();
  92001. // scale based on parent ratio, when bone has parent
  92002. if (parentScalingReqd) {
  92003. origTranslation = mat.getTranslation();
  92004. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  92005. // scale based on skeleton dimension ratio when root bone, and value is passed
  92006. }
  92007. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  92008. origTranslation = mat.getTranslation();
  92009. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  92010. // use original when root bone, and no data for skelDimensionsRatio
  92011. }
  92012. else {
  92013. mat = orig.value;
  92014. }
  92015. }
  92016. else {
  92017. mat = orig.value;
  92018. }
  92019. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  92020. }
  92021. }
  92022. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  92023. return true;
  92024. };
  92025. /**
  92026. * Translate the bone in local or world space
  92027. * @param vec The amount to translate the bone
  92028. * @param space The space that the translation is in
  92029. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92030. */
  92031. Bone.prototype.translate = function (vec, space, mesh) {
  92032. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92033. var lm = this.getLocalMatrix();
  92034. if (space == BABYLON.Space.LOCAL) {
  92035. lm.addAtIndex(12, vec.x);
  92036. lm.addAtIndex(13, vec.y);
  92037. lm.addAtIndex(14, vec.z);
  92038. }
  92039. else {
  92040. var wm = null;
  92041. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92042. if (mesh) {
  92043. wm = mesh.getWorldMatrix();
  92044. }
  92045. this._skeleton.computeAbsoluteTransforms();
  92046. var tmat = Bone._tmpMats[0];
  92047. var tvec = Bone._tmpVecs[0];
  92048. if (this._parent) {
  92049. if (mesh && wm) {
  92050. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92051. tmat.multiplyToRef(wm, tmat);
  92052. }
  92053. else {
  92054. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92055. }
  92056. }
  92057. tmat.setTranslationFromFloats(0, 0, 0);
  92058. tmat.invert();
  92059. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  92060. lm.addAtIndex(12, tvec.x);
  92061. lm.addAtIndex(13, tvec.y);
  92062. lm.addAtIndex(14, tvec.z);
  92063. }
  92064. this._markAsDirtyAndDecompose();
  92065. };
  92066. /**
  92067. * Set the postion of the bone in local or world space
  92068. * @param position The position to set the bone
  92069. * @param space The space that the position is in
  92070. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92071. */
  92072. Bone.prototype.setPosition = function (position, space, mesh) {
  92073. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92074. var lm = this.getLocalMatrix();
  92075. if (space == BABYLON.Space.LOCAL) {
  92076. lm.setTranslationFromFloats(position.x, position.y, position.z);
  92077. }
  92078. else {
  92079. var wm = null;
  92080. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92081. if (mesh) {
  92082. wm = mesh.getWorldMatrix();
  92083. }
  92084. this._skeleton.computeAbsoluteTransforms();
  92085. var tmat = Bone._tmpMats[0];
  92086. var vec = Bone._tmpVecs[0];
  92087. if (this._parent) {
  92088. if (mesh && wm) {
  92089. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92090. tmat.multiplyToRef(wm, tmat);
  92091. }
  92092. else {
  92093. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92094. }
  92095. }
  92096. tmat.invert();
  92097. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  92098. lm.setTranslationFromFloats(vec.x, vec.y, vec.z);
  92099. }
  92100. this._markAsDirtyAndDecompose();
  92101. };
  92102. /**
  92103. * Set the absolute position of the bone (world space)
  92104. * @param position The position to set the bone
  92105. * @param mesh The mesh that this bone is attached to
  92106. */
  92107. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  92108. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  92109. };
  92110. /**
  92111. * Scale the bone on the x, y and z axes (in local space)
  92112. * @param x The amount to scale the bone on the x axis
  92113. * @param y The amount to scale the bone on the y axis
  92114. * @param z The amount to scale the bone on the z axis
  92115. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  92116. */
  92117. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  92118. if (scaleChildren === void 0) { scaleChildren = false; }
  92119. var locMat = this.getLocalMatrix();
  92120. // Apply new scaling on top of current local matrix
  92121. var scaleMat = Bone._tmpMats[0];
  92122. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  92123. scaleMat.multiplyToRef(locMat, locMat);
  92124. // Invert scaling matrix and apply the inverse to all children
  92125. scaleMat.invert();
  92126. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  92127. var child = _a[_i];
  92128. var cm = child.getLocalMatrix();
  92129. cm.multiplyToRef(scaleMat, cm);
  92130. cm.multiplyAtIndex(12, x);
  92131. cm.multiplyAtIndex(13, y);
  92132. cm.multiplyAtIndex(14, z);
  92133. child._markAsDirtyAndDecompose();
  92134. }
  92135. this._markAsDirtyAndDecompose();
  92136. if (scaleChildren) {
  92137. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  92138. var child = _c[_b];
  92139. child.scale(x, y, z, scaleChildren);
  92140. }
  92141. }
  92142. };
  92143. /**
  92144. * Set the bone scaling in local space
  92145. * @param scale defines the scaling vector
  92146. */
  92147. Bone.prototype.setScale = function (scale) {
  92148. this._decompose();
  92149. this._localScaling.copyFrom(scale);
  92150. this._markAsDirtyAndCompose();
  92151. };
  92152. /**
  92153. * Gets the current scaling in local space
  92154. * @returns the current scaling vector
  92155. */
  92156. Bone.prototype.getScale = function () {
  92157. this._decompose();
  92158. return this._localScaling;
  92159. };
  92160. /**
  92161. * Gets the current scaling in local space and stores it in a target vector
  92162. * @param result defines the target vector
  92163. */
  92164. Bone.prototype.getScaleToRef = function (result) {
  92165. this._decompose();
  92166. result.copyFrom(this._localScaling);
  92167. };
  92168. /**
  92169. * Set the yaw, pitch, and roll of the bone in local or world space
  92170. * @param yaw The rotation of the bone on the y axis
  92171. * @param pitch The rotation of the bone on the x axis
  92172. * @param roll The rotation of the bone on the z axis
  92173. * @param space The space that the axes of rotation are in
  92174. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92175. */
  92176. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  92177. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92178. if (space === BABYLON.Space.LOCAL) {
  92179. var quat = Bone._tmpQuat;
  92180. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  92181. this.setRotationQuaternion(quat, space, mesh);
  92182. return;
  92183. }
  92184. var rotMatInv = Bone._tmpMats[0];
  92185. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92186. return;
  92187. }
  92188. var rotMat = Bone._tmpMats[1];
  92189. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  92190. rotMatInv.multiplyToRef(rotMat, rotMat);
  92191. this._rotateWithMatrix(rotMat, space, mesh);
  92192. };
  92193. /**
  92194. * Add a rotation to the bone on an axis in local or world space
  92195. * @param axis The axis to rotate the bone on
  92196. * @param amount The amount to rotate the bone
  92197. * @param space The space that the axis is in
  92198. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92199. */
  92200. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  92201. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92202. var rmat = Bone._tmpMats[0];
  92203. rmat.setTranslationFromFloats(0, 0, 0);
  92204. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  92205. this._rotateWithMatrix(rmat, space, mesh);
  92206. };
  92207. /**
  92208. * Set the rotation of the bone to a particular axis angle in local or world space
  92209. * @param axis The axis to rotate the bone on
  92210. * @param angle The angle that the bone should be rotated to
  92211. * @param space The space that the axis is in
  92212. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92213. */
  92214. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  92215. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92216. if (space === BABYLON.Space.LOCAL) {
  92217. var quat = Bone._tmpQuat;
  92218. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  92219. this.setRotationQuaternion(quat, space, mesh);
  92220. return;
  92221. }
  92222. var rotMatInv = Bone._tmpMats[0];
  92223. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92224. return;
  92225. }
  92226. var rotMat = Bone._tmpMats[1];
  92227. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  92228. rotMatInv.multiplyToRef(rotMat, rotMat);
  92229. this._rotateWithMatrix(rotMat, space, mesh);
  92230. };
  92231. /**
  92232. * Set the euler rotation of the bone in local of world space
  92233. * @param rotation The euler rotation that the bone should be set to
  92234. * @param space The space that the rotation is in
  92235. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92236. */
  92237. Bone.prototype.setRotation = function (rotation, space, mesh) {
  92238. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92239. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  92240. };
  92241. /**
  92242. * Set the quaternion rotation of the bone in local of world space
  92243. * @param quat The quaternion rotation that the bone should be set to
  92244. * @param space The space that the rotation is in
  92245. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92246. */
  92247. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  92248. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92249. if (space === BABYLON.Space.LOCAL) {
  92250. this._decompose();
  92251. this._localRotation.copyFrom(quat);
  92252. this._markAsDirtyAndCompose();
  92253. return;
  92254. }
  92255. var rotMatInv = Bone._tmpMats[0];
  92256. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92257. return;
  92258. }
  92259. var rotMat = Bone._tmpMats[1];
  92260. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  92261. rotMatInv.multiplyToRef(rotMat, rotMat);
  92262. this._rotateWithMatrix(rotMat, space, mesh);
  92263. };
  92264. /**
  92265. * Set the rotation matrix of the bone in local of world space
  92266. * @param rotMat The rotation matrix that the bone should be set to
  92267. * @param space The space that the rotation is in
  92268. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92269. */
  92270. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  92271. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92272. if (space === BABYLON.Space.LOCAL) {
  92273. var quat = Bone._tmpQuat;
  92274. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  92275. this.setRotationQuaternion(quat, space, mesh);
  92276. return;
  92277. }
  92278. var rotMatInv = Bone._tmpMats[0];
  92279. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92280. return;
  92281. }
  92282. var rotMat2 = Bone._tmpMats[1];
  92283. rotMat2.copyFrom(rotMat);
  92284. rotMatInv.multiplyToRef(rotMat, rotMat2);
  92285. this._rotateWithMatrix(rotMat2, space, mesh);
  92286. };
  92287. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  92288. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92289. var lmat = this.getLocalMatrix();
  92290. var lx = lmat.m[12];
  92291. var ly = lmat.m[13];
  92292. var lz = lmat.m[14];
  92293. var parent = this.getParent();
  92294. var parentScale = Bone._tmpMats[3];
  92295. var parentScaleInv = Bone._tmpMats[4];
  92296. if (parent && space == BABYLON.Space.WORLD) {
  92297. if (mesh) {
  92298. parentScale.copyFrom(mesh.getWorldMatrix());
  92299. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  92300. }
  92301. else {
  92302. parentScale.copyFrom(parent.getAbsoluteTransform());
  92303. }
  92304. parentScaleInv.copyFrom(parentScale);
  92305. parentScaleInv.invert();
  92306. lmat.multiplyToRef(parentScale, lmat);
  92307. lmat.multiplyToRef(rmat, lmat);
  92308. lmat.multiplyToRef(parentScaleInv, lmat);
  92309. }
  92310. else {
  92311. if (space == BABYLON.Space.WORLD && mesh) {
  92312. parentScale.copyFrom(mesh.getWorldMatrix());
  92313. parentScaleInv.copyFrom(parentScale);
  92314. parentScaleInv.invert();
  92315. lmat.multiplyToRef(parentScale, lmat);
  92316. lmat.multiplyToRef(rmat, lmat);
  92317. lmat.multiplyToRef(parentScaleInv, lmat);
  92318. }
  92319. else {
  92320. lmat.multiplyToRef(rmat, lmat);
  92321. }
  92322. }
  92323. lmat.setTranslationFromFloats(lx, ly, lz);
  92324. this.computeAbsoluteTransforms();
  92325. this._markAsDirtyAndDecompose();
  92326. };
  92327. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  92328. var scaleMatrix = Bone._tmpMats[2];
  92329. rotMatInv.copyFrom(this.getAbsoluteTransform());
  92330. if (mesh) {
  92331. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  92332. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  92333. }
  92334. rotMatInv.invert();
  92335. if (isNaN(rotMatInv.m[0])) {
  92336. // Matrix failed to invert.
  92337. // This can happen if scale is zero for example.
  92338. return false;
  92339. }
  92340. scaleMatrix.multiplyAtIndex(0, this._scalingDeterminant);
  92341. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  92342. return true;
  92343. };
  92344. /**
  92345. * Get the position of the bone in local or world space
  92346. * @param space The space that the returned position is in
  92347. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92348. * @returns The position of the bone
  92349. */
  92350. Bone.prototype.getPosition = function (space, mesh) {
  92351. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92352. if (mesh === void 0) { mesh = null; }
  92353. var pos = BABYLON.Vector3.Zero();
  92354. this.getPositionToRef(space, mesh, pos);
  92355. return pos;
  92356. };
  92357. /**
  92358. * Copy the position of the bone to a vector3 in local or world space
  92359. * @param space The space that the returned position is in
  92360. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92361. * @param result The vector3 to copy the position to
  92362. */
  92363. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  92364. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92365. if (space == BABYLON.Space.LOCAL) {
  92366. var lm = this.getLocalMatrix();
  92367. result.x = lm.m[12];
  92368. result.y = lm.m[13];
  92369. result.z = lm.m[14];
  92370. }
  92371. else {
  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 tmat = Bone._tmpMats[0];
  92379. if (mesh && wm) {
  92380. tmat.copyFrom(this.getAbsoluteTransform());
  92381. tmat.multiplyToRef(wm, tmat);
  92382. }
  92383. else {
  92384. tmat = this.getAbsoluteTransform();
  92385. }
  92386. result.x = tmat.m[12];
  92387. result.y = tmat.m[13];
  92388. result.z = tmat.m[14];
  92389. }
  92390. };
  92391. /**
  92392. * Get the absolute position of the bone (world space)
  92393. * @param mesh The mesh that this bone is attached to
  92394. * @returns The absolute position of the bone
  92395. */
  92396. Bone.prototype.getAbsolutePosition = function (mesh) {
  92397. if (mesh === void 0) { mesh = null; }
  92398. var pos = BABYLON.Vector3.Zero();
  92399. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  92400. return pos;
  92401. };
  92402. /**
  92403. * Copy the absolute position of the bone (world space) to the result param
  92404. * @param mesh The mesh that this bone is attached to
  92405. * @param result The vector3 to copy the absolute position to
  92406. */
  92407. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  92408. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  92409. };
  92410. /**
  92411. * Compute the absolute transforms of this bone and its children
  92412. */
  92413. Bone.prototype.computeAbsoluteTransforms = function () {
  92414. this._compose();
  92415. if (this._parent) {
  92416. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92417. }
  92418. else {
  92419. this._absoluteTransform.copyFrom(this._localMatrix);
  92420. var poseMatrix = this._skeleton.getPoseMatrix();
  92421. if (poseMatrix) {
  92422. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  92423. }
  92424. }
  92425. var children = this.children;
  92426. var len = children.length;
  92427. for (var i = 0; i < len; i++) {
  92428. children[i].computeAbsoluteTransforms();
  92429. }
  92430. };
  92431. /**
  92432. * Get the world direction from an axis that is in the local space of the bone
  92433. * @param localAxis The local direction that is used to compute the world direction
  92434. * @param mesh The mesh that this bone is attached to
  92435. * @returns The world direction
  92436. */
  92437. Bone.prototype.getDirection = function (localAxis, mesh) {
  92438. if (mesh === void 0) { mesh = null; }
  92439. var result = BABYLON.Vector3.Zero();
  92440. this.getDirectionToRef(localAxis, mesh, result);
  92441. return result;
  92442. };
  92443. /**
  92444. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  92445. * @param localAxis The local direction that is used to compute the world direction
  92446. * @param mesh The mesh that this bone is attached to
  92447. * @param result The vector3 that the world direction will be copied to
  92448. */
  92449. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  92450. if (mesh === void 0) { mesh = null; }
  92451. var wm = null;
  92452. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92453. if (mesh) {
  92454. wm = mesh.getWorldMatrix();
  92455. }
  92456. this._skeleton.computeAbsoluteTransforms();
  92457. var mat = Bone._tmpMats[0];
  92458. mat.copyFrom(this.getAbsoluteTransform());
  92459. if (mesh && wm) {
  92460. mat.multiplyToRef(wm, mat);
  92461. }
  92462. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  92463. result.normalize();
  92464. };
  92465. /**
  92466. * Get the euler rotation of the bone in 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. * @returns The euler rotation
  92470. */
  92471. Bone.prototype.getRotation = function (space, mesh) {
  92472. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92473. if (mesh === void 0) { mesh = null; }
  92474. var result = BABYLON.Vector3.Zero();
  92475. this.getRotationToRef(space, mesh, result);
  92476. return result;
  92477. };
  92478. /**
  92479. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  92480. * @param space The space that the rotation should be in
  92481. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92482. * @param result The vector3 that the rotation should be copied to
  92483. */
  92484. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  92485. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92486. if (mesh === void 0) { mesh = null; }
  92487. var quat = Bone._tmpQuat;
  92488. this.getRotationQuaternionToRef(space, mesh, quat);
  92489. quat.toEulerAnglesToRef(result);
  92490. };
  92491. /**
  92492. * Get the quaternion rotation of the bone in either local or world space
  92493. * @param space The space that the rotation should be in
  92494. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92495. * @returns The quaternion rotation
  92496. */
  92497. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  92498. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92499. if (mesh === void 0) { mesh = null; }
  92500. var result = BABYLON.Quaternion.Identity();
  92501. this.getRotationQuaternionToRef(space, mesh, result);
  92502. return result;
  92503. };
  92504. /**
  92505. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  92506. * @param space The space that the rotation should be in
  92507. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92508. * @param result The quaternion that the rotation should be copied to
  92509. */
  92510. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  92511. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92512. if (mesh === void 0) { mesh = null; }
  92513. if (space == BABYLON.Space.LOCAL) {
  92514. this._decompose();
  92515. result.copyFrom(this._localRotation);
  92516. }
  92517. else {
  92518. var mat = Bone._tmpMats[0];
  92519. var amat = this.getAbsoluteTransform();
  92520. if (mesh) {
  92521. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92522. }
  92523. else {
  92524. mat.copyFrom(amat);
  92525. }
  92526. mat.multiplyAtIndex(0, this._scalingDeterminant);
  92527. mat.multiplyAtIndex(1, this._scalingDeterminant);
  92528. mat.multiplyAtIndex(2, this._scalingDeterminant);
  92529. mat.decompose(undefined, result, undefined);
  92530. }
  92531. };
  92532. /**
  92533. * Get the rotation matrix of the bone in local or world space
  92534. * @param space The space that the rotation should be in
  92535. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92536. * @returns The rotation matrix
  92537. */
  92538. Bone.prototype.getRotationMatrix = function (space, mesh) {
  92539. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92540. var result = BABYLON.Matrix.Identity();
  92541. this.getRotationMatrixToRef(space, mesh, result);
  92542. return result;
  92543. };
  92544. /**
  92545. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  92546. * @param space The space that the rotation should be in
  92547. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92548. * @param result The quaternion that the rotation should be copied to
  92549. */
  92550. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  92551. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92552. if (space == BABYLON.Space.LOCAL) {
  92553. this.getLocalMatrix().getRotationMatrixToRef(result);
  92554. }
  92555. else {
  92556. var mat = Bone._tmpMats[0];
  92557. var amat = this.getAbsoluteTransform();
  92558. if (mesh) {
  92559. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92560. }
  92561. else {
  92562. mat.copyFrom(amat);
  92563. }
  92564. mat.multiplyAtIndex(0, this._scalingDeterminant);
  92565. mat.multiplyAtIndex(1, this._scalingDeterminant);
  92566. mat.multiplyAtIndex(2, this._scalingDeterminant);
  92567. mat.getRotationMatrixToRef(result);
  92568. }
  92569. };
  92570. /**
  92571. * Get the world position of a point that is in the local space of the bone
  92572. * @param position The local position
  92573. * @param mesh The mesh that this bone is attached to
  92574. * @returns The world position
  92575. */
  92576. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  92577. if (mesh === void 0) { mesh = null; }
  92578. var result = BABYLON.Vector3.Zero();
  92579. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  92580. return result;
  92581. };
  92582. /**
  92583. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  92584. * @param position The local position
  92585. * @param mesh The mesh that this bone is attached to
  92586. * @param result The vector3 that the world position should be copied to
  92587. */
  92588. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  92589. if (mesh === void 0) { mesh = null; }
  92590. var wm = null;
  92591. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92592. if (mesh) {
  92593. wm = mesh.getWorldMatrix();
  92594. }
  92595. this._skeleton.computeAbsoluteTransforms();
  92596. var tmat = Bone._tmpMats[0];
  92597. if (mesh && wm) {
  92598. tmat.copyFrom(this.getAbsoluteTransform());
  92599. tmat.multiplyToRef(wm, tmat);
  92600. }
  92601. else {
  92602. tmat = this.getAbsoluteTransform();
  92603. }
  92604. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92605. };
  92606. /**
  92607. * Get the local position of a point that is in world space
  92608. * @param position The world position
  92609. * @param mesh The mesh that this bone is attached to
  92610. * @returns The local position
  92611. */
  92612. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  92613. if (mesh === void 0) { mesh = null; }
  92614. var result = BABYLON.Vector3.Zero();
  92615. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  92616. return result;
  92617. };
  92618. /**
  92619. * Get the local position of a point that is in world space and copy it to the result param
  92620. * @param position The world position
  92621. * @param mesh The mesh that this bone is attached to
  92622. * @param result The vector3 that the local position should be copied to
  92623. */
  92624. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  92625. if (mesh === void 0) { mesh = null; }
  92626. var wm = null;
  92627. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92628. if (mesh) {
  92629. wm = mesh.getWorldMatrix();
  92630. }
  92631. this._skeleton.computeAbsoluteTransforms();
  92632. var tmat = Bone._tmpMats[0];
  92633. tmat.copyFrom(this.getAbsoluteTransform());
  92634. if (mesh && wm) {
  92635. tmat.multiplyToRef(wm, tmat);
  92636. }
  92637. tmat.invert();
  92638. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92639. };
  92640. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  92641. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  92642. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  92643. return Bone;
  92644. }(BABYLON.Node));
  92645. BABYLON.Bone = Bone;
  92646. })(BABYLON || (BABYLON = {}));
  92647. //# sourceMappingURL=babylon.bone.js.map
  92648. var BABYLON;
  92649. (function (BABYLON) {
  92650. /**
  92651. * Class used to apply inverse kinematics to bones
  92652. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  92653. */
  92654. var BoneIKController = /** @class */ (function () {
  92655. /**
  92656. * Creates a new BoneIKController
  92657. * @param mesh defines the mesh to control
  92658. * @param bone defines the bone to control
  92659. * @param options defines options to set up the controller
  92660. */
  92661. function BoneIKController(mesh, bone, options) {
  92662. /**
  92663. * Gets or sets the target position
  92664. */
  92665. this.targetPosition = BABYLON.Vector3.Zero();
  92666. /**
  92667. * Gets or sets the pole target position
  92668. */
  92669. this.poleTargetPosition = BABYLON.Vector3.Zero();
  92670. /**
  92671. * Gets or sets the pole target local offset
  92672. */
  92673. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  92674. /**
  92675. * Gets or sets the pole angle
  92676. */
  92677. this.poleAngle = 0;
  92678. /**
  92679. * 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)
  92680. */
  92681. this.slerpAmount = 1;
  92682. this._bone1Quat = BABYLON.Quaternion.Identity();
  92683. this._bone1Mat = BABYLON.Matrix.Identity();
  92684. this._bone2Ang = Math.PI;
  92685. this._maxAngle = Math.PI;
  92686. this._rightHandedSystem = false;
  92687. this._bendAxis = BABYLON.Vector3.Right();
  92688. this._slerping = false;
  92689. this._adjustRoll = 0;
  92690. this._bone2 = bone;
  92691. this._bone1 = bone.getParent();
  92692. if (!this._bone1) {
  92693. return;
  92694. }
  92695. this.mesh = mesh;
  92696. var bonePos = bone.getPosition();
  92697. if (bone.getAbsoluteTransform().determinant() > 0) {
  92698. this._rightHandedSystem = true;
  92699. this._bendAxis.x = 0;
  92700. this._bendAxis.y = 0;
  92701. this._bendAxis.z = -1;
  92702. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  92703. this._adjustRoll = Math.PI * .5;
  92704. this._bendAxis.z = 1;
  92705. }
  92706. }
  92707. if (this._bone1.length) {
  92708. var boneScale1 = this._bone1.getScale();
  92709. var boneScale2 = this._bone2.getScale();
  92710. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  92711. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  92712. }
  92713. else if (this._bone1.children[0]) {
  92714. mesh.computeWorldMatrix(true);
  92715. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  92716. var pos2 = this._bone2.getAbsolutePosition(mesh);
  92717. var pos3 = this._bone1.getAbsolutePosition(mesh);
  92718. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  92719. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  92720. }
  92721. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  92722. this.maxAngle = Math.PI;
  92723. if (options) {
  92724. if (options.targetMesh) {
  92725. this.targetMesh = options.targetMesh;
  92726. this.targetMesh.computeWorldMatrix(true);
  92727. }
  92728. if (options.poleTargetMesh) {
  92729. this.poleTargetMesh = options.poleTargetMesh;
  92730. this.poleTargetMesh.computeWorldMatrix(true);
  92731. }
  92732. else if (options.poleTargetBone) {
  92733. this.poleTargetBone = options.poleTargetBone;
  92734. }
  92735. else if (this._bone1.getParent()) {
  92736. this.poleTargetBone = this._bone1.getParent();
  92737. }
  92738. if (options.poleTargetLocalOffset) {
  92739. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  92740. }
  92741. if (options.poleAngle) {
  92742. this.poleAngle = options.poleAngle;
  92743. }
  92744. if (options.bendAxis) {
  92745. this._bendAxis.copyFrom(options.bendAxis);
  92746. }
  92747. if (options.maxAngle) {
  92748. this.maxAngle = options.maxAngle;
  92749. }
  92750. if (options.slerpAmount) {
  92751. this.slerpAmount = options.slerpAmount;
  92752. }
  92753. }
  92754. }
  92755. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  92756. /**
  92757. * Gets or sets maximum allowed angle
  92758. */
  92759. get: function () {
  92760. return this._maxAngle;
  92761. },
  92762. set: function (value) {
  92763. this._setMaxAngle(value);
  92764. },
  92765. enumerable: true,
  92766. configurable: true
  92767. });
  92768. BoneIKController.prototype._setMaxAngle = function (ang) {
  92769. if (ang < 0) {
  92770. ang = 0;
  92771. }
  92772. if (ang > Math.PI || ang == undefined) {
  92773. ang = Math.PI;
  92774. }
  92775. this._maxAngle = ang;
  92776. var a = this._bone1Length;
  92777. var b = this._bone2Length;
  92778. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  92779. };
  92780. /**
  92781. * Force the controller to update the bones
  92782. */
  92783. BoneIKController.prototype.update = function () {
  92784. var bone1 = this._bone1;
  92785. if (!bone1) {
  92786. return;
  92787. }
  92788. var target = this.targetPosition;
  92789. var poleTarget = this.poleTargetPosition;
  92790. var mat1 = BoneIKController._tmpMats[0];
  92791. var mat2 = BoneIKController._tmpMats[1];
  92792. if (this.targetMesh) {
  92793. target.copyFrom(this.targetMesh.getAbsolutePosition());
  92794. }
  92795. if (this.poleTargetBone) {
  92796. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  92797. }
  92798. else if (this.poleTargetMesh) {
  92799. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  92800. }
  92801. var bonePos = BoneIKController._tmpVecs[0];
  92802. var zaxis = BoneIKController._tmpVecs[1];
  92803. var xaxis = BoneIKController._tmpVecs[2];
  92804. var yaxis = BoneIKController._tmpVecs[3];
  92805. var upAxis = BoneIKController._tmpVecs[4];
  92806. var _tmpQuat = BoneIKController._tmpQuat;
  92807. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  92808. poleTarget.subtractToRef(bonePos, upAxis);
  92809. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  92810. upAxis.y = 1;
  92811. }
  92812. else {
  92813. upAxis.normalize();
  92814. }
  92815. target.subtractToRef(bonePos, yaxis);
  92816. yaxis.normalize();
  92817. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  92818. zaxis.normalize();
  92819. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  92820. xaxis.normalize();
  92821. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  92822. var a = this._bone1Length;
  92823. var b = this._bone2Length;
  92824. var c = BABYLON.Vector3.Distance(bonePos, target);
  92825. if (this._maxReach > 0) {
  92826. c = Math.min(this._maxReach, c);
  92827. }
  92828. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  92829. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  92830. if (acosa > 1) {
  92831. acosa = 1;
  92832. }
  92833. if (acosb > 1) {
  92834. acosb = 1;
  92835. }
  92836. if (acosa < -1) {
  92837. acosa = -1;
  92838. }
  92839. if (acosb < -1) {
  92840. acosb = -1;
  92841. }
  92842. var angA = Math.acos(acosa);
  92843. var angB = Math.acos(acosb);
  92844. var angC = -angA - angB;
  92845. if (this._rightHandedSystem) {
  92846. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  92847. mat2.multiplyToRef(mat1, mat1);
  92848. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  92849. mat2.multiplyToRef(mat1, mat1);
  92850. }
  92851. else {
  92852. var _tmpVec = BoneIKController._tmpVecs[5];
  92853. _tmpVec.copyFrom(this._bendAxis);
  92854. _tmpVec.x *= -1;
  92855. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  92856. mat2.multiplyToRef(mat1, mat1);
  92857. }
  92858. if (this.poleAngle) {
  92859. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  92860. mat1.multiplyToRef(mat2, mat1);
  92861. }
  92862. if (this._bone1) {
  92863. if (this.slerpAmount < 1) {
  92864. if (!this._slerping) {
  92865. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  92866. }
  92867. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  92868. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  92869. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  92870. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  92871. this._slerping = true;
  92872. }
  92873. else {
  92874. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  92875. this._bone1Mat.copyFrom(mat1);
  92876. this._slerping = false;
  92877. }
  92878. }
  92879. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  92880. this._bone2Ang = angC;
  92881. };
  92882. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  92883. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  92884. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  92885. return BoneIKController;
  92886. }());
  92887. BABYLON.BoneIKController = BoneIKController;
  92888. })(BABYLON || (BABYLON = {}));
  92889. //# sourceMappingURL=babylon.boneIKController.js.map
  92890. var BABYLON;
  92891. (function (BABYLON) {
  92892. /**
  92893. * Class used to make a bone look toward a point in space
  92894. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  92895. */
  92896. var BoneLookController = /** @class */ (function () {
  92897. /**
  92898. * Create a BoneLookController
  92899. * @param mesh the mesh that the bone belongs to
  92900. * @param bone the bone that will be looking to the target
  92901. * @param target the target Vector3 to look at
  92902. * @param settings optional settings:
  92903. * * maxYaw: the maximum angle the bone will yaw to
  92904. * * minYaw: the minimum angle the bone will yaw to
  92905. * * maxPitch: the maximum angle the bone will pitch to
  92906. * * minPitch: the minimum angle the bone will yaw to
  92907. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  92908. * * upAxis: the up axis of the coordinate system
  92909. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  92910. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  92911. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  92912. * * adjustYaw: used to make an adjustment to the yaw of the bone
  92913. * * adjustPitch: used to make an adjustment to the pitch of the bone
  92914. * * adjustRoll: used to make an adjustment to the roll of the bone
  92915. **/
  92916. function BoneLookController(mesh, bone, target, options) {
  92917. /**
  92918. * The up axis of the coordinate system that is used when the bone is rotated
  92919. */
  92920. this.upAxis = BABYLON.Vector3.Up();
  92921. /**
  92922. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  92923. */
  92924. this.upAxisSpace = BABYLON.Space.LOCAL;
  92925. /**
  92926. * Used to make an adjustment to the yaw of the bone
  92927. */
  92928. this.adjustYaw = 0;
  92929. /**
  92930. * Used to make an adjustment to the pitch of the bone
  92931. */
  92932. this.adjustPitch = 0;
  92933. /**
  92934. * Used to make an adjustment to the roll of the bone
  92935. */
  92936. this.adjustRoll = 0;
  92937. /**
  92938. * 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)
  92939. */
  92940. this.slerpAmount = 1;
  92941. this._boneQuat = BABYLON.Quaternion.Identity();
  92942. this._slerping = false;
  92943. this._firstFrameSkipped = false;
  92944. this._fowardAxis = BABYLON.Vector3.Forward();
  92945. this.mesh = mesh;
  92946. this.bone = bone;
  92947. this.target = target;
  92948. if (options) {
  92949. if (options.adjustYaw) {
  92950. this.adjustYaw = options.adjustYaw;
  92951. }
  92952. if (options.adjustPitch) {
  92953. this.adjustPitch = options.adjustPitch;
  92954. }
  92955. if (options.adjustRoll) {
  92956. this.adjustRoll = options.adjustRoll;
  92957. }
  92958. if (options.maxYaw != null) {
  92959. this.maxYaw = options.maxYaw;
  92960. }
  92961. else {
  92962. this.maxYaw = Math.PI;
  92963. }
  92964. if (options.minYaw != null) {
  92965. this.minYaw = options.minYaw;
  92966. }
  92967. else {
  92968. this.minYaw = -Math.PI;
  92969. }
  92970. if (options.maxPitch != null) {
  92971. this.maxPitch = options.maxPitch;
  92972. }
  92973. else {
  92974. this.maxPitch = Math.PI;
  92975. }
  92976. if (options.minPitch != null) {
  92977. this.minPitch = options.minPitch;
  92978. }
  92979. else {
  92980. this.minPitch = -Math.PI;
  92981. }
  92982. if (options.slerpAmount != null) {
  92983. this.slerpAmount = options.slerpAmount;
  92984. }
  92985. if (options.upAxis != null) {
  92986. this.upAxis = options.upAxis;
  92987. }
  92988. if (options.upAxisSpace != null) {
  92989. this.upAxisSpace = options.upAxisSpace;
  92990. }
  92991. if (options.yawAxis != null || options.pitchAxis != null) {
  92992. var newYawAxis = BABYLON.Axis.Y;
  92993. var newPitchAxis = BABYLON.Axis.X;
  92994. if (options.yawAxis != null) {
  92995. newYawAxis = options.yawAxis.clone();
  92996. newYawAxis.normalize();
  92997. }
  92998. if (options.pitchAxis != null) {
  92999. newPitchAxis = options.pitchAxis.clone();
  93000. newPitchAxis.normalize();
  93001. }
  93002. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  93003. this._transformYawPitch = BABYLON.Matrix.Identity();
  93004. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  93005. this._transformYawPitchInv = this._transformYawPitch.clone();
  93006. this._transformYawPitch.invert();
  93007. }
  93008. }
  93009. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  93010. this.upAxisSpace = BABYLON.Space.LOCAL;
  93011. }
  93012. }
  93013. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  93014. /**
  93015. * Gets or sets the minimum yaw angle that the bone can look to
  93016. */
  93017. get: function () {
  93018. return this._minYaw;
  93019. },
  93020. set: function (value) {
  93021. this._minYaw = value;
  93022. this._minYawSin = Math.sin(value);
  93023. this._minYawCos = Math.cos(value);
  93024. if (this._maxYaw != null) {
  93025. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93026. this._yawRange = this._maxYaw - this._minYaw;
  93027. }
  93028. },
  93029. enumerable: true,
  93030. configurable: true
  93031. });
  93032. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  93033. /**
  93034. * Gets or sets the maximum yaw angle that the bone can look to
  93035. */
  93036. get: function () {
  93037. return this._maxYaw;
  93038. },
  93039. set: function (value) {
  93040. this._maxYaw = value;
  93041. this._maxYawSin = Math.sin(value);
  93042. this._maxYawCos = Math.cos(value);
  93043. if (this._minYaw != null) {
  93044. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93045. this._yawRange = this._maxYaw - this._minYaw;
  93046. }
  93047. },
  93048. enumerable: true,
  93049. configurable: true
  93050. });
  93051. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  93052. /**
  93053. * Gets or sets the minimum pitch angle that the bone can look to
  93054. */
  93055. get: function () {
  93056. return this._minPitch;
  93057. },
  93058. set: function (value) {
  93059. this._minPitch = value;
  93060. this._minPitchTan = Math.tan(value);
  93061. },
  93062. enumerable: true,
  93063. configurable: true
  93064. });
  93065. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  93066. /**
  93067. * Gets or sets the maximum pitch angle that the bone can look to
  93068. */
  93069. get: function () {
  93070. return this._maxPitch;
  93071. },
  93072. set: function (value) {
  93073. this._maxPitch = value;
  93074. this._maxPitchTan = Math.tan(value);
  93075. },
  93076. enumerable: true,
  93077. configurable: true
  93078. });
  93079. /**
  93080. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  93081. */
  93082. BoneLookController.prototype.update = function () {
  93083. //skip the first frame when slerping so that the mesh rotation is correct
  93084. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  93085. this._firstFrameSkipped = true;
  93086. return;
  93087. }
  93088. var bone = this.bone;
  93089. var bonePos = BoneLookController._tmpVecs[0];
  93090. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  93091. var target = this.target;
  93092. var _tmpMat1 = BoneLookController._tmpMats[0];
  93093. var _tmpMat2 = BoneLookController._tmpMats[1];
  93094. var mesh = this.mesh;
  93095. var parentBone = bone.getParent();
  93096. var upAxis = BoneLookController._tmpVecs[1];
  93097. upAxis.copyFrom(this.upAxis);
  93098. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  93099. if (this._transformYawPitch) {
  93100. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  93101. }
  93102. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  93103. }
  93104. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  93105. mesh.getDirectionToRef(upAxis, upAxis);
  93106. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  93107. upAxis.normalize();
  93108. }
  93109. }
  93110. var checkYaw = false;
  93111. var checkPitch = false;
  93112. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  93113. checkYaw = true;
  93114. }
  93115. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  93116. checkPitch = true;
  93117. }
  93118. if (checkYaw || checkPitch) {
  93119. var spaceMat = BoneLookController._tmpMats[2];
  93120. var spaceMatInv = BoneLookController._tmpMats[3];
  93121. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  93122. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  93123. }
  93124. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  93125. spaceMat.copyFrom(mesh.getWorldMatrix());
  93126. }
  93127. else {
  93128. var forwardAxis = BoneLookController._tmpVecs[2];
  93129. forwardAxis.copyFrom(this._fowardAxis);
  93130. if (this._transformYawPitch) {
  93131. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  93132. }
  93133. if (parentBone) {
  93134. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  93135. }
  93136. else {
  93137. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  93138. }
  93139. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  93140. rightAxis.normalize();
  93141. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  93142. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  93143. }
  93144. spaceMat.invertToRef(spaceMatInv);
  93145. var xzlen = null;
  93146. if (checkPitch) {
  93147. var localTarget = BoneLookController._tmpVecs[3];
  93148. target.subtractToRef(bonePos, localTarget);
  93149. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93150. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93151. var pitch = Math.atan2(localTarget.y, xzlen);
  93152. var newPitch = pitch;
  93153. if (pitch > this._maxPitch) {
  93154. localTarget.y = this._maxPitchTan * xzlen;
  93155. newPitch = this._maxPitch;
  93156. }
  93157. else if (pitch < this._minPitch) {
  93158. localTarget.y = this._minPitchTan * xzlen;
  93159. newPitch = this._minPitch;
  93160. }
  93161. if (pitch != newPitch) {
  93162. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93163. localTarget.addInPlace(bonePos);
  93164. target = localTarget;
  93165. }
  93166. }
  93167. if (checkYaw) {
  93168. var localTarget = BoneLookController._tmpVecs[4];
  93169. target.subtractToRef(bonePos, localTarget);
  93170. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93171. var yaw = Math.atan2(localTarget.x, localTarget.z);
  93172. var newYaw = yaw;
  93173. if (yaw > this._maxYaw || yaw < this._minYaw) {
  93174. if (xzlen == null) {
  93175. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93176. }
  93177. if (this._yawRange > Math.PI) {
  93178. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  93179. localTarget.z = this._maxYawCos * xzlen;
  93180. localTarget.x = this._maxYawSin * xzlen;
  93181. newYaw = this._maxYaw;
  93182. }
  93183. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  93184. localTarget.z = this._minYawCos * xzlen;
  93185. localTarget.x = this._minYawSin * xzlen;
  93186. newYaw = this._minYaw;
  93187. }
  93188. }
  93189. else {
  93190. if (yaw > this._maxYaw) {
  93191. localTarget.z = this._maxYawCos * xzlen;
  93192. localTarget.x = this._maxYawSin * xzlen;
  93193. newYaw = this._maxYaw;
  93194. }
  93195. else if (yaw < this._minYaw) {
  93196. localTarget.z = this._minYawCos * xzlen;
  93197. localTarget.x = this._minYawSin * xzlen;
  93198. newYaw = this._minYaw;
  93199. }
  93200. }
  93201. }
  93202. if (this._slerping && this._yawRange > Math.PI) {
  93203. //are we going to be crossing into the min/max region?
  93204. var boneFwd = BoneLookController._tmpVecs[8];
  93205. boneFwd.copyFrom(BABYLON.Axis.Z);
  93206. if (this._transformYawPitch) {
  93207. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  93208. }
  93209. var boneRotMat = BoneLookController._tmpMats[4];
  93210. this._boneQuat.toRotationMatrix(boneRotMat);
  93211. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  93212. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  93213. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  93214. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  93215. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  93216. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  93217. if (angBtwTar > angBtwMidYaw) {
  93218. if (xzlen == null) {
  93219. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93220. }
  93221. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  93222. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  93223. if (angBtwMin < angBtwMax) {
  93224. newYaw = boneYaw + Math.PI * .75;
  93225. localTarget.z = Math.cos(newYaw) * xzlen;
  93226. localTarget.x = Math.sin(newYaw) * xzlen;
  93227. }
  93228. else {
  93229. newYaw = boneYaw - Math.PI * .75;
  93230. localTarget.z = Math.cos(newYaw) * xzlen;
  93231. localTarget.x = Math.sin(newYaw) * xzlen;
  93232. }
  93233. }
  93234. }
  93235. if (yaw != newYaw) {
  93236. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93237. localTarget.addInPlace(bonePos);
  93238. target = localTarget;
  93239. }
  93240. }
  93241. }
  93242. var zaxis = BoneLookController._tmpVecs[5];
  93243. var xaxis = BoneLookController._tmpVecs[6];
  93244. var yaxis = BoneLookController._tmpVecs[7];
  93245. var _tmpQuat = BoneLookController._tmpQuat;
  93246. target.subtractToRef(bonePos, zaxis);
  93247. zaxis.normalize();
  93248. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  93249. xaxis.normalize();
  93250. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  93251. yaxis.normalize();
  93252. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  93253. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  93254. return;
  93255. }
  93256. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  93257. return;
  93258. }
  93259. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  93260. return;
  93261. }
  93262. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  93263. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  93264. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  93265. }
  93266. if (this.slerpAmount < 1) {
  93267. if (!this._slerping) {
  93268. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  93269. }
  93270. if (this._transformYawPitch) {
  93271. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93272. }
  93273. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  93274. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  93275. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  93276. this._slerping = true;
  93277. }
  93278. else {
  93279. if (this._transformYawPitch) {
  93280. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93281. }
  93282. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  93283. this._slerping = false;
  93284. }
  93285. };
  93286. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  93287. var angDiff = ang2 - ang1;
  93288. angDiff %= Math.PI * 2;
  93289. if (angDiff > Math.PI) {
  93290. angDiff -= Math.PI * 2;
  93291. }
  93292. else if (angDiff < -Math.PI) {
  93293. angDiff += Math.PI * 2;
  93294. }
  93295. return angDiff;
  93296. };
  93297. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  93298. ang1 %= (2 * Math.PI);
  93299. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93300. ang2 %= (2 * Math.PI);
  93301. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93302. var ab = 0;
  93303. if (ang1 < ang2) {
  93304. ab = ang2 - ang1;
  93305. }
  93306. else {
  93307. ab = ang1 - ang2;
  93308. }
  93309. if (ab > Math.PI) {
  93310. ab = Math.PI * 2 - ab;
  93311. }
  93312. return ab;
  93313. };
  93314. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  93315. ang %= (2 * Math.PI);
  93316. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  93317. ang1 %= (2 * Math.PI);
  93318. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93319. ang2 %= (2 * Math.PI);
  93320. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93321. if (ang1 < ang2) {
  93322. if (ang > ang1 && ang < ang2) {
  93323. return true;
  93324. }
  93325. }
  93326. else {
  93327. if (ang > ang2 && ang < ang1) {
  93328. return true;
  93329. }
  93330. }
  93331. return false;
  93332. };
  93333. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  93334. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  93335. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93336. return BoneLookController;
  93337. }());
  93338. BABYLON.BoneLookController = BoneLookController;
  93339. })(BABYLON || (BABYLON = {}));
  93340. //# sourceMappingURL=babylon.boneLookController.js.map
  93341. var BABYLON;
  93342. (function (BABYLON) {
  93343. /**
  93344. * Class used to handle skinning animations
  93345. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  93346. */
  93347. var Skeleton = /** @class */ (function () {
  93348. /**
  93349. * Creates a new skeleton
  93350. * @param name defines the skeleton name
  93351. * @param id defines the skeleton Id
  93352. * @param scene defines the hosting scene
  93353. */
  93354. function Skeleton(
  93355. /** defines the skeleton name */
  93356. name,
  93357. /** defines the skeleton Id */
  93358. id, scene) {
  93359. this.name = name;
  93360. this.id = id;
  93361. /**
  93362. * Gets the list of child bones
  93363. */
  93364. this.bones = new Array();
  93365. /**
  93366. * Gets a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  93367. */
  93368. this.needInitialSkinMatrix = false;
  93369. this._isDirty = true;
  93370. this._meshesWithPoseMatrix = new Array();
  93371. this._identity = BABYLON.Matrix.Identity();
  93372. this._ranges = {};
  93373. this._lastAbsoluteTransformsUpdateId = -1;
  93374. this._canUseTextureForBones = false;
  93375. /**
  93376. * Specifies if the skeleton should be serialized
  93377. */
  93378. this.doNotSerialize = false;
  93379. /**
  93380. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  93381. * Please note that this option is not available when needInitialSkinMatrix === true or if the hardware does not support it
  93382. */
  93383. this.useTextureToStoreBoneMatrices = true;
  93384. this._animationPropertiesOverride = null;
  93385. // Events
  93386. /**
  93387. * An observable triggered before computing the skeleton's matrices
  93388. */
  93389. this.onBeforeComputeObservable = new BABYLON.Observable();
  93390. this.bones = [];
  93391. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  93392. this._scene.skeletons.push(this);
  93393. //make sure it will recalculate the matrix next time prepare is called.
  93394. this._isDirty = true;
  93395. var engineCaps = this._scene.getEngine().getCaps();
  93396. this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;
  93397. }
  93398. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  93399. /**
  93400. * Gets or sets the animation properties override
  93401. */
  93402. get: function () {
  93403. if (!this._animationPropertiesOverride) {
  93404. return this._scene.animationPropertiesOverride;
  93405. }
  93406. return this._animationPropertiesOverride;
  93407. },
  93408. set: function (value) {
  93409. this._animationPropertiesOverride = value;
  93410. },
  93411. enumerable: true,
  93412. configurable: true
  93413. });
  93414. Object.defineProperty(Skeleton.prototype, "isUsingTextureForMatrices", {
  93415. /**
  93416. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  93417. */
  93418. get: function () {
  93419. return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones && !this.needInitialSkinMatrix;
  93420. },
  93421. enumerable: true,
  93422. configurable: true
  93423. });
  93424. // Members
  93425. /**
  93426. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  93427. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  93428. * @returns a Float32Array containing matrices data
  93429. */
  93430. Skeleton.prototype.getTransformMatrices = function (mesh) {
  93431. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  93432. return mesh._bonesTransformMatrices;
  93433. }
  93434. if (!this._transformMatrices) {
  93435. this.prepare();
  93436. }
  93437. return this._transformMatrices;
  93438. };
  93439. /**
  93440. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  93441. * @returns a raw texture containing the data
  93442. */
  93443. Skeleton.prototype.getTransformMatrixTexture = function () {
  93444. return this._transformMatrixTexture;
  93445. };
  93446. /**
  93447. * Gets the current hosting scene
  93448. * @returns a scene object
  93449. */
  93450. Skeleton.prototype.getScene = function () {
  93451. return this._scene;
  93452. };
  93453. // Methods
  93454. /**
  93455. * Gets a string representing the current skeleton data
  93456. * @param fullDetails defines a boolean indicating if we want a verbose version
  93457. * @returns a string representing the current skeleton data
  93458. */
  93459. Skeleton.prototype.toString = function (fullDetails) {
  93460. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  93461. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  93462. if (fullDetails) {
  93463. ret += ", Ranges: {";
  93464. var first = true;
  93465. for (var name_1 in this._ranges) {
  93466. if (first) {
  93467. ret += ", ";
  93468. first = false;
  93469. }
  93470. ret += name_1;
  93471. }
  93472. ret += "}";
  93473. }
  93474. return ret;
  93475. };
  93476. /**
  93477. * Get bone's index searching by name
  93478. * @param name defines bone's name to search for
  93479. * @return the indice of the bone. Returns -1 if not found
  93480. */
  93481. Skeleton.prototype.getBoneIndexByName = function (name) {
  93482. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  93483. if (this.bones[boneIndex].name === name) {
  93484. return boneIndex;
  93485. }
  93486. }
  93487. return -1;
  93488. };
  93489. /**
  93490. * Creater a new animation range
  93491. * @param name defines the name of the range
  93492. * @param from defines the start key
  93493. * @param to defines the end key
  93494. */
  93495. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  93496. // check name not already in use
  93497. if (!this._ranges[name]) {
  93498. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  93499. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93500. if (this.bones[i].animations[0]) {
  93501. this.bones[i].animations[0].createRange(name, from, to);
  93502. }
  93503. }
  93504. }
  93505. };
  93506. /**
  93507. * Delete a specific animation range
  93508. * @param name defines the name of the range
  93509. * @param deleteFrames defines if frames must be removed as well
  93510. */
  93511. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  93512. if (deleteFrames === void 0) { deleteFrames = true; }
  93513. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93514. if (this.bones[i].animations[0]) {
  93515. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  93516. }
  93517. }
  93518. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  93519. };
  93520. /**
  93521. * Gets a specific animation range
  93522. * @param name defines the name of the range to look for
  93523. * @returns the requested animation range or null if not found
  93524. */
  93525. Skeleton.prototype.getAnimationRange = function (name) {
  93526. return this._ranges[name];
  93527. };
  93528. /**
  93529. * Gets the list of all animation ranges defined on this skeleton
  93530. * @returns an array
  93531. */
  93532. Skeleton.prototype.getAnimationRanges = function () {
  93533. var animationRanges = [];
  93534. var name;
  93535. var i = 0;
  93536. for (name in this._ranges) {
  93537. animationRanges[i] = this._ranges[name];
  93538. i++;
  93539. }
  93540. return animationRanges;
  93541. };
  93542. /**
  93543. * Copy animation range from a source skeleton.
  93544. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  93545. * @param source defines the source skeleton
  93546. * @param name defines the name of the range to copy
  93547. * @param rescaleAsRequired defines if rescaling must be applied if required
  93548. * @returns true if operation was successful
  93549. */
  93550. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  93551. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  93552. if (this._ranges[name] || !source.getAnimationRange(name)) {
  93553. return false;
  93554. }
  93555. var ret = true;
  93556. var frameOffset = this._getHighestAnimationFrame() + 1;
  93557. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  93558. var boneDict = {};
  93559. var sourceBones = source.bones;
  93560. var nBones;
  93561. var i;
  93562. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  93563. boneDict[sourceBones[i].name] = sourceBones[i];
  93564. }
  93565. if (this.bones.length !== sourceBones.length) {
  93566. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  93567. ret = false;
  93568. }
  93569. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  93570. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  93571. var boneName = this.bones[i].name;
  93572. var sourceBone = boneDict[boneName];
  93573. if (sourceBone) {
  93574. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  93575. }
  93576. else {
  93577. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  93578. ret = false;
  93579. }
  93580. }
  93581. // do not call createAnimationRange(), since it also is done to bones, which was already done
  93582. var range = source.getAnimationRange(name);
  93583. if (range) {
  93584. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  93585. }
  93586. return ret;
  93587. };
  93588. /**
  93589. * Forces the skeleton to go to rest pose
  93590. */
  93591. Skeleton.prototype.returnToRest = function () {
  93592. for (var index = 0; index < this.bones.length; index++) {
  93593. this.bones[index].returnToRest();
  93594. }
  93595. };
  93596. Skeleton.prototype._getHighestAnimationFrame = function () {
  93597. var ret = 0;
  93598. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93599. if (this.bones[i].animations[0]) {
  93600. var highest = this.bones[i].animations[0].getHighestFrame();
  93601. if (ret < highest) {
  93602. ret = highest;
  93603. }
  93604. }
  93605. }
  93606. return ret;
  93607. };
  93608. /**
  93609. * Begin a specific animation range
  93610. * @param name defines the name of the range to start
  93611. * @param loop defines if looping must be turned on (false by default)
  93612. * @param speedRatio defines the speed ratio to apply (1 by default)
  93613. * @param onAnimationEnd defines a callback which will be called when animation will end
  93614. * @returns a new animatable
  93615. */
  93616. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  93617. var range = this.getAnimationRange(name);
  93618. if (!range) {
  93619. return null;
  93620. }
  93621. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  93622. };
  93623. /** @hidden */
  93624. Skeleton.prototype._markAsDirty = function () {
  93625. this._isDirty = true;
  93626. };
  93627. /** @hidden */
  93628. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  93629. this._meshesWithPoseMatrix.push(mesh);
  93630. };
  93631. /** @hidden */
  93632. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  93633. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  93634. if (index > -1) {
  93635. this._meshesWithPoseMatrix.splice(index, 1);
  93636. }
  93637. };
  93638. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  93639. this.onBeforeComputeObservable.notifyObservers(this);
  93640. for (var index = 0; index < this.bones.length; index++) {
  93641. var bone = this.bones[index];
  93642. var parentBone = bone.getParent();
  93643. if (parentBone) {
  93644. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  93645. }
  93646. else {
  93647. if (initialSkinMatrix) {
  93648. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  93649. }
  93650. else {
  93651. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  93652. }
  93653. }
  93654. if (bone._index !== -1) {
  93655. var mappedIndex = bone._index === null ? index : bone._index;
  93656. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  93657. }
  93658. }
  93659. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  93660. };
  93661. /**
  93662. * Build all resources required to render a skeleton
  93663. */
  93664. Skeleton.prototype.prepare = function () {
  93665. if (!this._isDirty) {
  93666. return;
  93667. }
  93668. if (this.needInitialSkinMatrix) {
  93669. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  93670. var mesh = this._meshesWithPoseMatrix[index];
  93671. var poseMatrix = mesh.getPoseMatrix();
  93672. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  93673. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  93674. }
  93675. if (this._synchronizedWithMesh !== mesh) {
  93676. this._synchronizedWithMesh = mesh;
  93677. // Prepare bones
  93678. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  93679. var bone = this.bones[boneIndex];
  93680. if (!bone.getParent()) {
  93681. var matrix = bone.getBaseMatrix();
  93682. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  93683. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  93684. }
  93685. }
  93686. }
  93687. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  93688. }
  93689. }
  93690. else {
  93691. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  93692. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  93693. if (this.isUsingTextureForMatrices) {
  93694. if (this._transformMatrixTexture) {
  93695. this._transformMatrixTexture.dispose();
  93696. }
  93697. 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);
  93698. }
  93699. }
  93700. this._computeTransformMatrices(this._transformMatrices, null);
  93701. if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {
  93702. this._transformMatrixTexture.update(this._transformMatrices);
  93703. }
  93704. }
  93705. this._isDirty = false;
  93706. this._scene._activeBones.addCount(this.bones.length, false);
  93707. };
  93708. /**
  93709. * Gets the list of animatables currently running for this skeleton
  93710. * @returns an array of animatables
  93711. */
  93712. Skeleton.prototype.getAnimatables = function () {
  93713. if (!this._animatables || this._animatables.length !== this.bones.length) {
  93714. this._animatables = [];
  93715. for (var index = 0; index < this.bones.length; index++) {
  93716. this._animatables.push(this.bones[index]);
  93717. }
  93718. }
  93719. return this._animatables;
  93720. };
  93721. /**
  93722. * Clone the current skeleton
  93723. * @param name defines the name of the new skeleton
  93724. * @param id defines the id of the enw skeleton
  93725. * @returns the new skeleton
  93726. */
  93727. Skeleton.prototype.clone = function (name, id) {
  93728. var result = new Skeleton(name, id || name, this._scene);
  93729. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  93730. for (var index = 0; index < this.bones.length; index++) {
  93731. var source = this.bones[index];
  93732. var parentBone = null;
  93733. var parent_1 = source.getParent();
  93734. if (parent_1) {
  93735. var parentIndex = this.bones.indexOf(parent_1);
  93736. parentBone = result.bones[parentIndex];
  93737. }
  93738. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  93739. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  93740. }
  93741. if (this._ranges) {
  93742. result._ranges = {};
  93743. for (var rangeName in this._ranges) {
  93744. var range = this._ranges[rangeName];
  93745. if (range) {
  93746. result._ranges[rangeName] = range.clone();
  93747. }
  93748. }
  93749. }
  93750. this._isDirty = true;
  93751. return result;
  93752. };
  93753. /**
  93754. * Enable animation blending for this skeleton
  93755. * @param blendingSpeed defines the blending speed to apply
  93756. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  93757. */
  93758. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  93759. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  93760. this.bones.forEach(function (bone) {
  93761. bone.animations.forEach(function (animation) {
  93762. animation.enableBlending = true;
  93763. animation.blendingSpeed = blendingSpeed;
  93764. });
  93765. });
  93766. };
  93767. /**
  93768. * Releases all resources associated with the current skeleton
  93769. */
  93770. Skeleton.prototype.dispose = function () {
  93771. this._meshesWithPoseMatrix = [];
  93772. // Animations
  93773. this.getScene().stopAnimation(this);
  93774. // Remove from scene
  93775. this.getScene().removeSkeleton(this);
  93776. if (this._transformMatrixTexture) {
  93777. this._transformMatrixTexture.dispose();
  93778. this._transformMatrixTexture = null;
  93779. }
  93780. };
  93781. /**
  93782. * Serialize the skeleton in a JSON object
  93783. * @returns a JSON object
  93784. */
  93785. Skeleton.prototype.serialize = function () {
  93786. var serializationObject = {};
  93787. serializationObject.name = this.name;
  93788. serializationObject.id = this.id;
  93789. if (this.dimensionsAtRest) {
  93790. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  93791. }
  93792. serializationObject.bones = [];
  93793. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  93794. for (var index = 0; index < this.bones.length; index++) {
  93795. var bone = this.bones[index];
  93796. var parent_2 = bone.getParent();
  93797. var serializedBone = {
  93798. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  93799. name: bone.name,
  93800. matrix: bone.getBaseMatrix().toArray(),
  93801. rest: bone.getRestPose().toArray()
  93802. };
  93803. serializationObject.bones.push(serializedBone);
  93804. if (bone.length) {
  93805. serializedBone.length = bone.length;
  93806. }
  93807. if (bone.metadata) {
  93808. serializedBone.metadata = bone.metadata;
  93809. }
  93810. if (bone.animations && bone.animations.length > 0) {
  93811. serializedBone.animation = bone.animations[0].serialize();
  93812. }
  93813. serializationObject.ranges = [];
  93814. for (var name in this._ranges) {
  93815. var source = this._ranges[name];
  93816. if (!source) {
  93817. continue;
  93818. }
  93819. var range = {};
  93820. range.name = name;
  93821. range.from = source.from;
  93822. range.to = source.to;
  93823. serializationObject.ranges.push(range);
  93824. }
  93825. }
  93826. return serializationObject;
  93827. };
  93828. /**
  93829. * Creates a new skeleton from serialized data
  93830. * @param parsedSkeleton defines the serialized data
  93831. * @param scene defines the hosting scene
  93832. * @returns a new skeleton
  93833. */
  93834. Skeleton.Parse = function (parsedSkeleton, scene) {
  93835. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  93836. if (parsedSkeleton.dimensionsAtRest) {
  93837. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  93838. }
  93839. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  93840. var index;
  93841. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  93842. var parsedBone = parsedSkeleton.bones[index];
  93843. var parentBone = null;
  93844. if (parsedBone.parentBoneIndex > -1) {
  93845. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  93846. }
  93847. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  93848. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  93849. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  93850. bone.id = parsedBone.id;
  93851. }
  93852. if (parsedBone.length) {
  93853. bone.length = parsedBone.length;
  93854. }
  93855. if (parsedBone.metadata) {
  93856. bone.metadata = parsedBone.metadata;
  93857. }
  93858. if (parsedBone.animation) {
  93859. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  93860. }
  93861. }
  93862. // placed after bones, so createAnimationRange can cascade down
  93863. if (parsedSkeleton.ranges) {
  93864. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  93865. var data = parsedSkeleton.ranges[index];
  93866. skeleton.createAnimationRange(data.name, data.from, data.to);
  93867. }
  93868. }
  93869. return skeleton;
  93870. };
  93871. /**
  93872. * Compute all node absolute transforms
  93873. * @param forceUpdate defines if computation must be done even if cache is up to date
  93874. */
  93875. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  93876. if (forceUpdate === void 0) { forceUpdate = false; }
  93877. var renderId = this._scene.getRenderId();
  93878. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  93879. this.bones[0].computeAbsoluteTransforms();
  93880. this._lastAbsoluteTransformsUpdateId = renderId;
  93881. }
  93882. };
  93883. /**
  93884. * Gets the root pose matrix
  93885. * @returns a matrix
  93886. */
  93887. Skeleton.prototype.getPoseMatrix = function () {
  93888. var poseMatrix = null;
  93889. if (this._meshesWithPoseMatrix.length > 0) {
  93890. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  93891. }
  93892. return poseMatrix;
  93893. };
  93894. /**
  93895. * Sorts bones per internal index
  93896. */
  93897. Skeleton.prototype.sortBones = function () {
  93898. var bones = new Array();
  93899. var visited = new Array(this.bones.length);
  93900. for (var index = 0; index < this.bones.length; index++) {
  93901. this._sortBones(index, bones, visited);
  93902. }
  93903. this.bones = bones;
  93904. };
  93905. Skeleton.prototype._sortBones = function (index, bones, visited) {
  93906. if (visited[index]) {
  93907. return;
  93908. }
  93909. visited[index] = true;
  93910. var bone = this.bones[index];
  93911. if (bone._index === undefined) {
  93912. bone._index = index;
  93913. }
  93914. var parentBone = bone.getParent();
  93915. if (parentBone) {
  93916. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  93917. }
  93918. bones.push(bone);
  93919. };
  93920. return Skeleton;
  93921. }());
  93922. BABYLON.Skeleton = Skeleton;
  93923. })(BABYLON || (BABYLON = {}));
  93924. //# sourceMappingURL=babylon.skeleton.js.map
  93925. var BABYLON;
  93926. (function (BABYLON) {
  93927. /**
  93928. * This groups tools to convert HDR texture to native colors array.
  93929. */
  93930. var HDRTools = /** @class */ (function () {
  93931. function HDRTools() {
  93932. }
  93933. HDRTools.Ldexp = function (mantissa, exponent) {
  93934. if (exponent > 1023) {
  93935. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  93936. }
  93937. if (exponent < -1074) {
  93938. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  93939. }
  93940. return mantissa * Math.pow(2, exponent);
  93941. };
  93942. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  93943. if (exponent > 0) { /*nonzero pixel*/
  93944. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  93945. float32array[index + 0] = red * exponent;
  93946. float32array[index + 1] = green * exponent;
  93947. float32array[index + 2] = blue * exponent;
  93948. }
  93949. else {
  93950. float32array[index + 0] = 0;
  93951. float32array[index + 1] = 0;
  93952. float32array[index + 2] = 0;
  93953. }
  93954. };
  93955. HDRTools.readStringLine = function (uint8array, startIndex) {
  93956. var line = "";
  93957. var character = "";
  93958. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  93959. character = String.fromCharCode(uint8array[i]);
  93960. if (character == "\n") {
  93961. break;
  93962. }
  93963. line += character;
  93964. }
  93965. return line;
  93966. };
  93967. /**
  93968. * Reads header information from an RGBE texture stored in a native array.
  93969. * More information on this format are available here:
  93970. * https://en.wikipedia.org/wiki/RGBE_image_format
  93971. *
  93972. * @param uint8array The binary file stored in native array.
  93973. * @return The header information.
  93974. */
  93975. HDRTools.RGBE_ReadHeader = function (uint8array) {
  93976. var height = 0;
  93977. var width = 0;
  93978. var line = this.readStringLine(uint8array, 0);
  93979. if (line[0] != '#' || line[1] != '?') {
  93980. throw "Bad HDR Format.";
  93981. }
  93982. var endOfHeader = false;
  93983. var findFormat = false;
  93984. var lineIndex = 0;
  93985. do {
  93986. lineIndex += (line.length + 1);
  93987. line = this.readStringLine(uint8array, lineIndex);
  93988. if (line == "FORMAT=32-bit_rle_rgbe") {
  93989. findFormat = true;
  93990. }
  93991. else if (line.length == 0) {
  93992. endOfHeader = true;
  93993. }
  93994. } while (!endOfHeader);
  93995. if (!findFormat) {
  93996. throw "HDR Bad header format, unsupported FORMAT";
  93997. }
  93998. lineIndex += (line.length + 1);
  93999. line = this.readStringLine(uint8array, lineIndex);
  94000. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  94001. var match = sizeRegexp.exec(line);
  94002. // TODO. Support +Y and -X if needed.
  94003. if (!match || match.length < 3) {
  94004. throw "HDR Bad header format, no size";
  94005. }
  94006. width = parseInt(match[2]);
  94007. height = parseInt(match[1]);
  94008. if (width < 8 || width > 0x7fff) {
  94009. throw "HDR Bad header format, unsupported size";
  94010. }
  94011. lineIndex += (line.length + 1);
  94012. return {
  94013. height: height,
  94014. width: width,
  94015. dataPosition: lineIndex
  94016. };
  94017. };
  94018. /**
  94019. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  94020. * This RGBE texture needs to store the information as a panorama.
  94021. *
  94022. * More information on this format are available here:
  94023. * https://en.wikipedia.org/wiki/RGBE_image_format
  94024. *
  94025. * @param buffer The binary file stored in an array buffer.
  94026. * @param size The expected size of the extracted cubemap.
  94027. * @return The Cube Map information.
  94028. */
  94029. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  94030. var uint8array = new Uint8Array(buffer);
  94031. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  94032. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94033. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  94034. return cubeMapData;
  94035. };
  94036. /**
  94037. * Returns the pixels data extracted from an RGBE texture.
  94038. * This pixels will be stored left to right up to down in the R G B order in one array.
  94039. *
  94040. * More information on this format are available here:
  94041. * https://en.wikipedia.org/wiki/RGBE_image_format
  94042. *
  94043. * @param uint8array The binary file stored in an array buffer.
  94044. * @param hdrInfo The header information of the file.
  94045. * @return The pixels data in RGB right to left up to down order.
  94046. */
  94047. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  94048. // Keep for multi format supports.
  94049. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94050. };
  94051. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  94052. var num_scanlines = hdrInfo.height;
  94053. var scanline_width = hdrInfo.width;
  94054. var a, b, c, d, count;
  94055. var dataIndex = hdrInfo.dataPosition;
  94056. var index = 0, endIndex = 0, i = 0;
  94057. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  94058. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  94059. // 3 channels of 4 bytes per pixel in float.
  94060. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  94061. var resultArray = new Float32Array(resultBuffer);
  94062. // read in each successive scanline
  94063. while (num_scanlines > 0) {
  94064. a = uint8array[dataIndex++];
  94065. b = uint8array[dataIndex++];
  94066. c = uint8array[dataIndex++];
  94067. d = uint8array[dataIndex++];
  94068. if (a != 2 || b != 2 || (c & 0x80)) {
  94069. // this file is not run length encoded
  94070. throw "HDR Bad header format, not RLE";
  94071. }
  94072. if (((c << 8) | d) != scanline_width) {
  94073. throw "HDR Bad header format, wrong scan line width";
  94074. }
  94075. index = 0;
  94076. // read each of the four channels for the scanline into the buffer
  94077. for (i = 0; i < 4; i++) {
  94078. endIndex = (i + 1) * scanline_width;
  94079. while (index < endIndex) {
  94080. a = uint8array[dataIndex++];
  94081. b = uint8array[dataIndex++];
  94082. if (a > 128) {
  94083. // a run of the same value
  94084. count = a - 128;
  94085. if ((count == 0) || (count > endIndex - index)) {
  94086. throw "HDR Bad Format, bad scanline data (run)";
  94087. }
  94088. while (count-- > 0) {
  94089. scanLineArray[index++] = b;
  94090. }
  94091. }
  94092. else {
  94093. // a non-run
  94094. count = a;
  94095. if ((count == 0) || (count > endIndex - index)) {
  94096. throw "HDR Bad Format, bad scanline data (non-run)";
  94097. }
  94098. scanLineArray[index++] = b;
  94099. if (--count > 0) {
  94100. for (var j = 0; j < count; j++) {
  94101. scanLineArray[index++] = uint8array[dataIndex++];
  94102. }
  94103. }
  94104. }
  94105. }
  94106. }
  94107. // now convert data from buffer into floats
  94108. for (i = 0; i < scanline_width; i++) {
  94109. a = scanLineArray[i];
  94110. b = scanLineArray[i + scanline_width];
  94111. c = scanLineArray[i + 2 * scanline_width];
  94112. d = scanLineArray[i + 3 * scanline_width];
  94113. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  94114. }
  94115. num_scanlines--;
  94116. }
  94117. return resultArray;
  94118. };
  94119. return HDRTools;
  94120. }());
  94121. BABYLON.HDRTools = HDRTools;
  94122. })(BABYLON || (BABYLON = {}));
  94123. //# sourceMappingURL=babylon.hdr.js.map
  94124. var BABYLON;
  94125. (function (BABYLON) {
  94126. /**
  94127. * This represents a texture coming from an HDR input.
  94128. *
  94129. * The only supported format is currently panorama picture stored in RGBE format.
  94130. * Example of such files can be found on HDRLib: http://hdrlib.com/
  94131. */
  94132. var HDRCubeTexture = /** @class */ (function (_super) {
  94133. __extends(HDRCubeTexture, _super);
  94134. /**
  94135. * Instantiates an HDRTexture from the following parameters.
  94136. *
  94137. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  94138. * @param scene The scene the texture will be used in
  94139. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  94140. * @param noMipmap Forces to not generate the mipmap if true
  94141. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  94142. * @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)
  94143. * @param reserved Reserved flag for internal use.
  94144. */
  94145. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  94146. if (noMipmap === void 0) { noMipmap = false; }
  94147. if (generateHarmonics === void 0) { generateHarmonics = true; }
  94148. if (gammaSpace === void 0) { gammaSpace = false; }
  94149. if (reserved === void 0) { reserved = false; }
  94150. if (onLoad === void 0) { onLoad = null; }
  94151. if (onError === void 0) { onError = null; }
  94152. var _this = _super.call(this, scene) || this;
  94153. _this._generateHarmonics = true;
  94154. _this._onLoad = null;
  94155. _this._onError = null;
  94156. /**
  94157. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  94158. */
  94159. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  94160. _this._isBlocking = true;
  94161. _this._rotationY = 0;
  94162. /**
  94163. * Gets or sets the center of the bounding box associated with the cube texture
  94164. * It must define where the camera used to render the texture was set
  94165. */
  94166. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  94167. if (!url) {
  94168. return _this;
  94169. }
  94170. _this.name = url;
  94171. _this.url = url;
  94172. _this.hasAlpha = false;
  94173. _this.isCube = true;
  94174. _this._textureMatrix = BABYLON.Matrix.Identity();
  94175. _this._onLoad = onLoad;
  94176. _this._onError = onError;
  94177. _this.gammaSpace = gammaSpace;
  94178. _this._noMipmap = noMipmap;
  94179. _this._size = size;
  94180. _this._texture = _this._getFromCache(url, _this._noMipmap);
  94181. if (!_this._texture) {
  94182. if (!scene.useDelayedTextureLoading) {
  94183. _this.loadTexture();
  94184. }
  94185. else {
  94186. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  94187. }
  94188. }
  94189. return _this;
  94190. }
  94191. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  94192. /**
  94193. * Gets wether or not the texture is blocking during loading.
  94194. */
  94195. get: function () {
  94196. return this._isBlocking;
  94197. },
  94198. /**
  94199. * Sets wether or not the texture is blocking during loading.
  94200. */
  94201. set: function (value) {
  94202. this._isBlocking = value;
  94203. },
  94204. enumerable: true,
  94205. configurable: true
  94206. });
  94207. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  94208. /**
  94209. * Gets texture matrix rotation angle around Y axis radians.
  94210. */
  94211. get: function () {
  94212. return this._rotationY;
  94213. },
  94214. /**
  94215. * Sets texture matrix rotation angle around Y axis in radians.
  94216. */
  94217. set: function (value) {
  94218. this._rotationY = value;
  94219. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  94220. },
  94221. enumerable: true,
  94222. configurable: true
  94223. });
  94224. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  94225. get: function () {
  94226. return this._boundingBoxSize;
  94227. },
  94228. /**
  94229. * Gets or sets the size of the bounding box associated with the cube texture
  94230. * When defined, the cubemap will switch to local mode
  94231. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  94232. * @example https://www.babylonjs-playground.com/#RNASML
  94233. */
  94234. set: function (value) {
  94235. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  94236. return;
  94237. }
  94238. this._boundingBoxSize = value;
  94239. var scene = this.getScene();
  94240. if (scene) {
  94241. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  94242. }
  94243. },
  94244. enumerable: true,
  94245. configurable: true
  94246. });
  94247. /**
  94248. * Occurs when the file is raw .hdr file.
  94249. */
  94250. HDRCubeTexture.prototype.loadTexture = function () {
  94251. var _this = this;
  94252. var callback = function (buffer) {
  94253. _this.lodGenerationOffset = 0.0;
  94254. _this.lodGenerationScale = 0.8;
  94255. var scene = _this.getScene();
  94256. if (!scene) {
  94257. return null;
  94258. }
  94259. // Extract the raw linear data.
  94260. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  94261. // Generate harmonics if needed.
  94262. if (_this._generateHarmonics) {
  94263. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  94264. _this.sphericalPolynomial = sphericalPolynomial;
  94265. }
  94266. var results = [];
  94267. var byteArray = null;
  94268. // Push each faces.
  94269. for (var j = 0; j < 6; j++) {
  94270. // Create uintarray fallback.
  94271. if (!scene.getEngine().getCaps().textureFloat) {
  94272. // 3 channels of 1 bytes per pixel in bytes.
  94273. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  94274. byteArray = new Uint8Array(byteBuffer);
  94275. }
  94276. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  94277. // If special cases.
  94278. if (_this.gammaSpace || byteArray) {
  94279. for (var i = 0; i < _this._size * _this._size; i++) {
  94280. // Put in gamma space if requested.
  94281. if (_this.gammaSpace) {
  94282. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  94283. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  94284. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  94285. }
  94286. // Convert to int texture for fallback.
  94287. if (byteArray) {
  94288. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  94289. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  94290. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  94291. // May use luminance instead if the result is not accurate.
  94292. var max = Math.max(Math.max(r, g), b);
  94293. if (max > 255) {
  94294. var scale = 255 / max;
  94295. r *= scale;
  94296. g *= scale;
  94297. b *= scale;
  94298. }
  94299. byteArray[(i * 3) + 0] = r;
  94300. byteArray[(i * 3) + 1] = g;
  94301. byteArray[(i * 3) + 2] = b;
  94302. }
  94303. }
  94304. }
  94305. if (byteArray) {
  94306. results.push(byteArray);
  94307. }
  94308. else {
  94309. results.push(dataFace);
  94310. }
  94311. }
  94312. return results;
  94313. };
  94314. var scene = this.getScene();
  94315. if (scene) {
  94316. 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);
  94317. }
  94318. };
  94319. HDRCubeTexture.prototype.clone = function () {
  94320. var scene = this.getScene();
  94321. if (!scene) {
  94322. return this;
  94323. }
  94324. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  94325. // Base texture
  94326. newTexture.level = this.level;
  94327. newTexture.wrapU = this.wrapU;
  94328. newTexture.wrapV = this.wrapV;
  94329. newTexture.coordinatesIndex = this.coordinatesIndex;
  94330. newTexture.coordinatesMode = this.coordinatesMode;
  94331. return newTexture;
  94332. };
  94333. // Methods
  94334. HDRCubeTexture.prototype.delayLoad = function () {
  94335. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  94336. return;
  94337. }
  94338. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  94339. this._texture = this._getFromCache(this.url, this._noMipmap);
  94340. if (!this._texture) {
  94341. this.loadTexture();
  94342. }
  94343. };
  94344. /**
  94345. * Get the texture reflection matrix used to rotate/transform the reflection.
  94346. * @returns the reflection matrix
  94347. */
  94348. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  94349. return this._textureMatrix;
  94350. };
  94351. /**
  94352. * Set the texture reflection matrix used to rotate/transform the reflection.
  94353. * @param value Define the reflection matrix to set
  94354. */
  94355. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  94356. this._textureMatrix = value;
  94357. };
  94358. /**
  94359. * Parses a JSON representation of an HDR Texture in order to create the texture
  94360. * @param parsedTexture Define the JSON representation
  94361. * @param scene Define the scene the texture should be created in
  94362. * @param rootUrl Define the root url in case we need to load relative dependencies
  94363. * @returns the newly created texture after parsing
  94364. */
  94365. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  94366. var texture = null;
  94367. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  94368. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  94369. texture.name = parsedTexture.name;
  94370. texture.hasAlpha = parsedTexture.hasAlpha;
  94371. texture.level = parsedTexture.level;
  94372. texture.coordinatesMode = parsedTexture.coordinatesMode;
  94373. texture.isBlocking = parsedTexture.isBlocking;
  94374. }
  94375. if (texture) {
  94376. if (parsedTexture.boundingBoxPosition) {
  94377. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  94378. }
  94379. if (parsedTexture.boundingBoxSize) {
  94380. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  94381. }
  94382. if (parsedTexture.rotationY) {
  94383. texture.rotationY = parsedTexture.rotationY;
  94384. }
  94385. }
  94386. return texture;
  94387. };
  94388. HDRCubeTexture.prototype.serialize = function () {
  94389. if (!this.name) {
  94390. return null;
  94391. }
  94392. var serializationObject = {};
  94393. serializationObject.name = this.name;
  94394. serializationObject.hasAlpha = this.hasAlpha;
  94395. serializationObject.isCube = true;
  94396. serializationObject.level = this.level;
  94397. serializationObject.size = this._size;
  94398. serializationObject.coordinatesMode = this.coordinatesMode;
  94399. serializationObject.useInGammaSpace = this.gammaSpace;
  94400. serializationObject.generateHarmonics = this._generateHarmonics;
  94401. serializationObject.customType = "BABYLON.HDRCubeTexture";
  94402. serializationObject.noMipmap = this._noMipmap;
  94403. serializationObject.isBlocking = this._isBlocking;
  94404. serializationObject.rotationY = this._rotationY;
  94405. return serializationObject;
  94406. };
  94407. HDRCubeTexture._facesMapping = [
  94408. "right",
  94409. "left",
  94410. "up",
  94411. "down",
  94412. "front",
  94413. "back"
  94414. ];
  94415. return HDRCubeTexture;
  94416. }(BABYLON.BaseTexture));
  94417. BABYLON.HDRCubeTexture = HDRCubeTexture;
  94418. })(BABYLON || (BABYLON = {}));
  94419. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  94420. var BABYLON;
  94421. (function (BABYLON) {
  94422. /**
  94423. * Helper class usefull to convert panorama picture to their cubemap representation in 6 faces.
  94424. */
  94425. var PanoramaToCubeMapTools = /** @class */ (function () {
  94426. function PanoramaToCubeMapTools() {
  94427. }
  94428. /**
  94429. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  94430. *
  94431. * @param float32Array The source data.
  94432. * @param inputWidth The width of the input panorama.
  94433. * @param inputHeight The height of the input panorama.
  94434. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  94435. * @return The cubemap data
  94436. */
  94437. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  94438. if (!float32Array) {
  94439. throw "ConvertPanoramaToCubemap: input cannot be null";
  94440. }
  94441. if (float32Array.length != inputWidth * inputHeight * 3) {
  94442. throw "ConvertPanoramaToCubemap: input size is wrong";
  94443. }
  94444. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  94445. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  94446. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  94447. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  94448. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  94449. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  94450. return {
  94451. front: textureFront,
  94452. back: textureBack,
  94453. left: textureLeft,
  94454. right: textureRight,
  94455. up: textureUp,
  94456. down: textureDown,
  94457. size: size,
  94458. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  94459. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  94460. gammaSpace: false,
  94461. };
  94462. };
  94463. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  94464. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  94465. var textureArray = new Float32Array(buffer);
  94466. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  94467. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  94468. var dy = 1 / texSize;
  94469. var fy = 0;
  94470. for (var y = 0; y < texSize; y++) {
  94471. var xv1 = faceData[0];
  94472. var xv2 = faceData[2];
  94473. for (var x = 0; x < texSize; x++) {
  94474. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  94475. v.normalize();
  94476. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  94477. // 3 channels per pixels
  94478. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  94479. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  94480. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  94481. xv1 = xv1.add(rotDX1);
  94482. xv2 = xv2.add(rotDX2);
  94483. }
  94484. fy += dy;
  94485. }
  94486. return textureArray;
  94487. };
  94488. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  94489. var theta = Math.atan2(vDir.z, vDir.x);
  94490. var phi = Math.acos(vDir.y);
  94491. while (theta < -Math.PI) {
  94492. theta += 2 * Math.PI;
  94493. }
  94494. while (theta > Math.PI) {
  94495. theta -= 2 * Math.PI;
  94496. }
  94497. var dx = theta / Math.PI;
  94498. var dy = phi / Math.PI;
  94499. // recenter.
  94500. dx = dx * 0.5 + 0.5;
  94501. var px = Math.round(dx * inputWidth);
  94502. if (px < 0) {
  94503. px = 0;
  94504. }
  94505. else if (px >= inputWidth) {
  94506. px = inputWidth - 1;
  94507. }
  94508. var py = Math.round(dy * inputHeight);
  94509. if (py < 0) {
  94510. py = 0;
  94511. }
  94512. else if (py >= inputHeight) {
  94513. py = inputHeight - 1;
  94514. }
  94515. var inputY = (inputHeight - py - 1);
  94516. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  94517. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  94518. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  94519. return {
  94520. r: r,
  94521. g: g,
  94522. b: b
  94523. };
  94524. };
  94525. PanoramaToCubeMapTools.FACE_FRONT = [
  94526. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94527. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94528. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94529. new BABYLON.Vector3(1.0, 1.0, -1.0)
  94530. ];
  94531. PanoramaToCubeMapTools.FACE_BACK = [
  94532. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94533. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94534. new BABYLON.Vector3(1.0, 1.0, 1.0),
  94535. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  94536. ];
  94537. PanoramaToCubeMapTools.FACE_RIGHT = [
  94538. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94539. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94540. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94541. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94542. ];
  94543. PanoramaToCubeMapTools.FACE_LEFT = [
  94544. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94545. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94546. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94547. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  94548. ];
  94549. PanoramaToCubeMapTools.FACE_DOWN = [
  94550. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94551. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94552. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94553. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94554. ];
  94555. PanoramaToCubeMapTools.FACE_UP = [
  94556. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94557. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94558. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94559. new BABYLON.Vector3(1.0, -1.0, -1.0)
  94560. ];
  94561. return PanoramaToCubeMapTools;
  94562. }());
  94563. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  94564. })(BABYLON || (BABYLON = {}));
  94565. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  94566. var BABYLON;
  94567. (function (BABYLON) {
  94568. /**
  94569. * Vector2 wth index property
  94570. */
  94571. var IndexedVector2 = /** @class */ (function (_super) {
  94572. __extends(IndexedVector2, _super);
  94573. function IndexedVector2(original,
  94574. /** Index of the vector2 */
  94575. index) {
  94576. var _this = _super.call(this, original.x, original.y) || this;
  94577. _this.index = index;
  94578. return _this;
  94579. }
  94580. return IndexedVector2;
  94581. }(BABYLON.Vector2));
  94582. /**
  94583. * Defines points to create a polygon
  94584. */
  94585. var PolygonPoints = /** @class */ (function () {
  94586. function PolygonPoints() {
  94587. this.elements = new Array();
  94588. }
  94589. PolygonPoints.prototype.add = function (originalPoints) {
  94590. var _this = this;
  94591. var result = new Array();
  94592. originalPoints.forEach(function (point) {
  94593. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  94594. var newPoint = new IndexedVector2(point, _this.elements.length);
  94595. result.push(newPoint);
  94596. _this.elements.push(newPoint);
  94597. }
  94598. });
  94599. return result;
  94600. };
  94601. PolygonPoints.prototype.computeBounds = function () {
  94602. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94603. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94604. this.elements.forEach(function (point) {
  94605. // x
  94606. if (point.x < lmin.x) {
  94607. lmin.x = point.x;
  94608. }
  94609. else if (point.x > lmax.x) {
  94610. lmax.x = point.x;
  94611. }
  94612. // y
  94613. if (point.y < lmin.y) {
  94614. lmin.y = point.y;
  94615. }
  94616. else if (point.y > lmax.y) {
  94617. lmax.y = point.y;
  94618. }
  94619. });
  94620. return {
  94621. min: lmin,
  94622. max: lmax,
  94623. width: lmax.x - lmin.x,
  94624. height: lmax.y - lmin.y
  94625. };
  94626. };
  94627. return PolygonPoints;
  94628. }());
  94629. /**
  94630. * Polygon
  94631. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  94632. */
  94633. var Polygon = /** @class */ (function () {
  94634. function Polygon() {
  94635. }
  94636. /**
  94637. * Creates a rectangle
  94638. * @param xmin bottom X coord
  94639. * @param ymin bottom Y coord
  94640. * @param xmax top X coord
  94641. * @param ymax top Y coord
  94642. * @returns points that make the resulting rectation
  94643. */
  94644. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  94645. return [
  94646. new BABYLON.Vector2(xmin, ymin),
  94647. new BABYLON.Vector2(xmax, ymin),
  94648. new BABYLON.Vector2(xmax, ymax),
  94649. new BABYLON.Vector2(xmin, ymax)
  94650. ];
  94651. };
  94652. /**
  94653. * Creates a circle
  94654. * @param radius radius of circle
  94655. * @param cx scale in x
  94656. * @param cy scale in y
  94657. * @param numberOfSides number of sides that make up the circle
  94658. * @returns points that make the resulting circle
  94659. */
  94660. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  94661. if (cx === void 0) { cx = 0; }
  94662. if (cy === void 0) { cy = 0; }
  94663. if (numberOfSides === void 0) { numberOfSides = 32; }
  94664. var result = new Array();
  94665. var angle = 0;
  94666. var increment = (Math.PI * 2) / numberOfSides;
  94667. for (var i = 0; i < numberOfSides; i++) {
  94668. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  94669. angle -= increment;
  94670. }
  94671. return result;
  94672. };
  94673. /**
  94674. * Creates a polygon from input string
  94675. * @param input Input polygon data
  94676. * @returns the parsed points
  94677. */
  94678. Polygon.Parse = function (input) {
  94679. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  94680. var i, result = [];
  94681. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  94682. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  94683. }
  94684. return result;
  94685. };
  94686. /**
  94687. * Starts building a polygon from x and y coordinates
  94688. * @param x x coordinate
  94689. * @param y y coordinate
  94690. * @returns the started path2
  94691. */
  94692. Polygon.StartingAt = function (x, y) {
  94693. return BABYLON.Path2.StartingAt(x, y);
  94694. };
  94695. return Polygon;
  94696. }());
  94697. BABYLON.Polygon = Polygon;
  94698. /**
  94699. * Builds a polygon
  94700. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  94701. */
  94702. var PolygonMeshBuilder = /** @class */ (function () {
  94703. /**
  94704. * Creates a PolygonMeshBuilder
  94705. * @param name name of the builder
  94706. * @param contours Path of the polygon
  94707. * @param scene scene to add to
  94708. */
  94709. function PolygonMeshBuilder(name, contours, scene) {
  94710. this._points = new PolygonPoints();
  94711. this._outlinepoints = new PolygonPoints();
  94712. this._holes = new Array();
  94713. this._epoints = new Array();
  94714. this._eholes = new Array();
  94715. this._name = name;
  94716. this._scene = scene;
  94717. var points;
  94718. if (contours instanceof BABYLON.Path2) {
  94719. points = contours.getPoints();
  94720. }
  94721. else {
  94722. points = contours;
  94723. }
  94724. this._addToepoint(points);
  94725. this._points.add(points);
  94726. this._outlinepoints.add(points);
  94727. if (typeof earcut === 'undefined') {
  94728. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  94729. }
  94730. }
  94731. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  94732. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  94733. var p = points_1[_i];
  94734. this._epoints.push(p.x, p.y);
  94735. }
  94736. };
  94737. /**
  94738. * Adds a whole within the polygon
  94739. * @param hole Array of points defining the hole
  94740. * @returns this
  94741. */
  94742. PolygonMeshBuilder.prototype.addHole = function (hole) {
  94743. this._points.add(hole);
  94744. var holepoints = new PolygonPoints();
  94745. holepoints.add(hole);
  94746. this._holes.push(holepoints);
  94747. this._eholes.push(this._epoints.length / 2);
  94748. this._addToepoint(hole);
  94749. return this;
  94750. };
  94751. /**
  94752. * Creates the polygon
  94753. * @param updatable If the mesh should be updatable
  94754. * @param depth The depth of the mesh created
  94755. * @returns the created mesh
  94756. */
  94757. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  94758. var _this = this;
  94759. if (updatable === void 0) { updatable = false; }
  94760. if (depth === void 0) { depth = 0; }
  94761. var result = new BABYLON.Mesh(this._name, this._scene);
  94762. var normals = new Array();
  94763. var positions = new Array();
  94764. var uvs = new Array();
  94765. var bounds = this._points.computeBounds();
  94766. this._points.elements.forEach(function (p) {
  94767. normals.push(0, 1.0, 0);
  94768. positions.push(p.x, 0, p.y);
  94769. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  94770. });
  94771. var indices = new Array();
  94772. var res = earcut(this._epoints, this._eholes, 2);
  94773. for (var i = 0; i < res.length; i++) {
  94774. indices.push(res[i]);
  94775. }
  94776. if (depth > 0) {
  94777. var positionscount = (positions.length / 3); //get the current pointcount
  94778. this._points.elements.forEach(function (p) {
  94779. normals.push(0, -1.0, 0);
  94780. positions.push(p.x, -depth, p.y);
  94781. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  94782. });
  94783. var totalCount = indices.length;
  94784. for (var i = 0; i < totalCount; i += 3) {
  94785. var i0 = indices[i + 0];
  94786. var i1 = indices[i + 1];
  94787. var i2 = indices[i + 2];
  94788. indices.push(i2 + positionscount);
  94789. indices.push(i1 + positionscount);
  94790. indices.push(i0 + positionscount);
  94791. }
  94792. //Add the sides
  94793. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  94794. this._holes.forEach(function (hole) {
  94795. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  94796. });
  94797. }
  94798. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  94799. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  94800. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  94801. result.setIndices(indices);
  94802. return result;
  94803. };
  94804. /**
  94805. * Adds a side to the polygon
  94806. * @param positions points that make the polygon
  94807. * @param normals normals of the polygon
  94808. * @param uvs uvs of the polygon
  94809. * @param indices indices of the polygon
  94810. * @param bounds bounds of the polygon
  94811. * @param points points of the polygon
  94812. * @param depth depth of the polygon
  94813. * @param flip flip of the polygon
  94814. */
  94815. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  94816. var StartIndex = positions.length / 3;
  94817. var ulength = 0;
  94818. for (var i = 0; i < points.elements.length; i++) {
  94819. var p = points.elements[i];
  94820. var p1;
  94821. if ((i + 1) > points.elements.length - 1) {
  94822. p1 = points.elements[0];
  94823. }
  94824. else {
  94825. p1 = points.elements[i + 1];
  94826. }
  94827. positions.push(p.x, 0, p.y);
  94828. positions.push(p.x, -depth, p.y);
  94829. positions.push(p1.x, 0, p1.y);
  94830. positions.push(p1.x, -depth, p1.y);
  94831. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  94832. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  94833. var v3 = v2.subtract(v1);
  94834. var v4 = new BABYLON.Vector3(0, 1, 0);
  94835. var vn = BABYLON.Vector3.Cross(v3, v4);
  94836. vn = vn.normalize();
  94837. uvs.push(ulength / bounds.width, 0);
  94838. uvs.push(ulength / bounds.width, 1);
  94839. ulength += v3.length();
  94840. uvs.push((ulength / bounds.width), 0);
  94841. uvs.push((ulength / bounds.width), 1);
  94842. if (!flip) {
  94843. normals.push(-vn.x, -vn.y, -vn.z);
  94844. normals.push(-vn.x, -vn.y, -vn.z);
  94845. normals.push(-vn.x, -vn.y, -vn.z);
  94846. normals.push(-vn.x, -vn.y, -vn.z);
  94847. indices.push(StartIndex);
  94848. indices.push(StartIndex + 1);
  94849. indices.push(StartIndex + 2);
  94850. indices.push(StartIndex + 1);
  94851. indices.push(StartIndex + 3);
  94852. indices.push(StartIndex + 2);
  94853. }
  94854. else {
  94855. normals.push(vn.x, vn.y, vn.z);
  94856. normals.push(vn.x, vn.y, vn.z);
  94857. normals.push(vn.x, vn.y, vn.z);
  94858. normals.push(vn.x, vn.y, vn.z);
  94859. indices.push(StartIndex);
  94860. indices.push(StartIndex + 2);
  94861. indices.push(StartIndex + 1);
  94862. indices.push(StartIndex + 1);
  94863. indices.push(StartIndex + 2);
  94864. indices.push(StartIndex + 3);
  94865. }
  94866. StartIndex += 4;
  94867. }
  94868. };
  94869. return PolygonMeshBuilder;
  94870. }());
  94871. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  94872. })(BABYLON || (BABYLON = {}));
  94873. //# sourceMappingURL=babylon.polygonMesh.js.map
  94874. var BABYLON;
  94875. (function (BABYLON) {
  94876. /**
  94877. * Unique ID when we import meshes from Babylon to CSG
  94878. */
  94879. var currentCSGMeshId = 0;
  94880. /**
  94881. * Represents a vertex of a polygon. Use your own vertex class instead of this
  94882. * one to provide additional features like texture coordinates and vertex
  94883. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  94884. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  94885. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  94886. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  94887. * is not used anywhere else.
  94888. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  94889. */
  94890. var Vertex = /** @class */ (function () {
  94891. /**
  94892. * Initializes the vertex
  94893. * @param pos The position of the vertex
  94894. * @param normal The normal of the vertex
  94895. * @param uv The texture coordinate of the vertex
  94896. */
  94897. function Vertex(
  94898. /**
  94899. * The position of the vertex
  94900. */
  94901. pos,
  94902. /**
  94903. * The normal of the vertex
  94904. */
  94905. normal,
  94906. /**
  94907. * The texture coordinate of the vertex
  94908. */
  94909. uv) {
  94910. this.pos = pos;
  94911. this.normal = normal;
  94912. this.uv = uv;
  94913. }
  94914. /**
  94915. * Make a clone, or deep copy, of the vertex
  94916. * @returns A new Vertex
  94917. */
  94918. Vertex.prototype.clone = function () {
  94919. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  94920. };
  94921. /**
  94922. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  94923. * orientation of a polygon is flipped.
  94924. */
  94925. Vertex.prototype.flip = function () {
  94926. this.normal = this.normal.scale(-1);
  94927. };
  94928. /**
  94929. * Create a new vertex between this vertex and `other` by linearly
  94930. * interpolating all properties using a parameter of `t`. Subclasses should
  94931. * override this to interpolate additional properties.
  94932. * @param other the vertex to interpolate against
  94933. * @param t The factor used to linearly interpolate between the vertices
  94934. */
  94935. Vertex.prototype.interpolate = function (other, t) {
  94936. 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));
  94937. };
  94938. return Vertex;
  94939. }());
  94940. /**
  94941. * Represents a plane in 3D space.
  94942. */
  94943. var Plane = /** @class */ (function () {
  94944. /**
  94945. * Initializes the plane
  94946. * @param normal The normal for the plane
  94947. * @param w
  94948. */
  94949. function Plane(normal, w) {
  94950. this.normal = normal;
  94951. this.w = w;
  94952. }
  94953. /**
  94954. * Construct a plane from three points
  94955. * @param a Point a
  94956. * @param b Point b
  94957. * @param c Point c
  94958. */
  94959. Plane.FromPoints = function (a, b, c) {
  94960. var v0 = c.subtract(a);
  94961. var v1 = b.subtract(a);
  94962. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  94963. return null;
  94964. }
  94965. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  94966. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  94967. };
  94968. /**
  94969. * Clone, or make a deep copy of the plane
  94970. * @returns a new Plane
  94971. */
  94972. Plane.prototype.clone = function () {
  94973. return new Plane(this.normal.clone(), this.w);
  94974. };
  94975. /**
  94976. * Flip the face of the plane
  94977. */
  94978. Plane.prototype.flip = function () {
  94979. this.normal.scaleInPlace(-1);
  94980. this.w = -this.w;
  94981. };
  94982. /**
  94983. * Split `polygon` by this plane if needed, then put the polygon or polygon
  94984. * fragments in the appropriate lists. Coplanar polygons go into either
  94985. `* coplanarFront` or `coplanarBack` depending on their orientation with
  94986. * respect to this plane. Polygons in front or in back of this plane go into
  94987. * either `front` or `back`
  94988. * @param polygon The polygon to be split
  94989. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  94990. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  94991. * @param front Will contain the polygons in front of the plane
  94992. * @param back Will contain the polygons begind the plane
  94993. */
  94994. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  94995. var COPLANAR = 0;
  94996. var FRONT = 1;
  94997. var BACK = 2;
  94998. var SPANNING = 3;
  94999. // Classify each point as well as the entire polygon into one of the above
  95000. // four classes.
  95001. var polygonType = 0;
  95002. var types = [];
  95003. var i;
  95004. var t;
  95005. for (i = 0; i < polygon.vertices.length; i++) {
  95006. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  95007. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  95008. polygonType |= type;
  95009. types.push(type);
  95010. }
  95011. // Put the polygon in the correct list, splitting it when necessary
  95012. switch (polygonType) {
  95013. case COPLANAR:
  95014. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  95015. break;
  95016. case FRONT:
  95017. front.push(polygon);
  95018. break;
  95019. case BACK:
  95020. back.push(polygon);
  95021. break;
  95022. case SPANNING:
  95023. var f = [], b = [];
  95024. for (i = 0; i < polygon.vertices.length; i++) {
  95025. var j = (i + 1) % polygon.vertices.length;
  95026. var ti = types[i], tj = types[j];
  95027. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  95028. if (ti !== BACK) {
  95029. f.push(vi);
  95030. }
  95031. if (ti !== FRONT) {
  95032. b.push(ti !== BACK ? vi.clone() : vi);
  95033. }
  95034. if ((ti | tj) === SPANNING) {
  95035. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  95036. var v = vi.interpolate(vj, t);
  95037. f.push(v);
  95038. b.push(v.clone());
  95039. }
  95040. }
  95041. var poly;
  95042. if (f.length >= 3) {
  95043. poly = new Polygon(f, polygon.shared);
  95044. if (poly.plane) {
  95045. front.push(poly);
  95046. }
  95047. }
  95048. if (b.length >= 3) {
  95049. poly = new Polygon(b, polygon.shared);
  95050. if (poly.plane) {
  95051. back.push(poly);
  95052. }
  95053. }
  95054. break;
  95055. }
  95056. };
  95057. /**
  95058. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  95059. * point is on the plane
  95060. */
  95061. Plane.EPSILON = 1e-5;
  95062. return Plane;
  95063. }());
  95064. /**
  95065. * Represents a convex polygon. The vertices used to initialize a polygon must
  95066. * be coplanar and form a convex loop.
  95067. *
  95068. * Each convex polygon has a `shared` property, which is shared between all
  95069. * polygons that are clones of each other or were split from the same polygon.
  95070. * This can be used to define per-polygon properties (such as surface color)
  95071. */
  95072. var Polygon = /** @class */ (function () {
  95073. /**
  95074. * Initializes the polygon
  95075. * @param vertices The vertices of the polygon
  95076. * @param shared The properties shared across all polygons
  95077. */
  95078. function Polygon(vertices, shared) {
  95079. this.vertices = vertices;
  95080. this.shared = shared;
  95081. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  95082. }
  95083. /**
  95084. * Clones, or makes a deep copy, or the polygon
  95085. */
  95086. Polygon.prototype.clone = function () {
  95087. var vertices = this.vertices.map(function (v) { return v.clone(); });
  95088. return new Polygon(vertices, this.shared);
  95089. };
  95090. /**
  95091. * Flips the faces of the polygon
  95092. */
  95093. Polygon.prototype.flip = function () {
  95094. this.vertices.reverse().map(function (v) { v.flip(); });
  95095. this.plane.flip();
  95096. };
  95097. return Polygon;
  95098. }());
  95099. /**
  95100. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  95101. * by picking a polygon to split along. That polygon (and all other coplanar
  95102. * polygons) are added directly to that node and the other polygons are added to
  95103. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  95104. * no distinction between internal and leaf nodes
  95105. */
  95106. var Node = /** @class */ (function () {
  95107. /**
  95108. * Initializes the node
  95109. * @param polygons A collection of polygons held in the node
  95110. */
  95111. function Node(polygons) {
  95112. this.plane = null;
  95113. this.front = null;
  95114. this.back = null;
  95115. this.polygons = new Array();
  95116. if (polygons) {
  95117. this.build(polygons);
  95118. }
  95119. }
  95120. /**
  95121. * Clones, or makes a deep copy, of the node
  95122. * @returns The cloned node
  95123. */
  95124. Node.prototype.clone = function () {
  95125. var node = new Node();
  95126. node.plane = this.plane && this.plane.clone();
  95127. node.front = this.front && this.front.clone();
  95128. node.back = this.back && this.back.clone();
  95129. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  95130. return node;
  95131. };
  95132. /**
  95133. * Convert solid space to empty space and empty space to solid space
  95134. */
  95135. Node.prototype.invert = function () {
  95136. for (var i = 0; i < this.polygons.length; i++) {
  95137. this.polygons[i].flip();
  95138. }
  95139. if (this.plane) {
  95140. this.plane.flip();
  95141. }
  95142. if (this.front) {
  95143. this.front.invert();
  95144. }
  95145. if (this.back) {
  95146. this.back.invert();
  95147. }
  95148. var temp = this.front;
  95149. this.front = this.back;
  95150. this.back = temp;
  95151. };
  95152. /**
  95153. * Recursively remove all polygons in `polygons` that are inside this BSP
  95154. * tree.
  95155. * @param polygons Polygons to remove from the BSP
  95156. * @returns Polygons clipped from the BSP
  95157. */
  95158. Node.prototype.clipPolygons = function (polygons) {
  95159. if (!this.plane) {
  95160. return polygons.slice();
  95161. }
  95162. var front = new Array(), back = new Array();
  95163. for (var i = 0; i < polygons.length; i++) {
  95164. this.plane.splitPolygon(polygons[i], front, back, front, back);
  95165. }
  95166. if (this.front) {
  95167. front = this.front.clipPolygons(front);
  95168. }
  95169. if (this.back) {
  95170. back = this.back.clipPolygons(back);
  95171. }
  95172. else {
  95173. back = [];
  95174. }
  95175. return front.concat(back);
  95176. };
  95177. /**
  95178. * Remove all polygons in this BSP tree that are inside the other BSP tree
  95179. * `bsp`.
  95180. * @param bsp BSP containing polygons to remove from this BSP
  95181. */
  95182. Node.prototype.clipTo = function (bsp) {
  95183. this.polygons = bsp.clipPolygons(this.polygons);
  95184. if (this.front) {
  95185. this.front.clipTo(bsp);
  95186. }
  95187. if (this.back) {
  95188. this.back.clipTo(bsp);
  95189. }
  95190. };
  95191. /**
  95192. * Return a list of all polygons in this BSP tree
  95193. * @returns List of all polygons in this BSP tree
  95194. */
  95195. Node.prototype.allPolygons = function () {
  95196. var polygons = this.polygons.slice();
  95197. if (this.front) {
  95198. polygons = polygons.concat(this.front.allPolygons());
  95199. }
  95200. if (this.back) {
  95201. polygons = polygons.concat(this.back.allPolygons());
  95202. }
  95203. return polygons;
  95204. };
  95205. /**
  95206. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  95207. * new polygons are filtered down to the bottom of the tree and become new
  95208. * nodes there. Each set of polygons is partitioned using the first polygon
  95209. * (no heuristic is used to pick a good split)
  95210. * @param polygons Polygons used to construct the BSP tree
  95211. */
  95212. Node.prototype.build = function (polygons) {
  95213. if (!polygons.length) {
  95214. return;
  95215. }
  95216. if (!this.plane) {
  95217. this.plane = polygons[0].plane.clone();
  95218. }
  95219. var front = new Array(), back = new Array();
  95220. for (var i = 0; i < polygons.length; i++) {
  95221. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  95222. }
  95223. if (front.length) {
  95224. if (!this.front) {
  95225. this.front = new Node();
  95226. }
  95227. this.front.build(front);
  95228. }
  95229. if (back.length) {
  95230. if (!this.back) {
  95231. this.back = new Node();
  95232. }
  95233. this.back.build(back);
  95234. }
  95235. };
  95236. return Node;
  95237. }());
  95238. /**
  95239. * Class for building Constructive Solid Geometry
  95240. */
  95241. var CSG = /** @class */ (function () {
  95242. function CSG() {
  95243. this.polygons = new Array();
  95244. }
  95245. /**
  95246. * Convert the BABYLON.Mesh to BABYLON.CSG
  95247. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  95248. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  95249. */
  95250. CSG.FromMesh = function (mesh) {
  95251. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  95252. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  95253. if (mesh instanceof BABYLON.Mesh) {
  95254. mesh.computeWorldMatrix(true);
  95255. matrix = mesh.getWorldMatrix();
  95256. meshPosition = mesh.position.clone();
  95257. meshRotation = mesh.rotation.clone();
  95258. if (mesh.rotationQuaternion) {
  95259. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  95260. }
  95261. meshScaling = mesh.scaling.clone();
  95262. }
  95263. else {
  95264. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  95265. }
  95266. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  95267. var subMeshes = mesh.subMeshes;
  95268. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  95269. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  95270. vertices = [];
  95271. for (var j = 0; j < 3; j++) {
  95272. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  95273. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  95274. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  95275. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  95276. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  95277. vertex = new Vertex(position, normal, uv);
  95278. vertices.push(vertex);
  95279. }
  95280. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  95281. // To handle the case of degenerated triangle
  95282. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  95283. if (polygon.plane) {
  95284. polygons.push(polygon);
  95285. }
  95286. }
  95287. }
  95288. var csg = CSG.FromPolygons(polygons);
  95289. csg.matrix = matrix;
  95290. csg.position = meshPosition;
  95291. csg.rotation = meshRotation;
  95292. csg.scaling = meshScaling;
  95293. csg.rotationQuaternion = meshRotationQuaternion;
  95294. currentCSGMeshId++;
  95295. return csg;
  95296. };
  95297. /**
  95298. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  95299. * @param polygons Polygons used to construct a BABYLON.CSG solid
  95300. */
  95301. CSG.FromPolygons = function (polygons) {
  95302. var csg = new CSG();
  95303. csg.polygons = polygons;
  95304. return csg;
  95305. };
  95306. /**
  95307. * Clones, or makes a deep copy, of the BABYLON.CSG
  95308. * @returns A new BABYLON.CSG
  95309. */
  95310. CSG.prototype.clone = function () {
  95311. var csg = new CSG();
  95312. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  95313. csg.copyTransformAttributes(this);
  95314. return csg;
  95315. };
  95316. /**
  95317. * Unions this CSG with another CSG
  95318. * @param csg The CSG to union against this CSG
  95319. * @returns The unioned CSG
  95320. */
  95321. CSG.prototype.union = function (csg) {
  95322. var a = new Node(this.clone().polygons);
  95323. var b = new Node(csg.clone().polygons);
  95324. a.clipTo(b);
  95325. b.clipTo(a);
  95326. b.invert();
  95327. b.clipTo(a);
  95328. b.invert();
  95329. a.build(b.allPolygons());
  95330. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95331. };
  95332. /**
  95333. * Unions this CSG with another CSG in place
  95334. * @param csg The CSG to union against this CSG
  95335. */
  95336. CSG.prototype.unionInPlace = function (csg) {
  95337. var a = new Node(this.polygons);
  95338. var b = new Node(csg.polygons);
  95339. a.clipTo(b);
  95340. b.clipTo(a);
  95341. b.invert();
  95342. b.clipTo(a);
  95343. b.invert();
  95344. a.build(b.allPolygons());
  95345. this.polygons = a.allPolygons();
  95346. };
  95347. /**
  95348. * Subtracts this CSG with another CSG
  95349. * @param csg The CSG to subtract against this CSG
  95350. * @returns A new BABYLON.CSG
  95351. */
  95352. CSG.prototype.subtract = function (csg) {
  95353. var a = new Node(this.clone().polygons);
  95354. var b = new Node(csg.clone().polygons);
  95355. a.invert();
  95356. a.clipTo(b);
  95357. b.clipTo(a);
  95358. b.invert();
  95359. b.clipTo(a);
  95360. b.invert();
  95361. a.build(b.allPolygons());
  95362. a.invert();
  95363. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95364. };
  95365. /**
  95366. * Subtracts this CSG with another CSG in place
  95367. * @param csg The CSG to subtact against this CSG
  95368. */
  95369. CSG.prototype.subtractInPlace = function (csg) {
  95370. var a = new Node(this.polygons);
  95371. var b = new Node(csg.polygons);
  95372. a.invert();
  95373. a.clipTo(b);
  95374. b.clipTo(a);
  95375. b.invert();
  95376. b.clipTo(a);
  95377. b.invert();
  95378. a.build(b.allPolygons());
  95379. a.invert();
  95380. this.polygons = a.allPolygons();
  95381. };
  95382. /**
  95383. * Intersect this CSG with another CSG
  95384. * @param csg The CSG to intersect against this CSG
  95385. * @returns A new BABYLON.CSG
  95386. */
  95387. CSG.prototype.intersect = function (csg) {
  95388. var a = new Node(this.clone().polygons);
  95389. var b = new Node(csg.clone().polygons);
  95390. a.invert();
  95391. b.clipTo(a);
  95392. b.invert();
  95393. a.clipTo(b);
  95394. b.clipTo(a);
  95395. a.build(b.allPolygons());
  95396. a.invert();
  95397. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95398. };
  95399. /**
  95400. * Intersects this CSG with another CSG in place
  95401. * @param csg The CSG to intersect against this CSG
  95402. */
  95403. CSG.prototype.intersectInPlace = function (csg) {
  95404. var a = new Node(this.polygons);
  95405. var b = new Node(csg.polygons);
  95406. a.invert();
  95407. b.clipTo(a);
  95408. b.invert();
  95409. a.clipTo(b);
  95410. b.clipTo(a);
  95411. a.build(b.allPolygons());
  95412. a.invert();
  95413. this.polygons = a.allPolygons();
  95414. };
  95415. /**
  95416. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  95417. * not modified.
  95418. * @returns A new BABYLON.CSG solid with solid and empty space switched
  95419. */
  95420. CSG.prototype.inverse = function () {
  95421. var csg = this.clone();
  95422. csg.inverseInPlace();
  95423. return csg;
  95424. };
  95425. /**
  95426. * Inverses the BABYLON.CSG in place
  95427. */
  95428. CSG.prototype.inverseInPlace = function () {
  95429. this.polygons.map(function (p) { p.flip(); });
  95430. };
  95431. /**
  95432. * This is used to keep meshes transformations so they can be restored
  95433. * when we build back a Babylon Mesh
  95434. * NB : All CSG operations are performed in world coordinates
  95435. * @param csg The BABYLON.CSG to copy the transform attributes from
  95436. * @returns This BABYLON.CSG
  95437. */
  95438. CSG.prototype.copyTransformAttributes = function (csg) {
  95439. this.matrix = csg.matrix;
  95440. this.position = csg.position;
  95441. this.rotation = csg.rotation;
  95442. this.scaling = csg.scaling;
  95443. this.rotationQuaternion = csg.rotationQuaternion;
  95444. return this;
  95445. };
  95446. /**
  95447. * Build Raw mesh from CSG
  95448. * Coordinates here are in world space
  95449. * @param name The name of the mesh geometry
  95450. * @param scene The BABYLON.Scene
  95451. * @param keepSubMeshes Specifies if the submeshes should be kept
  95452. * @returns A new BABYLON.Mesh
  95453. */
  95454. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  95455. var matrix = this.matrix.clone();
  95456. matrix.invert();
  95457. 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;
  95458. if (keepSubMeshes) {
  95459. // Sort Polygons, since subMeshes are indices range
  95460. polygons.sort(function (a, b) {
  95461. if (a.shared.meshId === b.shared.meshId) {
  95462. return a.shared.subMeshId - b.shared.subMeshId;
  95463. }
  95464. else {
  95465. return a.shared.meshId - b.shared.meshId;
  95466. }
  95467. });
  95468. }
  95469. for (var i = 0, il = polygons.length; i < il; i++) {
  95470. polygon = polygons[i];
  95471. // Building SubMeshes
  95472. if (!subMesh_dict[polygon.shared.meshId]) {
  95473. subMesh_dict[polygon.shared.meshId] = {};
  95474. }
  95475. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  95476. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  95477. indexStart: +Infinity,
  95478. indexEnd: -Infinity,
  95479. materialIndex: polygon.shared.materialIndex
  95480. };
  95481. }
  95482. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  95483. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  95484. polygonIndices[0] = 0;
  95485. polygonIndices[1] = j - 1;
  95486. polygonIndices[2] = j;
  95487. for (var k = 0; k < 3; k++) {
  95488. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  95489. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  95490. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  95491. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  95492. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  95493. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  95494. // Check if 2 points can be merged
  95495. if (!(typeof vertex_idx !== 'undefined' &&
  95496. normals[vertex_idx * 3] === localNormal.x &&
  95497. normals[vertex_idx * 3 + 1] === localNormal.y &&
  95498. normals[vertex_idx * 3 + 2] === localNormal.z &&
  95499. uvs[vertex_idx * 2] === uv.x &&
  95500. uvs[vertex_idx * 2 + 1] === uv.y)) {
  95501. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  95502. uvs.push(uv.x, uv.y);
  95503. normals.push(normal.x, normal.y, normal.z);
  95504. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  95505. }
  95506. indices.push(vertex_idx);
  95507. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  95508. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  95509. currentIndex++;
  95510. }
  95511. }
  95512. }
  95513. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  95514. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  95515. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  95516. mesh.setIndices(indices, null);
  95517. if (keepSubMeshes) {
  95518. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  95519. var materialIndexOffset = 0, materialMaxIndex;
  95520. mesh.subMeshes = new Array();
  95521. for (var m in subMesh_dict) {
  95522. materialMaxIndex = -1;
  95523. for (var sm in subMesh_dict[m]) {
  95524. subMesh_obj = subMesh_dict[m][sm];
  95525. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  95526. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  95527. }
  95528. materialIndexOffset += ++materialMaxIndex;
  95529. }
  95530. }
  95531. return mesh;
  95532. };
  95533. /**
  95534. * Build Mesh from CSG taking material and transforms into account
  95535. * @param name The name of the BABYLON.Mesh
  95536. * @param material The material of the BABYLON.Mesh
  95537. * @param scene The BABYLON.Scene
  95538. * @param keepSubMeshes Specifies if submeshes should be kept
  95539. * @returns The new BABYLON.Mesh
  95540. */
  95541. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  95542. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  95543. mesh.material = material;
  95544. mesh.position.copyFrom(this.position);
  95545. mesh.rotation.copyFrom(this.rotation);
  95546. if (this.rotationQuaternion) {
  95547. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  95548. }
  95549. mesh.scaling.copyFrom(this.scaling);
  95550. mesh.computeWorldMatrix(true);
  95551. return mesh;
  95552. };
  95553. return CSG;
  95554. }());
  95555. BABYLON.CSG = CSG;
  95556. })(BABYLON || (BABYLON = {}));
  95557. //# sourceMappingURL=babylon.csg.js.map
  95558. var BABYLON;
  95559. (function (BABYLON) {
  95560. /**
  95561. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95562. * It controls one of the indiviual texture used in the effect.
  95563. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95564. */
  95565. var LensFlare = /** @class */ (function () {
  95566. /**
  95567. * Instantiates a new Lens Flare.
  95568. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95569. * It controls one of the indiviual texture used in the effect.
  95570. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95571. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  95572. * @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.
  95573. * @param color Define the lens color
  95574. * @param imgUrl Define the lens texture url
  95575. * @param system Define the `lensFlareSystem` this flare is part of
  95576. */
  95577. function LensFlare(
  95578. /**
  95579. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  95580. */
  95581. size,
  95582. /**
  95583. * 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.
  95584. */
  95585. position, color, imgUrl, system) {
  95586. this.size = size;
  95587. this.position = position;
  95588. /**
  95589. * Define the alpha mode to render this particular lens.
  95590. */
  95591. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  95592. this.color = color || new BABYLON.Color3(1, 1, 1);
  95593. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  95594. this._system = system;
  95595. system.lensFlares.push(this);
  95596. }
  95597. /**
  95598. * Creates a new Lens Flare.
  95599. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95600. * It controls one of the indiviual texture used in the effect.
  95601. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95602. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  95603. * @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.
  95604. * @param color Define the lens color
  95605. * @param imgUrl Define the lens texture url
  95606. * @param system Define the `lensFlareSystem` this flare is part of
  95607. * @returns The newly created Lens Flare
  95608. */
  95609. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  95610. return new LensFlare(size, position, color, imgUrl, system);
  95611. };
  95612. /**
  95613. * Dispose and release the lens flare with its associated resources.
  95614. */
  95615. LensFlare.prototype.dispose = function () {
  95616. if (this.texture) {
  95617. this.texture.dispose();
  95618. }
  95619. // Remove from scene
  95620. var index = this._system.lensFlares.indexOf(this);
  95621. this._system.lensFlares.splice(index, 1);
  95622. };
  95623. return LensFlare;
  95624. }());
  95625. BABYLON.LensFlare = LensFlare;
  95626. })(BABYLON || (BABYLON = {}));
  95627. //# sourceMappingURL=babylon.lensFlare.js.map
  95628. var BABYLON;
  95629. (function (BABYLON) {
  95630. // Adds the parser to the scene parsers.
  95631. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  95632. // Lens flares
  95633. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  95634. if (!container.lensFlareSystems) {
  95635. container.lensFlareSystems = new Array();
  95636. }
  95637. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  95638. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  95639. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  95640. container.lensFlareSystems.push(lf);
  95641. }
  95642. }
  95643. });
  95644. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  95645. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95646. if (this.lensFlareSystems[index].name === name) {
  95647. return this.lensFlareSystems[index];
  95648. }
  95649. }
  95650. return null;
  95651. };
  95652. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  95653. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95654. if (this.lensFlareSystems[index].id === id) {
  95655. return this.lensFlareSystems[index];
  95656. }
  95657. }
  95658. return null;
  95659. };
  95660. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  95661. var index = this.lensFlareSystems.indexOf(toRemove);
  95662. if (index !== -1) {
  95663. this.lensFlareSystems.splice(index, 1);
  95664. }
  95665. return index;
  95666. };
  95667. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  95668. this.lensFlareSystems.push(newLensFlareSystem);
  95669. };
  95670. /**
  95671. * Defines the lens flare scene component responsible to manage any lens flares
  95672. * in a given scene.
  95673. */
  95674. var LensFlareSystemSceneComponent = /** @class */ (function () {
  95675. /**
  95676. * Creates a new instance of the component for the given scene
  95677. * @param scene Defines the scene to register the component in
  95678. */
  95679. function LensFlareSystemSceneComponent(scene) {
  95680. /**
  95681. * The component name helpfull to identify the component in the list of scene components.
  95682. */
  95683. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  95684. this.scene = scene;
  95685. scene.lensFlareSystems = new Array();
  95686. }
  95687. /**
  95688. * Registers the component in a given scene
  95689. */
  95690. LensFlareSystemSceneComponent.prototype.register = function () {
  95691. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  95692. };
  95693. /**
  95694. * Rebuilds the elements related to this component in case of
  95695. * context lost for instance.
  95696. */
  95697. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  95698. // Nothing to do for lens flare
  95699. };
  95700. /**
  95701. * Adds all the element from the container to the scene
  95702. * @param container the container holding the elements
  95703. */
  95704. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  95705. var _this = this;
  95706. if (!container.lensFlareSystems) {
  95707. return;
  95708. }
  95709. container.lensFlareSystems.forEach(function (o) {
  95710. _this.scene.addLensFlareSystem(o);
  95711. });
  95712. };
  95713. /**
  95714. * Removes all the elements in the container from the scene
  95715. * @param container contains the elements to remove
  95716. */
  95717. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  95718. var _this = this;
  95719. if (!container.lensFlareSystems) {
  95720. return;
  95721. }
  95722. container.lensFlareSystems.forEach(function (o) {
  95723. _this.scene.removeLensFlareSystem(o);
  95724. });
  95725. };
  95726. /**
  95727. * Serializes the component data to the specified json object
  95728. * @param serializationObject The object to serialize to
  95729. */
  95730. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  95731. // Lens flares
  95732. serializationObject.lensFlareSystems = [];
  95733. var lensFlareSystems = this.scene.lensFlareSystems;
  95734. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  95735. var lensFlareSystem = lensFlareSystems_1[_i];
  95736. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  95737. }
  95738. };
  95739. /**
  95740. * Disposes the component and the associated ressources.
  95741. */
  95742. LensFlareSystemSceneComponent.prototype.dispose = function () {
  95743. var lensFlareSystems = this.scene.lensFlareSystems;
  95744. while (lensFlareSystems.length) {
  95745. lensFlareSystems[0].dispose();
  95746. }
  95747. };
  95748. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  95749. // Lens flares
  95750. if (this.scene.lensFlaresEnabled) {
  95751. var lensFlareSystems = this.scene.lensFlareSystems;
  95752. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  95753. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  95754. var lensFlareSystem = lensFlareSystems_2[_i];
  95755. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  95756. lensFlareSystem.render();
  95757. }
  95758. }
  95759. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  95760. }
  95761. };
  95762. return LensFlareSystemSceneComponent;
  95763. }());
  95764. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  95765. })(BABYLON || (BABYLON = {}));
  95766. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  95767. var BABYLON;
  95768. (function (BABYLON) {
  95769. /**
  95770. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  95771. * It is usually composed of several `BABYLON.lensFlare`.
  95772. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95773. */
  95774. var LensFlareSystem = /** @class */ (function () {
  95775. /**
  95776. * Instantiates a lens flare system.
  95777. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  95778. * It is usually composed of several `BABYLON.lensFlare`.
  95779. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95780. * @param name Define the name of the lens flare system in the scene
  95781. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  95782. * @param scene Define the scene the lens flare system belongs to
  95783. */
  95784. function LensFlareSystem(
  95785. /**
  95786. * Define the name of the lens flare system
  95787. */
  95788. name, emitter, scene) {
  95789. this.name = name;
  95790. /**
  95791. * List of lens flares used in this system.
  95792. */
  95793. this.lensFlares = new Array();
  95794. /**
  95795. * Define a limit from the border the lens flare can be visible.
  95796. */
  95797. this.borderLimit = 300;
  95798. /**
  95799. * Define a viewport border we do not want to see the lens flare in.
  95800. */
  95801. this.viewportBorder = 0;
  95802. /**
  95803. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  95804. */
  95805. this.layerMask = 0x0FFFFFFF;
  95806. this._vertexBuffers = {};
  95807. this._isEnabled = true;
  95808. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  95809. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  95810. if (!component) {
  95811. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  95812. scene._addComponent(component);
  95813. }
  95814. this._emitter = emitter;
  95815. this.id = name;
  95816. scene.lensFlareSystems.push(this);
  95817. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  95818. var engine = scene.getEngine();
  95819. // VBO
  95820. var vertices = [];
  95821. vertices.push(1, 1);
  95822. vertices.push(-1, 1);
  95823. vertices.push(-1, -1);
  95824. vertices.push(1, -1);
  95825. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  95826. // Indices
  95827. var indices = [];
  95828. indices.push(0);
  95829. indices.push(1);
  95830. indices.push(2);
  95831. indices.push(0);
  95832. indices.push(2);
  95833. indices.push(3);
  95834. this._indexBuffer = engine.createIndexBuffer(indices);
  95835. // Effects
  95836. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  95837. }
  95838. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  95839. /**
  95840. * Define if the lens flare system is enabled.
  95841. */
  95842. get: function () {
  95843. return this._isEnabled;
  95844. },
  95845. set: function (value) {
  95846. this._isEnabled = value;
  95847. },
  95848. enumerable: true,
  95849. configurable: true
  95850. });
  95851. /**
  95852. * Get the scene the effects belongs to.
  95853. * @returns the scene holding the lens flare system
  95854. */
  95855. LensFlareSystem.prototype.getScene = function () {
  95856. return this._scene;
  95857. };
  95858. /**
  95859. * Get the emitter of the lens flare system.
  95860. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  95861. * @returns the emitter of the lens flare system
  95862. */
  95863. LensFlareSystem.prototype.getEmitter = function () {
  95864. return this._emitter;
  95865. };
  95866. /**
  95867. * Set the emitter of the lens flare system.
  95868. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  95869. * @param newEmitter Define the new emitter of the system
  95870. */
  95871. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  95872. this._emitter = newEmitter;
  95873. };
  95874. /**
  95875. * Get the lens flare system emitter position.
  95876. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  95877. * @returns the position
  95878. */
  95879. LensFlareSystem.prototype.getEmitterPosition = function () {
  95880. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  95881. };
  95882. /**
  95883. * @hidden
  95884. */
  95885. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  95886. var position = this.getEmitterPosition();
  95887. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  95888. this._positionX = position.x;
  95889. this._positionY = position.y;
  95890. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  95891. if (this.viewportBorder > 0) {
  95892. globalViewport.x -= this.viewportBorder;
  95893. globalViewport.y -= this.viewportBorder;
  95894. globalViewport.width += this.viewportBorder * 2;
  95895. globalViewport.height += this.viewportBorder * 2;
  95896. position.x += this.viewportBorder;
  95897. position.y += this.viewportBorder;
  95898. this._positionX += this.viewportBorder;
  95899. this._positionY += this.viewportBorder;
  95900. }
  95901. if (position.z > 0) {
  95902. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  95903. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  95904. return true;
  95905. }
  95906. }
  95907. return true;
  95908. }
  95909. return false;
  95910. };
  95911. /** @hidden */
  95912. LensFlareSystem.prototype._isVisible = function () {
  95913. if (!this._isEnabled || !this._scene.activeCamera) {
  95914. return false;
  95915. }
  95916. var emitterPosition = this.getEmitterPosition();
  95917. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  95918. var distance = direction.length();
  95919. direction.normalize();
  95920. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  95921. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  95922. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  95923. };
  95924. /**
  95925. * @hidden
  95926. */
  95927. LensFlareSystem.prototype.render = function () {
  95928. if (!this._effect.isReady() || !this._scene.activeCamera) {
  95929. return false;
  95930. }
  95931. var engine = this._scene.getEngine();
  95932. var viewport = this._scene.activeCamera.viewport;
  95933. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  95934. // Position
  95935. if (!this.computeEffectivePosition(globalViewport)) {
  95936. return false;
  95937. }
  95938. // Visibility
  95939. if (!this._isVisible()) {
  95940. return false;
  95941. }
  95942. // Intensity
  95943. var awayX;
  95944. var awayY;
  95945. if (this._positionX < this.borderLimit + globalViewport.x) {
  95946. awayX = this.borderLimit + globalViewport.x - this._positionX;
  95947. }
  95948. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  95949. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  95950. }
  95951. else {
  95952. awayX = 0;
  95953. }
  95954. if (this._positionY < this.borderLimit + globalViewport.y) {
  95955. awayY = this.borderLimit + globalViewport.y - this._positionY;
  95956. }
  95957. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  95958. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  95959. }
  95960. else {
  95961. awayY = 0;
  95962. }
  95963. var away = (awayX > awayY) ? awayX : awayY;
  95964. away -= this.viewportBorder;
  95965. if (away > this.borderLimit) {
  95966. away = this.borderLimit;
  95967. }
  95968. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  95969. if (intensity < 0) {
  95970. return false;
  95971. }
  95972. if (intensity > 1.0) {
  95973. intensity = 1.0;
  95974. }
  95975. if (this.viewportBorder > 0) {
  95976. globalViewport.x += this.viewportBorder;
  95977. globalViewport.y += this.viewportBorder;
  95978. globalViewport.width -= this.viewportBorder * 2;
  95979. globalViewport.height -= this.viewportBorder * 2;
  95980. this._positionX -= this.viewportBorder;
  95981. this._positionY -= this.viewportBorder;
  95982. }
  95983. // Position
  95984. var centerX = globalViewport.x + globalViewport.width / 2;
  95985. var centerY = globalViewport.y + globalViewport.height / 2;
  95986. var distX = centerX - this._positionX;
  95987. var distY = centerY - this._positionY;
  95988. // Effects
  95989. engine.enableEffect(this._effect);
  95990. engine.setState(false);
  95991. engine.setDepthBuffer(false);
  95992. // VBOs
  95993. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  95994. // Flares
  95995. for (var index = 0; index < this.lensFlares.length; index++) {
  95996. var flare = this.lensFlares[index];
  95997. engine.setAlphaMode(flare.alphaMode);
  95998. var x = centerX - (distX * flare.position);
  95999. var y = centerY - (distY * flare.position);
  96000. var cw = flare.size;
  96001. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  96002. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  96003. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  96004. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  96005. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  96006. // Texture
  96007. this._effect.setTexture("textureSampler", flare.texture);
  96008. // Color
  96009. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  96010. // Draw order
  96011. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  96012. }
  96013. engine.setDepthBuffer(true);
  96014. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  96015. return true;
  96016. };
  96017. /**
  96018. * Dispose and release the lens flare with its associated resources.
  96019. */
  96020. LensFlareSystem.prototype.dispose = function () {
  96021. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  96022. if (vertexBuffer) {
  96023. vertexBuffer.dispose();
  96024. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  96025. }
  96026. if (this._indexBuffer) {
  96027. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  96028. this._indexBuffer = null;
  96029. }
  96030. while (this.lensFlares.length) {
  96031. this.lensFlares[0].dispose();
  96032. }
  96033. // Remove from scene
  96034. var index = this._scene.lensFlareSystems.indexOf(this);
  96035. this._scene.lensFlareSystems.splice(index, 1);
  96036. };
  96037. /**
  96038. * Parse a lens flare system from a JSON repressentation
  96039. * @param parsedLensFlareSystem Define the JSON to parse
  96040. * @param scene Define the scene the parsed system should be instantiated in
  96041. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  96042. * @returns the parsed system
  96043. */
  96044. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  96045. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  96046. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  96047. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  96048. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  96049. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  96050. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  96051. var parsedFlare = parsedLensFlareSystem.flares[index];
  96052. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  96053. }
  96054. return lensFlareSystem;
  96055. };
  96056. /**
  96057. * Serialize the current Lens Flare System into a JSON representation.
  96058. * @returns the serialized JSON
  96059. */
  96060. LensFlareSystem.prototype.serialize = function () {
  96061. var serializationObject = {};
  96062. serializationObject.id = this.id;
  96063. serializationObject.name = this.name;
  96064. serializationObject.emitterId = this.getEmitter().id;
  96065. serializationObject.borderLimit = this.borderLimit;
  96066. serializationObject.flares = [];
  96067. for (var index = 0; index < this.lensFlares.length; index++) {
  96068. var flare = this.lensFlares[index];
  96069. serializationObject.flares.push({
  96070. size: flare.size,
  96071. position: flare.position,
  96072. color: flare.color.asArray(),
  96073. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  96074. });
  96075. }
  96076. return serializationObject;
  96077. };
  96078. return LensFlareSystem;
  96079. }());
  96080. BABYLON.LensFlareSystem = LensFlareSystem;
  96081. })(BABYLON || (BABYLON = {}));
  96082. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  96083. var BABYLON;
  96084. (function (BABYLON) {
  96085. /**
  96086. * This is a holder class for the physics joint created by the physics plugin
  96087. * It holds a set of functions to control the underlying joint
  96088. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96089. */
  96090. var PhysicsJoint = /** @class */ (function () {
  96091. /**
  96092. * Initializes the physics joint
  96093. * @param type The type of the physics joint
  96094. * @param jointData The data for the physics joint
  96095. */
  96096. function PhysicsJoint(
  96097. /**
  96098. * The type of the physics joint
  96099. */
  96100. type,
  96101. /**
  96102. * The data for the physics joint
  96103. */
  96104. jointData) {
  96105. this.type = type;
  96106. this.jointData = jointData;
  96107. jointData.nativeParams = jointData.nativeParams || {};
  96108. }
  96109. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  96110. /**
  96111. * Gets the physics joint
  96112. */
  96113. get: function () {
  96114. return this._physicsJoint;
  96115. },
  96116. /**
  96117. * Sets the physics joint
  96118. */
  96119. set: function (newJoint) {
  96120. if (this._physicsJoint) {
  96121. //remove from the wolrd
  96122. }
  96123. this._physicsJoint = newJoint;
  96124. },
  96125. enumerable: true,
  96126. configurable: true
  96127. });
  96128. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  96129. /**
  96130. * Sets the physics plugin
  96131. */
  96132. set: function (physicsPlugin) {
  96133. this._physicsPlugin = physicsPlugin;
  96134. },
  96135. enumerable: true,
  96136. configurable: true
  96137. });
  96138. /**
  96139. * Execute a function that is physics-plugin specific.
  96140. * @param {Function} func the function that will be executed.
  96141. * It accepts two parameters: the physics world and the physics joint
  96142. */
  96143. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  96144. func(this._physicsPlugin.world, this._physicsJoint);
  96145. };
  96146. //TODO check if the native joints are the same
  96147. //Joint Types
  96148. /**
  96149. * Distance-Joint type
  96150. */
  96151. PhysicsJoint.DistanceJoint = 0;
  96152. /**
  96153. * Hinge-Joint type
  96154. */
  96155. PhysicsJoint.HingeJoint = 1;
  96156. /**
  96157. * Ball-and-Socket joint type
  96158. */
  96159. PhysicsJoint.BallAndSocketJoint = 2;
  96160. /**
  96161. * Wheel-Joint type
  96162. */
  96163. PhysicsJoint.WheelJoint = 3;
  96164. /**
  96165. * Slider-Joint type
  96166. */
  96167. PhysicsJoint.SliderJoint = 4;
  96168. //OIMO
  96169. /**
  96170. * Prismatic-Joint type
  96171. */
  96172. PhysicsJoint.PrismaticJoint = 5;
  96173. //
  96174. /**
  96175. * Universal-Joint type
  96176. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  96177. */
  96178. PhysicsJoint.UniversalJoint = 6;
  96179. /**
  96180. * Hinge-Joint 2 type
  96181. */
  96182. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  96183. //Cannon
  96184. /**
  96185. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  96186. */
  96187. PhysicsJoint.PointToPointJoint = 8;
  96188. //Cannon only at the moment
  96189. /**
  96190. * Spring-Joint type
  96191. */
  96192. PhysicsJoint.SpringJoint = 9;
  96193. /**
  96194. * Lock-Joint type
  96195. */
  96196. PhysicsJoint.LockJoint = 10;
  96197. return PhysicsJoint;
  96198. }());
  96199. BABYLON.PhysicsJoint = PhysicsJoint;
  96200. /**
  96201. * A class representing a physics distance joint
  96202. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96203. */
  96204. var DistanceJoint = /** @class */ (function (_super) {
  96205. __extends(DistanceJoint, _super);
  96206. /**
  96207. *
  96208. * @param jointData The data for the Distance-Joint
  96209. */
  96210. function DistanceJoint(jointData) {
  96211. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  96212. }
  96213. /**
  96214. * Update the predefined distance.
  96215. * @param maxDistance The maximum preferred distance
  96216. * @param minDistance The minimum preferred distance
  96217. */
  96218. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  96219. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  96220. };
  96221. return DistanceJoint;
  96222. }(PhysicsJoint));
  96223. BABYLON.DistanceJoint = DistanceJoint;
  96224. /**
  96225. * Represents a Motor-Enabled Joint
  96226. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96227. */
  96228. var MotorEnabledJoint = /** @class */ (function (_super) {
  96229. __extends(MotorEnabledJoint, _super);
  96230. /**
  96231. * Initializes the Motor-Enabled Joint
  96232. * @param type The type of the joint
  96233. * @param jointData The physica joint data for the joint
  96234. */
  96235. function MotorEnabledJoint(type, jointData) {
  96236. return _super.call(this, type, jointData) || this;
  96237. }
  96238. /**
  96239. * Set the motor values.
  96240. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96241. * @param force the force to apply
  96242. * @param maxForce max force for this motor.
  96243. */
  96244. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  96245. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96246. };
  96247. /**
  96248. * Set the motor's limits.
  96249. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96250. * @param upperLimit The upper limit of the motor
  96251. * @param lowerLimit The lower limit of the motor
  96252. */
  96253. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96254. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96255. };
  96256. return MotorEnabledJoint;
  96257. }(PhysicsJoint));
  96258. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  96259. /**
  96260. * This class represents a single physics Hinge-Joint
  96261. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96262. */
  96263. var HingeJoint = /** @class */ (function (_super) {
  96264. __extends(HingeJoint, _super);
  96265. /**
  96266. * Initializes the Hinge-Joint
  96267. * @param jointData The joint data for the Hinge-Joint
  96268. */
  96269. function HingeJoint(jointData) {
  96270. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  96271. }
  96272. /**
  96273. * Set the motor values.
  96274. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96275. * @param {number} force the force to apply
  96276. * @param {number} maxForce max force for this motor.
  96277. */
  96278. HingeJoint.prototype.setMotor = function (force, maxForce) {
  96279. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96280. };
  96281. /**
  96282. * Set the motor's limits.
  96283. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96284. * @param upperLimit The upper limit of the motor
  96285. * @param lowerLimit The lower limit of the motor
  96286. */
  96287. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96288. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96289. };
  96290. return HingeJoint;
  96291. }(MotorEnabledJoint));
  96292. BABYLON.HingeJoint = HingeJoint;
  96293. /**
  96294. * This class represents a dual hinge physics joint (same as wheel joint)
  96295. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96296. */
  96297. var Hinge2Joint = /** @class */ (function (_super) {
  96298. __extends(Hinge2Joint, _super);
  96299. /**
  96300. * Initializes the Hinge2-Joint
  96301. * @param jointData The joint data for the Hinge2-Joint
  96302. */
  96303. function Hinge2Joint(jointData) {
  96304. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  96305. }
  96306. /**
  96307. * Set the motor values.
  96308. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96309. * @param {number} force the force to apply
  96310. * @param {number} maxForce max force for this motor.
  96311. * @param {motorIndex} the motor's index, 0 or 1.
  96312. */
  96313. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  96314. if (motorIndex === void 0) { motorIndex = 0; }
  96315. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  96316. };
  96317. /**
  96318. * Set the motor limits.
  96319. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96320. * @param {number} upperLimit the upper limit
  96321. * @param {number} lowerLimit lower limit
  96322. * @param {motorIndex} the motor's index, 0 or 1.
  96323. */
  96324. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  96325. if (motorIndex === void 0) { motorIndex = 0; }
  96326. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  96327. };
  96328. return Hinge2Joint;
  96329. }(MotorEnabledJoint));
  96330. BABYLON.Hinge2Joint = Hinge2Joint;
  96331. })(BABYLON || (BABYLON = {}));
  96332. //# sourceMappingURL=babylon.physicsJoint.js.map
  96333. var BABYLON;
  96334. (function (BABYLON) {
  96335. /**
  96336. * Represents a physics imposter
  96337. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96338. */
  96339. var PhysicsImpostor = /** @class */ (function () {
  96340. /**
  96341. * Initializes the physics imposter
  96342. * @param object The physics-enabled object used as the physics imposter
  96343. * @param type The type of the physics imposter
  96344. * @param _options The options for the physics imposter
  96345. * @param _scene The Babylon scene
  96346. */
  96347. function PhysicsImpostor(
  96348. /**
  96349. * The physics-enabled object used as the physics imposter
  96350. */
  96351. object,
  96352. /**
  96353. * The type of the physics imposter
  96354. */
  96355. type, _options, _scene) {
  96356. if (_options === void 0) { _options = { mass: 0 }; }
  96357. var _this = this;
  96358. this.object = object;
  96359. this.type = type;
  96360. this._options = _options;
  96361. this._scene = _scene;
  96362. this._bodyUpdateRequired = false;
  96363. this._onBeforePhysicsStepCallbacks = new Array();
  96364. this._onAfterPhysicsStepCallbacks = new Array();
  96365. this._onPhysicsCollideCallbacks = [];
  96366. this._deltaPosition = BABYLON.Vector3.Zero();
  96367. this._isDisposed = false;
  96368. //temp variables for parent rotation calculations
  96369. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  96370. this._tmpQuat = new BABYLON.Quaternion();
  96371. this._tmpQuat2 = new BABYLON.Quaternion();
  96372. /**
  96373. * this function is executed by the physics engine.
  96374. */
  96375. this.beforeStep = function () {
  96376. if (!_this._physicsEngine) {
  96377. return;
  96378. }
  96379. _this.object.translate(_this._deltaPosition, -1);
  96380. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  96381. _this.object.computeWorldMatrix(false);
  96382. if (_this.object.parent && _this.object.rotationQuaternion) {
  96383. _this.getParentsRotation();
  96384. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  96385. }
  96386. else {
  96387. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  96388. }
  96389. if (!_this._options.disableBidirectionalTransformation) {
  96390. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePivotPoint(), _this._tmpQuat);
  96391. }
  96392. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  96393. func(_this);
  96394. });
  96395. };
  96396. /**
  96397. * this function is executed by the physics engine
  96398. */
  96399. this.afterStep = function () {
  96400. if (!_this._physicsEngine) {
  96401. return;
  96402. }
  96403. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  96404. func(_this);
  96405. });
  96406. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  96407. // object has now its world rotation. needs to be converted to local.
  96408. if (_this.object.parent && _this.object.rotationQuaternion) {
  96409. _this.getParentsRotation();
  96410. _this._tmpQuat.conjugateInPlace();
  96411. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  96412. }
  96413. // take the position set and make it the absolute position of this object.
  96414. _this.object.setAbsolutePosition(_this.object.position);
  96415. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  96416. _this.object.translate(_this._deltaPosition, 1);
  96417. };
  96418. /**
  96419. * Legacy collision detection event support
  96420. */
  96421. this.onCollideEvent = null;
  96422. /**
  96423. * event and body object due to cannon's event-based architecture.
  96424. */
  96425. this.onCollide = function (e) {
  96426. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  96427. return;
  96428. }
  96429. if (!_this._physicsEngine) {
  96430. return;
  96431. }
  96432. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  96433. if (otherImpostor) {
  96434. // Legacy collision detection event support
  96435. if (_this.onCollideEvent) {
  96436. _this.onCollideEvent(_this, otherImpostor);
  96437. }
  96438. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  96439. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  96440. }).forEach(function (obj) {
  96441. obj.callback(_this, otherImpostor);
  96442. });
  96443. }
  96444. };
  96445. //sanity check!
  96446. if (!this.object) {
  96447. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  96448. return;
  96449. }
  96450. // Legacy support for old syntax.
  96451. if (!this._scene && object.getScene) {
  96452. this._scene = object.getScene();
  96453. }
  96454. if (!this._scene) {
  96455. return;
  96456. }
  96457. this._physicsEngine = this._scene.getPhysicsEngine();
  96458. if (!this._physicsEngine) {
  96459. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  96460. }
  96461. else {
  96462. //set the object's quaternion, if not set
  96463. if (!this.object.rotationQuaternion) {
  96464. if (this.object.rotation) {
  96465. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  96466. }
  96467. else {
  96468. this.object.rotationQuaternion = new BABYLON.Quaternion();
  96469. }
  96470. }
  96471. //default options params
  96472. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  96473. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  96474. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  96475. this._joints = [];
  96476. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  96477. if (!this.object.parent || this._options.ignoreParent) {
  96478. this._init();
  96479. }
  96480. else if (this.object.parent.physicsImpostor) {
  96481. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  96482. }
  96483. }
  96484. }
  96485. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  96486. /**
  96487. * Specifies if the physics imposter is disposed
  96488. */
  96489. get: function () {
  96490. return this._isDisposed;
  96491. },
  96492. enumerable: true,
  96493. configurable: true
  96494. });
  96495. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  96496. /**
  96497. * Gets the mass of the physics imposter
  96498. */
  96499. get: function () {
  96500. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  96501. },
  96502. set: function (value) {
  96503. this.setMass(value);
  96504. },
  96505. enumerable: true,
  96506. configurable: true
  96507. });
  96508. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  96509. /**
  96510. * Gets the coefficient of friction
  96511. */
  96512. get: function () {
  96513. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  96514. },
  96515. /**
  96516. * Sets the coefficient of friction
  96517. */
  96518. set: function (value) {
  96519. if (!this._physicsEngine) {
  96520. return;
  96521. }
  96522. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  96523. },
  96524. enumerable: true,
  96525. configurable: true
  96526. });
  96527. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  96528. /**
  96529. * Gets the coefficient of restitution
  96530. */
  96531. get: function () {
  96532. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  96533. },
  96534. /**
  96535. * Sets the coefficient of restitution
  96536. */
  96537. set: function (value) {
  96538. if (!this._physicsEngine) {
  96539. return;
  96540. }
  96541. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  96542. },
  96543. enumerable: true,
  96544. configurable: true
  96545. });
  96546. /**
  96547. * This function will completly initialize this impostor.
  96548. * It will create a new body - but only if this mesh has no parent.
  96549. * If it has, this impostor will not be used other than to define the impostor
  96550. * of the child mesh.
  96551. * @hidden
  96552. */
  96553. PhysicsImpostor.prototype._init = function () {
  96554. if (!this._physicsEngine) {
  96555. return;
  96556. }
  96557. this._physicsEngine.removeImpostor(this);
  96558. this.physicsBody = null;
  96559. this._parent = this._parent || this._getPhysicsParent();
  96560. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  96561. this._physicsEngine.addImpostor(this);
  96562. }
  96563. };
  96564. PhysicsImpostor.prototype._getPhysicsParent = function () {
  96565. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  96566. var parentMesh = this.object.parent;
  96567. return parentMesh.physicsImpostor;
  96568. }
  96569. return null;
  96570. };
  96571. /**
  96572. * Should a new body be generated.
  96573. * @returns boolean specifying if body initialization is required
  96574. */
  96575. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  96576. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  96577. };
  96578. /**
  96579. * Sets the updated scaling
  96580. * @param updated Specifies if the scaling is updated
  96581. */
  96582. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  96583. this.forceUpdate();
  96584. };
  96585. /**
  96586. * Force a regeneration of this or the parent's impostor's body.
  96587. * Use under cautious - This will remove all joints already implemented.
  96588. */
  96589. PhysicsImpostor.prototype.forceUpdate = function () {
  96590. this._init();
  96591. if (this.parent && !this._options.ignoreParent) {
  96592. this.parent.forceUpdate();
  96593. }
  96594. };
  96595. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  96596. /*public get mesh(): AbstractMesh {
  96597. return this._mesh;
  96598. }*/
  96599. /**
  96600. * Gets the body that holds this impostor. Either its own, or its parent.
  96601. */
  96602. get: function () {
  96603. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  96604. },
  96605. /**
  96606. * Set the physics body. Used mainly by the physics engine/plugin
  96607. */
  96608. set: function (physicsBody) {
  96609. if (this._physicsBody && this._physicsEngine) {
  96610. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  96611. }
  96612. this._physicsBody = physicsBody;
  96613. this.resetUpdateFlags();
  96614. },
  96615. enumerable: true,
  96616. configurable: true
  96617. });
  96618. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  96619. /**
  96620. * Get the parent of the physics imposter
  96621. * @returns Physics imposter or null
  96622. */
  96623. get: function () {
  96624. return !this._options.ignoreParent && this._parent ? this._parent : null;
  96625. },
  96626. /**
  96627. * Sets the parent of the physics imposter
  96628. */
  96629. set: function (value) {
  96630. this._parent = value;
  96631. },
  96632. enumerable: true,
  96633. configurable: true
  96634. });
  96635. /**
  96636. * Resets the update flags
  96637. */
  96638. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  96639. this._bodyUpdateRequired = false;
  96640. };
  96641. /**
  96642. * Gets the object extend size
  96643. * @returns the object extend size
  96644. */
  96645. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  96646. if (this.object.getBoundingInfo) {
  96647. var q = this.object.rotationQuaternion;
  96648. //reset rotation
  96649. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  96650. //calculate the world matrix with no rotation
  96651. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96652. var boundingInfo = this.object.getBoundingInfo();
  96653. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  96654. //bring back the rotation
  96655. this.object.rotationQuaternion = q;
  96656. //calculate the world matrix with the new rotation
  96657. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96658. return size;
  96659. }
  96660. else {
  96661. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  96662. }
  96663. };
  96664. /**
  96665. * Gets the object center
  96666. * @returns The object center
  96667. */
  96668. PhysicsImpostor.prototype.getObjectCenter = function () {
  96669. if (this.object.getBoundingInfo) {
  96670. var boundingInfo = this.object.getBoundingInfo();
  96671. return boundingInfo.boundingBox.centerWorld;
  96672. }
  96673. else {
  96674. return this.object.position;
  96675. }
  96676. };
  96677. /**
  96678. * Get a specific parametes from the options parameter
  96679. * @param paramName The object parameter name
  96680. * @returns The object parameter
  96681. */
  96682. PhysicsImpostor.prototype.getParam = function (paramName) {
  96683. return this._options[paramName];
  96684. };
  96685. /**
  96686. * Sets a specific parameter in the options given to the physics plugin
  96687. * @param paramName The parameter name
  96688. * @param value The value of the parameter
  96689. */
  96690. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  96691. this._options[paramName] = value;
  96692. this._bodyUpdateRequired = true;
  96693. };
  96694. /**
  96695. * Specifically change the body's mass option. Won't recreate the physics body object
  96696. * @param mass The mass of the physics imposter
  96697. */
  96698. PhysicsImpostor.prototype.setMass = function (mass) {
  96699. if (this.getParam("mass") !== mass) {
  96700. this.setParam("mass", mass);
  96701. }
  96702. if (this._physicsEngine) {
  96703. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  96704. }
  96705. };
  96706. /**
  96707. * Gets the linear velocity
  96708. * @returns linear velocity or null
  96709. */
  96710. PhysicsImpostor.prototype.getLinearVelocity = function () {
  96711. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  96712. };
  96713. /**
  96714. * Sets the linear velocity
  96715. * @param velocity linear velocity or null
  96716. */
  96717. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  96718. if (this._physicsEngine) {
  96719. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  96720. }
  96721. };
  96722. /**
  96723. * Gets the angular velocity
  96724. * @returns angular velocity or null
  96725. */
  96726. PhysicsImpostor.prototype.getAngularVelocity = function () {
  96727. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  96728. };
  96729. /**
  96730. * Sets the angular velocity
  96731. * @param velocity The velocity or null
  96732. */
  96733. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  96734. if (this._physicsEngine) {
  96735. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  96736. }
  96737. };
  96738. /**
  96739. * Execute a function with the physics plugin native code
  96740. * Provide a function the will have two variables - the world object and the physics body object
  96741. * @param func The function to execute with the physics plugin native code
  96742. */
  96743. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  96744. if (this._physicsEngine) {
  96745. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  96746. }
  96747. };
  96748. /**
  96749. * Register a function that will be executed before the physics world is stepping forward
  96750. * @param func The function to execute before the physics world is stepped forward
  96751. */
  96752. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  96753. this._onBeforePhysicsStepCallbacks.push(func);
  96754. };
  96755. /**
  96756. * Unregister a function that will be executed before the physics world is stepping forward
  96757. * @param func The function to execute before the physics world is stepped forward
  96758. */
  96759. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  96760. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  96761. if (index > -1) {
  96762. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  96763. }
  96764. else {
  96765. BABYLON.Tools.Warn("Function to remove was not found");
  96766. }
  96767. };
  96768. /**
  96769. * Register a function that will be executed after the physics step
  96770. * @param func The function to execute after physics step
  96771. */
  96772. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  96773. this._onAfterPhysicsStepCallbacks.push(func);
  96774. };
  96775. /**
  96776. * Unregisters a function that will be executed after the physics step
  96777. * @param func The function to execute after physics step
  96778. */
  96779. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  96780. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  96781. if (index > -1) {
  96782. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  96783. }
  96784. else {
  96785. BABYLON.Tools.Warn("Function to remove was not found");
  96786. }
  96787. };
  96788. /**
  96789. * register a function that will be executed when this impostor collides against a different body
  96790. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  96791. * @param func Callback that is executed on collision
  96792. */
  96793. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  96794. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  96795. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  96796. };
  96797. /**
  96798. * Unregisters the physics imposter on contact
  96799. * @param collideAgainst The physics object to collide against
  96800. * @param func Callback to execute on collision
  96801. */
  96802. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  96803. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  96804. var index = -1;
  96805. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  96806. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  96807. // chcek the arrays match
  96808. var sameList = cbDef.otherImpostors.every(function (impostor) {
  96809. return collidedAgainstList.indexOf(impostor) > -1;
  96810. });
  96811. if (sameList) {
  96812. index = idx;
  96813. }
  96814. return sameList;
  96815. }
  96816. return false;
  96817. });
  96818. if (found) {
  96819. this._onPhysicsCollideCallbacks.splice(index, 1);
  96820. }
  96821. else {
  96822. BABYLON.Tools.Warn("Function to remove was not found");
  96823. }
  96824. };
  96825. /**
  96826. * Get the parent rotation
  96827. * @returns The parent rotation
  96828. */
  96829. PhysicsImpostor.prototype.getParentsRotation = function () {
  96830. var parent = this.object.parent;
  96831. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  96832. while (parent) {
  96833. if (parent.rotationQuaternion) {
  96834. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  96835. }
  96836. else {
  96837. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  96838. }
  96839. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  96840. parent = parent.parent;
  96841. }
  96842. return this._tmpQuat;
  96843. };
  96844. /**
  96845. * Apply a force
  96846. * @param force The force to apply
  96847. * @param contactPoint The contact point for the force
  96848. * @returns The physics imposter
  96849. */
  96850. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  96851. if (this._physicsEngine) {
  96852. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  96853. }
  96854. return this;
  96855. };
  96856. /**
  96857. * Apply an impulse
  96858. * @param force The impulse force
  96859. * @param contactPoint The contact point for the impulse force
  96860. * @returns The physics imposter
  96861. */
  96862. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  96863. if (this._physicsEngine) {
  96864. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  96865. }
  96866. return this;
  96867. };
  96868. /**
  96869. * A help function to create a joint
  96870. * @param otherImpostor A physics imposter used to create a joint
  96871. * @param jointType The type of joint
  96872. * @param jointData The data for the joint
  96873. * @returns The physics imposter
  96874. */
  96875. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  96876. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  96877. this.addJoint(otherImpostor, joint);
  96878. return this;
  96879. };
  96880. /**
  96881. * Add a joint to this impostor with a different impostor
  96882. * @param otherImpostor A physics imposter used to add a joint
  96883. * @param joint The joint to add
  96884. * @returns The physics imposter
  96885. */
  96886. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  96887. this._joints.push({
  96888. otherImpostor: otherImpostor,
  96889. joint: joint
  96890. });
  96891. if (this._physicsEngine) {
  96892. this._physicsEngine.addJoint(this, otherImpostor, joint);
  96893. }
  96894. return this;
  96895. };
  96896. /**
  96897. * Will keep this body still, in a sleep mode.
  96898. * @returns the physics imposter
  96899. */
  96900. PhysicsImpostor.prototype.sleep = function () {
  96901. if (this._physicsEngine) {
  96902. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  96903. }
  96904. return this;
  96905. };
  96906. /**
  96907. * Wake the body up.
  96908. * @returns The physics imposter
  96909. */
  96910. PhysicsImpostor.prototype.wakeUp = function () {
  96911. if (this._physicsEngine) {
  96912. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  96913. }
  96914. return this;
  96915. };
  96916. /**
  96917. * Clones the physics imposter
  96918. * @param newObject The physics imposter clones to this physics-enabled object
  96919. * @returns A nullable physics imposter
  96920. */
  96921. PhysicsImpostor.prototype.clone = function (newObject) {
  96922. if (!newObject) {
  96923. return null;
  96924. }
  96925. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  96926. };
  96927. /**
  96928. * Disposes the physics imposter
  96929. */
  96930. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  96931. var _this = this;
  96932. //no dispose if no physics engine is available.
  96933. if (!this._physicsEngine) {
  96934. return;
  96935. }
  96936. this._joints.forEach(function (j) {
  96937. if (_this._physicsEngine) {
  96938. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  96939. }
  96940. });
  96941. //dispose the physics body
  96942. this._physicsEngine.removeImpostor(this);
  96943. if (this.parent) {
  96944. this.parent.forceUpdate();
  96945. }
  96946. else {
  96947. /*this._object.getChildMeshes().forEach(function(mesh) {
  96948. if (mesh.physicsImpostor) {
  96949. if (disposeChildren) {
  96950. mesh.physicsImpostor.dispose();
  96951. mesh.physicsImpostor = null;
  96952. }
  96953. }
  96954. })*/
  96955. }
  96956. this._isDisposed = true;
  96957. };
  96958. /**
  96959. * Sets the delta position
  96960. * @param position The delta position amount
  96961. */
  96962. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  96963. this._deltaPosition.copyFrom(position);
  96964. };
  96965. /**
  96966. * Sets the delta rotation
  96967. * @param rotation The delta rotation amount
  96968. */
  96969. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  96970. if (!this._deltaRotation) {
  96971. this._deltaRotation = new BABYLON.Quaternion();
  96972. }
  96973. this._deltaRotation.copyFrom(rotation);
  96974. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  96975. };
  96976. /**
  96977. * Gets the box size of the physics imposter and stores the result in the input parameter
  96978. * @param result Stores the box size
  96979. * @returns The physics imposter
  96980. */
  96981. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  96982. if (this._physicsEngine) {
  96983. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  96984. }
  96985. return this;
  96986. };
  96987. /**
  96988. * Gets the radius of the physics imposter
  96989. * @returns Radius of the physics imposter
  96990. */
  96991. PhysicsImpostor.prototype.getRadius = function () {
  96992. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  96993. };
  96994. /**
  96995. * Sync a bone with this impostor
  96996. * @param bone The bone to sync to the impostor.
  96997. * @param boneMesh The mesh that the bone is influencing.
  96998. * @param jointPivot The pivot of the joint / bone in local space.
  96999. * @param distToJoint Optional distance from the impostor to the joint.
  97000. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97001. */
  97002. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  97003. var tempVec = PhysicsImpostor._tmpVecs[0];
  97004. var mesh = this.object;
  97005. if (mesh.rotationQuaternion) {
  97006. if (adjustRotation) {
  97007. var tempQuat = PhysicsImpostor._tmpQuat;
  97008. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  97009. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  97010. }
  97011. else {
  97012. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  97013. }
  97014. }
  97015. tempVec.x = 0;
  97016. tempVec.y = 0;
  97017. tempVec.z = 0;
  97018. if (jointPivot) {
  97019. tempVec.x = jointPivot.x;
  97020. tempVec.y = jointPivot.y;
  97021. tempVec.z = jointPivot.z;
  97022. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  97023. if (distToJoint === undefined || distToJoint === null) {
  97024. distToJoint = jointPivot.length();
  97025. }
  97026. tempVec.x *= distToJoint;
  97027. tempVec.y *= distToJoint;
  97028. tempVec.z *= distToJoint;
  97029. }
  97030. if (bone.getParent()) {
  97031. tempVec.addInPlace(mesh.getAbsolutePosition());
  97032. bone.setAbsolutePosition(tempVec, boneMesh);
  97033. }
  97034. else {
  97035. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  97036. boneMesh.position.x -= tempVec.x;
  97037. boneMesh.position.y -= tempVec.y;
  97038. boneMesh.position.z -= tempVec.z;
  97039. }
  97040. };
  97041. /**
  97042. * Sync impostor to a bone
  97043. * @param bone The bone that the impostor will be synced to.
  97044. * @param boneMesh The mesh that the bone is influencing.
  97045. * @param jointPivot The pivot of the joint / bone in local space.
  97046. * @param distToJoint Optional distance from the impostor to the joint.
  97047. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97048. * @param boneAxis Optional vector3 axis the bone is aligned with
  97049. */
  97050. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  97051. var mesh = this.object;
  97052. if (mesh.rotationQuaternion) {
  97053. if (adjustRotation) {
  97054. var tempQuat = PhysicsImpostor._tmpQuat;
  97055. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  97056. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  97057. }
  97058. else {
  97059. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  97060. }
  97061. }
  97062. var pos = PhysicsImpostor._tmpVecs[0];
  97063. var boneDir = PhysicsImpostor._tmpVecs[1];
  97064. if (!boneAxis) {
  97065. boneAxis = PhysicsImpostor._tmpVecs[2];
  97066. boneAxis.x = 0;
  97067. boneAxis.y = 1;
  97068. boneAxis.z = 0;
  97069. }
  97070. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  97071. bone.getAbsolutePositionToRef(boneMesh, pos);
  97072. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  97073. distToJoint = jointPivot.length();
  97074. }
  97075. if (distToJoint !== undefined && distToJoint !== null) {
  97076. pos.x += boneDir.x * distToJoint;
  97077. pos.y += boneDir.y * distToJoint;
  97078. pos.z += boneDir.z * distToJoint;
  97079. }
  97080. mesh.setAbsolutePosition(pos);
  97081. };
  97082. /**
  97083. * The default object size of the imposter
  97084. */
  97085. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  97086. /**
  97087. * The identity quaternion of the imposter
  97088. */
  97089. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  97090. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  97091. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  97092. //Impostor types
  97093. /**
  97094. * No-Imposter type
  97095. */
  97096. PhysicsImpostor.NoImpostor = 0;
  97097. /**
  97098. * Sphere-Imposter type
  97099. */
  97100. PhysicsImpostor.SphereImpostor = 1;
  97101. /**
  97102. * Box-Imposter type
  97103. */
  97104. PhysicsImpostor.BoxImpostor = 2;
  97105. /**
  97106. * Plane-Imposter type
  97107. */
  97108. PhysicsImpostor.PlaneImpostor = 3;
  97109. /**
  97110. * Mesh-imposter type
  97111. */
  97112. PhysicsImpostor.MeshImpostor = 4;
  97113. /**
  97114. * Cylinder-Imposter type
  97115. */
  97116. PhysicsImpostor.CylinderImpostor = 7;
  97117. /**
  97118. * Particle-Imposter type
  97119. */
  97120. PhysicsImpostor.ParticleImpostor = 8;
  97121. /**
  97122. * Heightmap-Imposter type
  97123. */
  97124. PhysicsImpostor.HeightmapImpostor = 9;
  97125. return PhysicsImpostor;
  97126. }());
  97127. BABYLON.PhysicsImpostor = PhysicsImpostor;
  97128. })(BABYLON || (BABYLON = {}));
  97129. //# sourceMappingURL=babylon.physicsImpostor.js.map
  97130. var BABYLON;
  97131. (function (BABYLON) {
  97132. /**
  97133. * Class used to control physics engine
  97134. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  97135. */
  97136. var PhysicsEngine = /** @class */ (function () {
  97137. /**
  97138. * Creates a new Physics Engine
  97139. * @param gravity defines the gravity vector used by the simulation
  97140. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  97141. */
  97142. function PhysicsEngine(gravity, _physicsPlugin) {
  97143. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  97144. this._physicsPlugin = _physicsPlugin;
  97145. this._impostors = [];
  97146. this._joints = [];
  97147. if (!this._physicsPlugin.isSupported()) {
  97148. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  97149. + "Please make sure it is included.");
  97150. }
  97151. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  97152. this.setGravity(gravity);
  97153. this.setTimeStep();
  97154. }
  97155. /**
  97156. * Sets the gravity vector used by the simulation
  97157. * @param gravity defines the gravity vector to use
  97158. */
  97159. PhysicsEngine.prototype.setGravity = function (gravity) {
  97160. this.gravity = gravity;
  97161. this._physicsPlugin.setGravity(this.gravity);
  97162. };
  97163. /**
  97164. * Set the time step of the physics engine.
  97165. * Default is 1/60.
  97166. * To slow it down, enter 1/600 for example.
  97167. * To speed it up, 1/30
  97168. * @param newTimeStep defines the new timestep to apply to this world.
  97169. */
  97170. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  97171. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  97172. this._physicsPlugin.setTimeStep(newTimeStep);
  97173. };
  97174. /**
  97175. * Get the time step of the physics engine.
  97176. * @returns the current time step
  97177. */
  97178. PhysicsEngine.prototype.getTimeStep = function () {
  97179. return this._physicsPlugin.getTimeStep();
  97180. };
  97181. /**
  97182. * Release all resources
  97183. */
  97184. PhysicsEngine.prototype.dispose = function () {
  97185. this._impostors.forEach(function (impostor) {
  97186. impostor.dispose();
  97187. });
  97188. this._physicsPlugin.dispose();
  97189. };
  97190. /**
  97191. * Gets the name of the current physics plugin
  97192. * @returns the name of the plugin
  97193. */
  97194. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  97195. return this._physicsPlugin.name;
  97196. };
  97197. /**
  97198. * Adding a new impostor for the impostor tracking.
  97199. * This will be done by the impostor itself.
  97200. * @param impostor the impostor to add
  97201. */
  97202. PhysicsEngine.prototype.addImpostor = function (impostor) {
  97203. impostor.uniqueId = this._impostors.push(impostor);
  97204. //if no parent, generate the body
  97205. if (!impostor.parent) {
  97206. this._physicsPlugin.generatePhysicsBody(impostor);
  97207. }
  97208. };
  97209. /**
  97210. * Remove an impostor from the engine.
  97211. * This impostor and its mesh will not longer be updated by the physics engine.
  97212. * @param impostor the impostor to remove
  97213. */
  97214. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  97215. var index = this._impostors.indexOf(impostor);
  97216. if (index > -1) {
  97217. var removed = this._impostors.splice(index, 1);
  97218. //Is it needed?
  97219. if (removed.length) {
  97220. //this will also remove it from the world.
  97221. removed[0].physicsBody = null;
  97222. }
  97223. }
  97224. };
  97225. /**
  97226. * Add a joint to the physics engine
  97227. * @param mainImpostor defines the main impostor to which the joint is added.
  97228. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  97229. * @param joint defines the joint that will connect both impostors.
  97230. */
  97231. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  97232. var impostorJoint = {
  97233. mainImpostor: mainImpostor,
  97234. connectedImpostor: connectedImpostor,
  97235. joint: joint
  97236. };
  97237. joint.physicsPlugin = this._physicsPlugin;
  97238. this._joints.push(impostorJoint);
  97239. this._physicsPlugin.generateJoint(impostorJoint);
  97240. };
  97241. /**
  97242. * Removes a joint from the simulation
  97243. * @param mainImpostor defines the impostor used with the joint
  97244. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  97245. * @param joint defines the joint to remove
  97246. */
  97247. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  97248. var matchingJoints = this._joints.filter(function (impostorJoint) {
  97249. return (impostorJoint.connectedImpostor === connectedImpostor
  97250. && impostorJoint.joint === joint
  97251. && impostorJoint.mainImpostor === mainImpostor);
  97252. });
  97253. if (matchingJoints.length) {
  97254. this._physicsPlugin.removeJoint(matchingJoints[0]);
  97255. //TODO remove it from the list as well
  97256. }
  97257. };
  97258. /**
  97259. * Called by the scene. No need to call it.
  97260. * @param delta defines the timespam between frames
  97261. */
  97262. PhysicsEngine.prototype._step = function (delta) {
  97263. var _this = this;
  97264. //check if any mesh has no body / requires an update
  97265. this._impostors.forEach(function (impostor) {
  97266. if (impostor.isBodyInitRequired()) {
  97267. _this._physicsPlugin.generatePhysicsBody(impostor);
  97268. }
  97269. });
  97270. if (delta > 0.1) {
  97271. delta = 0.1;
  97272. }
  97273. else if (delta <= 0) {
  97274. delta = 1.0 / 60.0;
  97275. }
  97276. this._physicsPlugin.executeStep(delta, this._impostors);
  97277. };
  97278. /**
  97279. * Gets the current plugin used to run the simulation
  97280. * @returns current plugin
  97281. */
  97282. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  97283. return this._physicsPlugin;
  97284. };
  97285. /**
  97286. * Gets the list of physic impostors
  97287. * @returns an array of PhysicsImpostor
  97288. */
  97289. PhysicsEngine.prototype.getImpostors = function () {
  97290. return this._impostors;
  97291. };
  97292. /**
  97293. * Gets the impostor for a physics enabled object
  97294. * @param object defines the object impersonated by the impostor
  97295. * @returns the PhysicsImpostor or null if not found
  97296. */
  97297. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  97298. for (var i = 0; i < this._impostors.length; ++i) {
  97299. if (this._impostors[i].object === object) {
  97300. return this._impostors[i];
  97301. }
  97302. }
  97303. return null;
  97304. };
  97305. /**
  97306. * Gets the impostor for a physics body object
  97307. * @param body defines physics body used by the impostor
  97308. * @returns the PhysicsImpostor or null if not found
  97309. */
  97310. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  97311. for (var i = 0; i < this._impostors.length; ++i) {
  97312. if (this._impostors[i].physicsBody === body) {
  97313. return this._impostors[i];
  97314. }
  97315. }
  97316. return null;
  97317. };
  97318. /**
  97319. * Global value used to control the smallest number supported by the simulation
  97320. */
  97321. PhysicsEngine.Epsilon = 0.001;
  97322. return PhysicsEngine;
  97323. }());
  97324. BABYLON.PhysicsEngine = PhysicsEngine;
  97325. })(BABYLON || (BABYLON = {}));
  97326. //# sourceMappingURL=babylon.physicsEngine.js.map
  97327. var BABYLON;
  97328. (function (BABYLON) {
  97329. /**
  97330. * A helper for physics simulations
  97331. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97332. */
  97333. var PhysicsHelper = /** @class */ (function () {
  97334. /**
  97335. * Initializes the Physics helper
  97336. * @param scene Babylon.js scene
  97337. */
  97338. function PhysicsHelper(scene) {
  97339. this._scene = scene;
  97340. this._physicsEngine = this._scene.getPhysicsEngine();
  97341. if (!this._physicsEngine) {
  97342. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  97343. }
  97344. }
  97345. /**
  97346. * Applies a radial explosion impulse
  97347. * @param origin the origin of the explosion
  97348. * @param radius the explosion radius
  97349. * @param strength the explosion strength
  97350. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97351. * @returns A physics radial explosion event, or null
  97352. */
  97353. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  97354. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97355. if (!this._physicsEngine) {
  97356. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  97357. return null;
  97358. }
  97359. var impostors = this._physicsEngine.getImpostors();
  97360. if (impostors.length === 0) {
  97361. return null;
  97362. }
  97363. var event = new PhysicsRadialExplosionEvent(this._scene);
  97364. impostors.forEach(function (impostor) {
  97365. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97366. if (!impostorForceAndContactPoint) {
  97367. return;
  97368. }
  97369. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97370. });
  97371. event.dispose(false);
  97372. return event;
  97373. };
  97374. /**
  97375. * Applies a radial explosion force
  97376. * @param origin the origin of the explosion
  97377. * @param radius the explosion radius
  97378. * @param strength the explosion strength
  97379. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97380. * @returns A physics radial explosion event, or null
  97381. */
  97382. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  97383. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97384. if (!this._physicsEngine) {
  97385. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97386. return null;
  97387. }
  97388. var impostors = this._physicsEngine.getImpostors();
  97389. if (impostors.length === 0) {
  97390. return null;
  97391. }
  97392. var event = new PhysicsRadialExplosionEvent(this._scene);
  97393. impostors.forEach(function (impostor) {
  97394. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97395. if (!impostorForceAndContactPoint) {
  97396. return;
  97397. }
  97398. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97399. });
  97400. event.dispose(false);
  97401. return event;
  97402. };
  97403. /**
  97404. * Creates a gravitational field
  97405. * @param origin the origin of the explosion
  97406. * @param radius the explosion radius
  97407. * @param strength the explosion strength
  97408. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97409. * @returns A physics gravitational field event, or null
  97410. */
  97411. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  97412. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97413. if (!this._physicsEngine) {
  97414. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97415. return null;
  97416. }
  97417. var impostors = this._physicsEngine.getImpostors();
  97418. if (impostors.length === 0) {
  97419. return null;
  97420. }
  97421. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  97422. event.dispose(false);
  97423. return event;
  97424. };
  97425. /**
  97426. * Creates a physics updraft event
  97427. * @param origin the origin of the updraft
  97428. * @param radius the radius of the updraft
  97429. * @param strength the strength of the updraft
  97430. * @param height the height of the updraft
  97431. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  97432. * @returns A physics updraft event, or null
  97433. */
  97434. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  97435. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  97436. if (!this._physicsEngine) {
  97437. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97438. return null;
  97439. }
  97440. if (this._physicsEngine.getImpostors().length === 0) {
  97441. return null;
  97442. }
  97443. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  97444. event.dispose(false);
  97445. return event;
  97446. };
  97447. /**
  97448. * Creates a physics vortex event
  97449. * @param origin the of the vortex
  97450. * @param radius the radius of the vortex
  97451. * @param strength the strength of the vortex
  97452. * @param height the height of the vortex
  97453. * @returns a Physics vortex event, or null
  97454. * A physics vortex event or null
  97455. */
  97456. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  97457. if (!this._physicsEngine) {
  97458. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97459. return null;
  97460. }
  97461. if (this._physicsEngine.getImpostors().length === 0) {
  97462. return null;
  97463. }
  97464. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  97465. event.dispose(false);
  97466. return event;
  97467. };
  97468. return PhysicsHelper;
  97469. }());
  97470. BABYLON.PhysicsHelper = PhysicsHelper;
  97471. /**
  97472. * Represents a physics radial explosion event
  97473. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97474. */
  97475. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  97476. /**
  97477. * Initializes a radial explosioin event
  97478. * @param scene BabylonJS scene
  97479. */
  97480. function PhysicsRadialExplosionEvent(scene) {
  97481. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  97482. this._rays = [];
  97483. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  97484. this._scene = scene;
  97485. }
  97486. /**
  97487. * Returns the data related to the radial explosion event (sphere & rays).
  97488. * @returns The radial explosion event data
  97489. */
  97490. PhysicsRadialExplosionEvent.prototype.getData = function () {
  97491. this._dataFetched = true;
  97492. return {
  97493. sphere: this._sphere,
  97494. rays: this._rays,
  97495. };
  97496. };
  97497. /**
  97498. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  97499. * @param impostor A physics imposter
  97500. * @param origin the origin of the explosion
  97501. * @param radius the explosion radius
  97502. * @param strength the explosion strength
  97503. * @param falloff possible options: Constant & Linear
  97504. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  97505. */
  97506. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  97507. if (impostor.mass === 0) {
  97508. return null;
  97509. }
  97510. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  97511. return null;
  97512. }
  97513. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  97514. return null;
  97515. }
  97516. var impostorObjectCenter = impostor.getObjectCenter();
  97517. var direction = impostorObjectCenter.subtract(origin);
  97518. var ray = new BABYLON.Ray(origin, direction, radius);
  97519. this._rays.push(ray);
  97520. var hit = ray.intersectsMesh(impostor.object);
  97521. var contactPoint = hit.pickedPoint;
  97522. if (!contactPoint) {
  97523. return null;
  97524. }
  97525. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  97526. if (distanceFromOrigin > radius) {
  97527. return null;
  97528. }
  97529. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  97530. ? strength
  97531. : strength * (1 - (distanceFromOrigin / radius));
  97532. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97533. return { force: force, contactPoint: contactPoint };
  97534. };
  97535. /**
  97536. * Disposes the sphere.
  97537. * @param force Specifies if the sphere should be disposed by force
  97538. */
  97539. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  97540. var _this = this;
  97541. if (force === void 0) { force = true; }
  97542. if (force) {
  97543. this._sphere.dispose();
  97544. }
  97545. else {
  97546. setTimeout(function () {
  97547. if (!_this._dataFetched) {
  97548. _this._sphere.dispose();
  97549. }
  97550. }, 0);
  97551. }
  97552. };
  97553. /*** Helpers ***/
  97554. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  97555. if (!this._sphere) {
  97556. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  97557. this._sphere.isVisible = false;
  97558. }
  97559. };
  97560. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  97561. var impostorObject = impostor.object;
  97562. this._prepareSphere();
  97563. this._sphere.position = origin;
  97564. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  97565. this._sphere._updateBoundingInfo();
  97566. this._sphere.computeWorldMatrix(true);
  97567. return this._sphere.intersectsMesh(impostorObject, true);
  97568. };
  97569. return PhysicsRadialExplosionEvent;
  97570. }());
  97571. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  97572. /**
  97573. * Represents a gravitational field event
  97574. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97575. */
  97576. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  97577. /**
  97578. * Initializes the physics gravitational field event
  97579. * @param physicsHelper A physics helper
  97580. * @param scene BabylonJS scene
  97581. * @param origin The origin position of the gravitational field event
  97582. * @param radius The radius of the gravitational field event
  97583. * @param strength The strength of the gravitational field event
  97584. * @param falloff The falloff for the gravitational field event
  97585. */
  97586. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  97587. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97588. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97589. this._physicsHelper = physicsHelper;
  97590. this._scene = scene;
  97591. this._origin = origin;
  97592. this._radius = radius;
  97593. this._strength = strength;
  97594. this._falloff = falloff;
  97595. this._tickCallback = this._tick.bind(this);
  97596. }
  97597. /**
  97598. * Returns the data related to the gravitational field event (sphere).
  97599. * @returns A gravitational field event
  97600. */
  97601. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  97602. this._dataFetched = true;
  97603. return {
  97604. sphere: this._sphere,
  97605. };
  97606. };
  97607. /**
  97608. * Enables the gravitational field.
  97609. */
  97610. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  97611. this._tickCallback.call(this);
  97612. this._scene.registerBeforeRender(this._tickCallback);
  97613. };
  97614. /**
  97615. * Disables the gravitational field.
  97616. */
  97617. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  97618. this._scene.unregisterBeforeRender(this._tickCallback);
  97619. };
  97620. /**
  97621. * Disposes the sphere.
  97622. * @param force The force to dispose from the gravitational field event
  97623. */
  97624. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  97625. var _this = this;
  97626. if (force === void 0) { force = true; }
  97627. if (force) {
  97628. this._sphere.dispose();
  97629. }
  97630. else {
  97631. setTimeout(function () {
  97632. if (!_this._dataFetched) {
  97633. _this._sphere.dispose();
  97634. }
  97635. }, 0);
  97636. }
  97637. };
  97638. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  97639. // Since the params won't change, we fetch the event only once
  97640. if (this._sphere) {
  97641. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97642. }
  97643. else {
  97644. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97645. if (radialExplosionEvent) {
  97646. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  97647. }
  97648. }
  97649. };
  97650. return PhysicsGravitationalFieldEvent;
  97651. }());
  97652. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  97653. /**
  97654. * Represents a physics updraft event
  97655. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97656. */
  97657. var PhysicsUpdraftEvent = /** @class */ (function () {
  97658. /**
  97659. * Initializes the physics updraft event
  97660. * @param _scene BabylonJS scene
  97661. * @param _origin The origin position of the updraft
  97662. * @param _radius The radius of the updraft
  97663. * @param _strength The strength of the updraft
  97664. * @param _height The height of the updraft
  97665. * @param _updraftMode The mode of the updraft
  97666. */
  97667. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  97668. this._scene = _scene;
  97669. this._origin = _origin;
  97670. this._radius = _radius;
  97671. this._strength = _strength;
  97672. this._height = _height;
  97673. this._updraftMode = _updraftMode;
  97674. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  97675. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  97676. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  97677. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97678. this._physicsEngine = this._scene.getPhysicsEngine();
  97679. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  97680. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  97681. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  97682. this._originDirection = this._origin.subtract(this._originTop).normalize();
  97683. }
  97684. this._tickCallback = this._tick.bind(this);
  97685. }
  97686. /**
  97687. * Returns the data related to the updraft event (cylinder).
  97688. * @returns A physics updraft event
  97689. */
  97690. PhysicsUpdraftEvent.prototype.getData = function () {
  97691. this._dataFetched = true;
  97692. return {
  97693. cylinder: this._cylinder,
  97694. };
  97695. };
  97696. /**
  97697. * Enables the updraft.
  97698. */
  97699. PhysicsUpdraftEvent.prototype.enable = function () {
  97700. this._tickCallback.call(this);
  97701. this._scene.registerBeforeRender(this._tickCallback);
  97702. };
  97703. /**
  97704. * Disables the cortex.
  97705. */
  97706. PhysicsUpdraftEvent.prototype.disable = function () {
  97707. this._scene.unregisterBeforeRender(this._tickCallback);
  97708. };
  97709. /**
  97710. * Disposes the sphere.
  97711. * @param force Specifies if the updraft should be disposed by force
  97712. */
  97713. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  97714. var _this = this;
  97715. if (force === void 0) { force = true; }
  97716. if (force) {
  97717. this._cylinder.dispose();
  97718. }
  97719. else {
  97720. setTimeout(function () {
  97721. if (!_this._dataFetched) {
  97722. _this._cylinder.dispose();
  97723. }
  97724. }, 0);
  97725. }
  97726. };
  97727. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  97728. if (impostor.mass === 0) {
  97729. return null;
  97730. }
  97731. if (!this._intersectsWithCylinder(impostor)) {
  97732. return null;
  97733. }
  97734. var impostorObjectCenter = impostor.getObjectCenter();
  97735. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  97736. var direction = this._originDirection;
  97737. }
  97738. else {
  97739. var direction = impostorObjectCenter.subtract(this._originTop);
  97740. }
  97741. var multiplier = this._strength * -1;
  97742. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97743. return { force: force, contactPoint: impostorObjectCenter };
  97744. };
  97745. PhysicsUpdraftEvent.prototype._tick = function () {
  97746. var _this = this;
  97747. this._physicsEngine.getImpostors().forEach(function (impostor) {
  97748. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  97749. if (!impostorForceAndContactPoint) {
  97750. return;
  97751. }
  97752. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97753. });
  97754. };
  97755. /*** Helpers ***/
  97756. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  97757. if (!this._cylinder) {
  97758. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  97759. height: this._height,
  97760. diameter: this._radius * 2,
  97761. }, this._scene);
  97762. this._cylinder.isVisible = false;
  97763. }
  97764. };
  97765. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  97766. var impostorObject = impostor.object;
  97767. this._prepareCylinder();
  97768. this._cylinder.position = this._cylinderPosition;
  97769. return this._cylinder.intersectsMesh(impostorObject, true);
  97770. };
  97771. return PhysicsUpdraftEvent;
  97772. }());
  97773. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  97774. /**
  97775. * Represents a physics vortex event
  97776. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97777. */
  97778. var PhysicsVortexEvent = /** @class */ (function () {
  97779. /**
  97780. * Initializes the physics vortex event
  97781. * @param _scene The BabylonJS scene
  97782. * @param _origin The origin position of the vortex
  97783. * @param _radius The radius of the vortex
  97784. * @param _strength The strength of the vortex
  97785. * @param _height The height of the vortex
  97786. */
  97787. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  97788. this._scene = _scene;
  97789. this._origin = _origin;
  97790. this._radius = _radius;
  97791. this._strength = _strength;
  97792. this._height = _height;
  97793. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  97794. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  97795. this._updraftMultiplier = 0.02;
  97796. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  97797. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97798. this._physicsEngine = this._scene.getPhysicsEngine();
  97799. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  97800. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  97801. this._tickCallback = this._tick.bind(this);
  97802. }
  97803. /**
  97804. * Returns the data related to the vortex event (cylinder).
  97805. * @returns The physics vortex event data
  97806. */
  97807. PhysicsVortexEvent.prototype.getData = function () {
  97808. this._dataFetched = true;
  97809. return {
  97810. cylinder: this._cylinder,
  97811. };
  97812. };
  97813. /**
  97814. * Enables the vortex.
  97815. */
  97816. PhysicsVortexEvent.prototype.enable = function () {
  97817. this._tickCallback.call(this);
  97818. this._scene.registerBeforeRender(this._tickCallback);
  97819. };
  97820. /**
  97821. * Disables the cortex.
  97822. */
  97823. PhysicsVortexEvent.prototype.disable = function () {
  97824. this._scene.unregisterBeforeRender(this._tickCallback);
  97825. };
  97826. /**
  97827. * Disposes the sphere.
  97828. * @param force
  97829. */
  97830. PhysicsVortexEvent.prototype.dispose = function (force) {
  97831. var _this = this;
  97832. if (force === void 0) { force = true; }
  97833. if (force) {
  97834. this._cylinder.dispose();
  97835. }
  97836. else {
  97837. setTimeout(function () {
  97838. if (!_this._dataFetched) {
  97839. _this._cylinder.dispose();
  97840. }
  97841. }, 0);
  97842. }
  97843. };
  97844. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  97845. if (impostor.mass === 0) {
  97846. return null;
  97847. }
  97848. if (!this._intersectsWithCylinder(impostor)) {
  97849. return null;
  97850. }
  97851. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  97852. return null;
  97853. }
  97854. var impostorObjectCenter = impostor.getObjectCenter();
  97855. 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)
  97856. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  97857. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  97858. var hit = ray.intersectsMesh(impostor.object);
  97859. var contactPoint = hit.pickedPoint;
  97860. if (!contactPoint) {
  97861. return null;
  97862. }
  97863. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  97864. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  97865. var directionToOrigin = contactPoint.normalize();
  97866. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  97867. directionToOrigin = directionToOrigin.negate();
  97868. }
  97869. // TODO: find a more physically based solution
  97870. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  97871. var forceX = directionToOrigin.x * this._strength / 8;
  97872. var forceY = directionToOrigin.y * this._updraftMultiplier;
  97873. var forceZ = directionToOrigin.z * this._strength / 8;
  97874. }
  97875. else {
  97876. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  97877. var forceY = this._originTop.y * this._updraftMultiplier;
  97878. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  97879. }
  97880. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  97881. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  97882. return { force: force, contactPoint: impostorObjectCenter };
  97883. };
  97884. PhysicsVortexEvent.prototype._tick = function () {
  97885. var _this = this;
  97886. this._physicsEngine.getImpostors().forEach(function (impostor) {
  97887. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  97888. if (!impostorForceAndContactPoint) {
  97889. return;
  97890. }
  97891. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97892. });
  97893. };
  97894. /*** Helpers ***/
  97895. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  97896. if (!this._cylinder) {
  97897. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  97898. height: this._height,
  97899. diameter: this._radius * 2,
  97900. }, this._scene);
  97901. this._cylinder.isVisible = false;
  97902. }
  97903. };
  97904. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  97905. var impostorObject = impostor.object;
  97906. this._prepareCylinder();
  97907. this._cylinder.position = this._cylinderPosition;
  97908. return this._cylinder.intersectsMesh(impostorObject, true);
  97909. };
  97910. return PhysicsVortexEvent;
  97911. }());
  97912. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  97913. /**
  97914. * The strenght of the force in correspondence to the distance of the affected object
  97915. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97916. */
  97917. var PhysicsRadialImpulseFalloff;
  97918. (function (PhysicsRadialImpulseFalloff) {
  97919. /** Defines that impulse is constant in strength across it's whole radius */
  97920. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  97921. /** DEfines that impulse gets weaker if it's further from the origin */
  97922. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  97923. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  97924. /**
  97925. * The strength of the force in correspondence to the distance of the affected object
  97926. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97927. */
  97928. var PhysicsUpdraftMode;
  97929. (function (PhysicsUpdraftMode) {
  97930. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  97931. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  97932. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  97933. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  97934. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  97935. })(BABYLON || (BABYLON = {}));
  97936. //# sourceMappingURL=babylon.physicsHelper.js.map
  97937. var BABYLON;
  97938. (function (BABYLON) {
  97939. /** @hidden */
  97940. var CannonJSPlugin = /** @class */ (function () {
  97941. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  97942. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  97943. if (iterations === void 0) { iterations = 10; }
  97944. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  97945. this.name = "CannonJSPlugin";
  97946. this._physicsMaterials = new Array();
  97947. this._fixedTimeStep = 1 / 60;
  97948. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  97949. this.BJSCANNON = CANNON;
  97950. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  97951. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  97952. this._tmpPosition = BABYLON.Vector3.Zero();
  97953. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  97954. this._tmpUnityRotation = new BABYLON.Quaternion();
  97955. if (!this.isSupported()) {
  97956. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  97957. return;
  97958. }
  97959. this._extendNamespace();
  97960. this.world = new this.BJSCANNON.World();
  97961. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  97962. this.world.solver.iterations = iterations;
  97963. }
  97964. CannonJSPlugin.prototype.setGravity = function (gravity) {
  97965. this.world.gravity.copy(gravity);
  97966. };
  97967. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  97968. this._fixedTimeStep = timeStep;
  97969. };
  97970. CannonJSPlugin.prototype.getTimeStep = function () {
  97971. return this._fixedTimeStep;
  97972. };
  97973. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  97974. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  97975. };
  97976. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  97977. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  97978. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  97979. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  97980. };
  97981. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  97982. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  97983. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  97984. impostor.physicsBody.applyForce(impulse, worldPoint);
  97985. };
  97986. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  97987. //parent-child relationship. Does this impostor has a parent impostor?
  97988. if (impostor.parent) {
  97989. if (impostor.physicsBody) {
  97990. this.removePhysicsBody(impostor);
  97991. //TODO is that needed?
  97992. impostor.forceUpdate();
  97993. }
  97994. return;
  97995. }
  97996. //should a new body be created for this impostor?
  97997. if (impostor.isBodyInitRequired()) {
  97998. var shape = this._createShape(impostor);
  97999. //unregister events, if body is being changed
  98000. var oldBody = impostor.physicsBody;
  98001. if (oldBody) {
  98002. this.removePhysicsBody(impostor);
  98003. }
  98004. //create the body and material
  98005. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  98006. var bodyCreationObject = {
  98007. mass: impostor.getParam("mass"),
  98008. material: material
  98009. };
  98010. // A simple extend, in case native options were used.
  98011. var nativeOptions = impostor.getParam("nativeOptions");
  98012. for (var key in nativeOptions) {
  98013. if (nativeOptions.hasOwnProperty(key)) {
  98014. bodyCreationObject[key] = nativeOptions[key];
  98015. }
  98016. }
  98017. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  98018. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  98019. this.world.addEventListener("preStep", impostor.beforeStep);
  98020. this.world.addEventListener("postStep", impostor.afterStep);
  98021. impostor.physicsBody.addShape(shape);
  98022. this.world.add(impostor.physicsBody);
  98023. //try to keep the body moving in the right direction by taking old properties.
  98024. //Should be tested!
  98025. if (oldBody) {
  98026. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  98027. impostor.physicsBody[param].copy(oldBody[param]);
  98028. });
  98029. }
  98030. this._processChildMeshes(impostor);
  98031. }
  98032. //now update the body's transformation
  98033. this._updatePhysicsBodyTransformation(impostor);
  98034. };
  98035. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  98036. var _this = this;
  98037. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  98038. var currentRotation = mainImpostor.object.rotationQuaternion;
  98039. if (meshChildren.length) {
  98040. var processMesh = function (localPosition, mesh) {
  98041. if (!currentRotation || !mesh.rotationQuaternion) {
  98042. return;
  98043. }
  98044. var childImpostor = mesh.getPhysicsImpostor();
  98045. if (childImpostor) {
  98046. var parent = childImpostor.parent;
  98047. if (parent !== mainImpostor) {
  98048. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  98049. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  98050. if (childImpostor.physicsBody) {
  98051. _this.removePhysicsBody(childImpostor);
  98052. childImpostor.physicsBody = null;
  98053. }
  98054. childImpostor.parent = mainImpostor;
  98055. childImpostor.resetUpdateFlags();
  98056. 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));
  98057. //Add the mass of the children.
  98058. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  98059. }
  98060. }
  98061. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  98062. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  98063. };
  98064. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  98065. }
  98066. };
  98067. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98068. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  98069. this.world.removeEventListener("preStep", impostor.beforeStep);
  98070. this.world.removeEventListener("postStep", impostor.afterStep);
  98071. this.world.remove(impostor.physicsBody);
  98072. };
  98073. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98074. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98075. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98076. if (!mainBody || !connectedBody) {
  98077. return;
  98078. }
  98079. var constraint;
  98080. var jointData = impostorJoint.joint.jointData;
  98081. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  98082. var constraintData = {
  98083. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  98084. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  98085. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  98086. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  98087. maxForce: jointData.nativeParams.maxForce,
  98088. collideConnected: !!jointData.collision
  98089. };
  98090. switch (impostorJoint.joint.type) {
  98091. case BABYLON.PhysicsJoint.HingeJoint:
  98092. case BABYLON.PhysicsJoint.Hinge2Joint:
  98093. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  98094. break;
  98095. case BABYLON.PhysicsJoint.DistanceJoint:
  98096. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  98097. break;
  98098. case BABYLON.PhysicsJoint.SpringJoint:
  98099. var springData = jointData;
  98100. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  98101. restLength: springData.length,
  98102. stiffness: springData.stiffness,
  98103. damping: springData.damping,
  98104. localAnchorA: constraintData.pivotA,
  98105. localAnchorB: constraintData.pivotB
  98106. });
  98107. break;
  98108. case BABYLON.PhysicsJoint.LockJoint:
  98109. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  98110. break;
  98111. case BABYLON.PhysicsJoint.PointToPointJoint:
  98112. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98113. default:
  98114. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  98115. break;
  98116. }
  98117. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  98118. constraint.collideConnected = !!jointData.collision;
  98119. impostorJoint.joint.physicsJoint = constraint;
  98120. //don't add spring as constraint, as it is not one.
  98121. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98122. this.world.addConstraint(constraint);
  98123. }
  98124. else {
  98125. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  98126. constraint.applyForce();
  98127. };
  98128. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98129. }
  98130. };
  98131. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98132. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98133. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  98134. }
  98135. else {
  98136. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98137. }
  98138. };
  98139. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  98140. var index;
  98141. var mat;
  98142. for (index = 0; index < this._physicsMaterials.length; index++) {
  98143. mat = this._physicsMaterials[index];
  98144. if (mat.friction === friction && mat.restitution === restitution) {
  98145. return mat;
  98146. }
  98147. }
  98148. var currentMat = new this.BJSCANNON.Material(name);
  98149. currentMat.friction = friction;
  98150. currentMat.restitution = restitution;
  98151. this._physicsMaterials.push(currentMat);
  98152. return currentMat;
  98153. };
  98154. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  98155. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  98156. };
  98157. CannonJSPlugin.prototype._createShape = function (impostor) {
  98158. var object = impostor.object;
  98159. var returnValue;
  98160. var extendSize = impostor.getObjectExtendSize();
  98161. switch (impostor.type) {
  98162. case BABYLON.PhysicsImpostor.SphereImpostor:
  98163. var radiusX = extendSize.x;
  98164. var radiusY = extendSize.y;
  98165. var radiusZ = extendSize.z;
  98166. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  98167. break;
  98168. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  98169. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98170. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  98171. break;
  98172. case BABYLON.PhysicsImpostor.BoxImpostor:
  98173. var box = extendSize.scale(0.5);
  98174. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  98175. break;
  98176. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98177. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  98178. returnValue = new this.BJSCANNON.Plane();
  98179. break;
  98180. case BABYLON.PhysicsImpostor.MeshImpostor:
  98181. // should transform the vertex data to world coordinates!!
  98182. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  98183. var rawFaces = object.getIndices ? object.getIndices() : [];
  98184. if (!rawVerts) {
  98185. return;
  98186. }
  98187. // get only scale! so the object could transform correctly.
  98188. var oldPosition = object.position.clone();
  98189. var oldRotation = object.rotation && object.rotation.clone();
  98190. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  98191. object.position.copyFromFloats(0, 0, 0);
  98192. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98193. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98194. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98195. var transform = object.computeWorldMatrix(true);
  98196. // convert rawVerts to object space
  98197. var temp = new Array();
  98198. var index;
  98199. for (index = 0; index < rawVerts.length; index += 3) {
  98200. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  98201. }
  98202. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  98203. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  98204. //now set back the transformation!
  98205. object.position.copyFrom(oldPosition);
  98206. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  98207. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  98208. break;
  98209. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  98210. var oldPosition2 = object.position.clone();
  98211. var oldRotation2 = object.rotation && object.rotation.clone();
  98212. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  98213. object.position.copyFromFloats(0, 0, 0);
  98214. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98215. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98216. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98217. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  98218. returnValue = this._createHeightmap(object);
  98219. object.position.copyFrom(oldPosition2);
  98220. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  98221. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  98222. object.computeWorldMatrix(true);
  98223. break;
  98224. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98225. returnValue = new this.BJSCANNON.Particle();
  98226. break;
  98227. }
  98228. return returnValue;
  98229. };
  98230. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  98231. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  98232. var transform = object.computeWorldMatrix(true);
  98233. // convert rawVerts to object space
  98234. var temp = new Array();
  98235. var index;
  98236. for (index = 0; index < pos.length; index += 3) {
  98237. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  98238. }
  98239. pos = temp;
  98240. var matrix = new Array();
  98241. //For now pointDepth will not be used and will be automatically calculated.
  98242. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  98243. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  98244. var boundingInfo = object.getBoundingInfo();
  98245. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  98246. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  98247. var elementSize = dim * 2 / arraySize;
  98248. for (var i = 0; i < pos.length; i = i + 3) {
  98249. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  98250. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  98251. var y = -pos[i + 2] + minY;
  98252. if (!matrix[x]) {
  98253. matrix[x] = [];
  98254. }
  98255. if (!matrix[x][z]) {
  98256. matrix[x][z] = y;
  98257. }
  98258. matrix[x][z] = Math.max(y, matrix[x][z]);
  98259. }
  98260. for (var x = 0; x <= arraySize; ++x) {
  98261. if (!matrix[x]) {
  98262. var loc = 1;
  98263. while (!matrix[(x + loc) % arraySize]) {
  98264. loc++;
  98265. }
  98266. matrix[x] = matrix[(x + loc) % arraySize].slice();
  98267. //console.log("missing x", x);
  98268. }
  98269. for (var z = 0; z <= arraySize; ++z) {
  98270. if (!matrix[x][z]) {
  98271. var loc = 1;
  98272. var newValue;
  98273. while (newValue === undefined) {
  98274. newValue = matrix[x][(z + loc++) % arraySize];
  98275. }
  98276. matrix[x][z] = newValue;
  98277. }
  98278. }
  98279. }
  98280. var shape = new this.BJSCANNON.Heightfield(matrix, {
  98281. elementSize: elementSize
  98282. });
  98283. //For future reference, needed for body transformation
  98284. shape.minY = minY;
  98285. return shape;
  98286. };
  98287. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  98288. var object = impostor.object;
  98289. //make sure it is updated...
  98290. object.computeWorldMatrix && object.computeWorldMatrix(true);
  98291. // The delta between the mesh position and the mesh bounding box center
  98292. var bInfo = object.getBoundingInfo();
  98293. if (!bInfo) {
  98294. return;
  98295. }
  98296. var center = impostor.getObjectCenter();
  98297. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  98298. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  98299. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  98300. this._tmpPosition.copyFrom(center);
  98301. var quaternion = object.rotationQuaternion;
  98302. if (!quaternion) {
  98303. return;
  98304. }
  98305. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  98306. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  98307. //-90 DEG in X, precalculated
  98308. quaternion = quaternion.multiply(this._minus90X);
  98309. //Invert! (Precalculated, 90 deg in X)
  98310. //No need to clone. this will never change.
  98311. impostor.setDeltaRotation(this._plus90X);
  98312. }
  98313. //If it is a heightfield, if should be centered.
  98314. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  98315. var mesh = object;
  98316. var boundingInfo = mesh.getBoundingInfo();
  98317. //calculate the correct body position:
  98318. var rotationQuaternion = mesh.rotationQuaternion;
  98319. mesh.rotationQuaternion = this._tmpUnityRotation;
  98320. mesh.computeWorldMatrix(true);
  98321. //get original center with no rotation
  98322. var c = center.clone();
  98323. var oldPivot = mesh.getPivotMatrix();
  98324. if (oldPivot) {
  98325. // create a copy the pivot Matrix as it is modified in place
  98326. oldPivot = oldPivot.clone();
  98327. }
  98328. else {
  98329. oldPivot = BABYLON.Matrix.Identity();
  98330. }
  98331. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  98332. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  98333. mesh.setPreTransformMatrix(p);
  98334. mesh.computeWorldMatrix(true);
  98335. //calculate the translation
  98336. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  98337. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  98338. //add it inverted to the delta
  98339. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  98340. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  98341. //rotation is back
  98342. mesh.rotationQuaternion = rotationQuaternion;
  98343. mesh.setPreTransformMatrix(oldPivot);
  98344. mesh.computeWorldMatrix(true);
  98345. }
  98346. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  98347. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  98348. //this._tmpPosition.copyFrom(object.position);
  98349. }
  98350. impostor.setDeltaPosition(this._tmpDeltaPosition);
  98351. //Now update the impostor object
  98352. impostor.physicsBody.position.copy(this._tmpPosition);
  98353. impostor.physicsBody.quaternion.copy(quaternion);
  98354. };
  98355. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98356. impostor.object.position.copyFrom(impostor.physicsBody.position);
  98357. if (impostor.object.rotationQuaternion) {
  98358. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  98359. }
  98360. };
  98361. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98362. impostor.physicsBody.position.copy(newPosition);
  98363. impostor.physicsBody.quaternion.copy(newRotation);
  98364. };
  98365. CannonJSPlugin.prototype.isSupported = function () {
  98366. return this.BJSCANNON !== undefined;
  98367. };
  98368. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98369. impostor.physicsBody.velocity.copy(velocity);
  98370. };
  98371. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  98372. impostor.physicsBody.angularVelocity.copy(velocity);
  98373. };
  98374. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  98375. var v = impostor.physicsBody.velocity;
  98376. if (!v) {
  98377. return null;
  98378. }
  98379. return new BABYLON.Vector3(v.x, v.y, v.z);
  98380. };
  98381. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  98382. var v = impostor.physicsBody.angularVelocity;
  98383. if (!v) {
  98384. return null;
  98385. }
  98386. return new BABYLON.Vector3(v.x, v.y, v.z);
  98387. };
  98388. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  98389. impostor.physicsBody.mass = mass;
  98390. impostor.physicsBody.updateMassProperties();
  98391. };
  98392. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  98393. return impostor.physicsBody.mass;
  98394. };
  98395. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  98396. return impostor.physicsBody.material.friction;
  98397. };
  98398. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  98399. impostor.physicsBody.material.friction = friction;
  98400. };
  98401. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  98402. return impostor.physicsBody.material.restitution;
  98403. };
  98404. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  98405. impostor.physicsBody.material.restitution = restitution;
  98406. };
  98407. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  98408. impostor.physicsBody.sleep();
  98409. };
  98410. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  98411. impostor.physicsBody.wakeUp();
  98412. };
  98413. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  98414. joint.physicsJoint.distance = maxDistance;
  98415. };
  98416. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98417. // if (!motorIndex) {
  98418. // joint.physicsJoint.enableMotor();
  98419. // }
  98420. // }
  98421. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98422. // if (!motorIndex) {
  98423. // joint.physicsJoint.disableMotor();
  98424. // }
  98425. // }
  98426. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  98427. if (!motorIndex) {
  98428. joint.physicsJoint.enableMotor();
  98429. joint.physicsJoint.setMotorSpeed(speed);
  98430. if (maxForce) {
  98431. this.setLimit(joint, maxForce);
  98432. }
  98433. }
  98434. };
  98435. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  98436. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  98437. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  98438. };
  98439. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  98440. var body = impostor.physicsBody;
  98441. mesh.position.x = body.position.x;
  98442. mesh.position.y = body.position.y;
  98443. mesh.position.z = body.position.z;
  98444. if (mesh.rotationQuaternion) {
  98445. mesh.rotationQuaternion.x = body.quaternion.x;
  98446. mesh.rotationQuaternion.y = body.quaternion.y;
  98447. mesh.rotationQuaternion.z = body.quaternion.z;
  98448. mesh.rotationQuaternion.w = body.quaternion.w;
  98449. }
  98450. };
  98451. CannonJSPlugin.prototype.getRadius = function (impostor) {
  98452. var shape = impostor.physicsBody.shapes[0];
  98453. return shape.boundingSphereRadius;
  98454. };
  98455. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  98456. var shape = impostor.physicsBody.shapes[0];
  98457. result.x = shape.halfExtents.x * 2;
  98458. result.y = shape.halfExtents.y * 2;
  98459. result.z = shape.halfExtents.z * 2;
  98460. };
  98461. CannonJSPlugin.prototype.dispose = function () {
  98462. };
  98463. CannonJSPlugin.prototype._extendNamespace = function () {
  98464. //this will force cannon to execute at least one step when using interpolation
  98465. var step_tmp1 = new this.BJSCANNON.Vec3();
  98466. var Engine = this.BJSCANNON;
  98467. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  98468. maxSubSteps = maxSubSteps || 10;
  98469. timeSinceLastCalled = timeSinceLastCalled || 0;
  98470. if (timeSinceLastCalled === 0) {
  98471. this.internalStep(dt);
  98472. this.time += dt;
  98473. }
  98474. else {
  98475. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  98476. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  98477. var t0 = performance.now();
  98478. for (var i = 0; i !== internalSteps; i++) {
  98479. this.internalStep(dt);
  98480. if (performance.now() - t0 > dt * 1000) {
  98481. break;
  98482. }
  98483. }
  98484. this.time += timeSinceLastCalled;
  98485. var h = this.time % dt;
  98486. var h_div_dt = h / dt;
  98487. var interpvelo = step_tmp1;
  98488. var bodies = this.bodies;
  98489. for (var j = 0; j !== bodies.length; j++) {
  98490. var b = bodies[j];
  98491. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  98492. b.position.vsub(b.previousPosition, interpvelo);
  98493. interpvelo.scale(h_div_dt, interpvelo);
  98494. b.position.vadd(interpvelo, b.interpolatedPosition);
  98495. }
  98496. else {
  98497. b.interpolatedPosition.copy(b.position);
  98498. b.interpolatedQuaternion.copy(b.quaternion);
  98499. }
  98500. }
  98501. }
  98502. };
  98503. };
  98504. return CannonJSPlugin;
  98505. }());
  98506. BABYLON.CannonJSPlugin = CannonJSPlugin;
  98507. })(BABYLON || (BABYLON = {}));
  98508. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  98509. var BABYLON;
  98510. (function (BABYLON) {
  98511. /** @hidden */
  98512. var OimoJSPlugin = /** @class */ (function () {
  98513. function OimoJSPlugin(iterations) {
  98514. this.name = "OimoJSPlugin";
  98515. this._tmpImpostorsArray = [];
  98516. this._tmpPositionVector = BABYLON.Vector3.Zero();
  98517. this.BJSOIMO = OIMO;
  98518. this.world = new this.BJSOIMO.World({
  98519. iterations: iterations
  98520. });
  98521. this.world.clear();
  98522. }
  98523. OimoJSPlugin.prototype.setGravity = function (gravity) {
  98524. this.world.gravity.copy(gravity);
  98525. };
  98526. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  98527. this.world.timeStep = timeStep;
  98528. };
  98529. OimoJSPlugin.prototype.getTimeStep = function () {
  98530. return this.world.timeStep;
  98531. };
  98532. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  98533. var _this = this;
  98534. impostors.forEach(function (impostor) {
  98535. impostor.beforeStep();
  98536. });
  98537. this.world.step();
  98538. impostors.forEach(function (impostor) {
  98539. impostor.afterStep();
  98540. //update the ordered impostors array
  98541. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  98542. });
  98543. //check for collisions
  98544. var contact = this.world.contacts;
  98545. while (contact !== null) {
  98546. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  98547. contact = contact.next;
  98548. continue;
  98549. }
  98550. //is this body colliding with any other? get the impostor
  98551. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  98552. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  98553. if (!mainImpostor || !collidingImpostor) {
  98554. contact = contact.next;
  98555. continue;
  98556. }
  98557. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  98558. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  98559. contact = contact.next;
  98560. }
  98561. };
  98562. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98563. var mass = impostor.physicsBody.mass;
  98564. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  98565. };
  98566. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98567. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  98568. this.applyImpulse(impostor, force, contactPoint);
  98569. };
  98570. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98571. var _this = this;
  98572. //parent-child relationship. Does this impostor has a parent impostor?
  98573. if (impostor.parent) {
  98574. if (impostor.physicsBody) {
  98575. this.removePhysicsBody(impostor);
  98576. //TODO is that needed?
  98577. impostor.forceUpdate();
  98578. }
  98579. return;
  98580. }
  98581. if (impostor.isBodyInitRequired()) {
  98582. var bodyConfig = {
  98583. name: impostor.uniqueId,
  98584. //Oimo must have mass, also for static objects.
  98585. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  98586. size: [],
  98587. type: [],
  98588. pos: [],
  98589. posShape: [],
  98590. rot: [],
  98591. rotShape: [],
  98592. move: impostor.getParam("mass") !== 0,
  98593. density: impostor.getParam("mass"),
  98594. friction: impostor.getParam("friction"),
  98595. restitution: impostor.getParam("restitution"),
  98596. //Supporting older versions of Oimo
  98597. world: this.world
  98598. };
  98599. var impostors = [impostor];
  98600. var addToArray = function (parent) {
  98601. if (!parent.getChildMeshes) {
  98602. return;
  98603. }
  98604. parent.getChildMeshes().forEach(function (m) {
  98605. if (m.physicsImpostor) {
  98606. impostors.push(m.physicsImpostor);
  98607. //m.physicsImpostor._init();
  98608. }
  98609. });
  98610. };
  98611. addToArray(impostor.object);
  98612. var checkWithEpsilon_1 = function (value) {
  98613. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  98614. };
  98615. var globalQuaternion_1 = new BABYLON.Quaternion();
  98616. impostors.forEach(function (i) {
  98617. if (!i.object.rotationQuaternion) {
  98618. return;
  98619. }
  98620. //get the correct bounding box
  98621. var oldQuaternion = i.object.rotationQuaternion;
  98622. globalQuaternion_1 = oldQuaternion.clone();
  98623. var rot = oldQuaternion.toEulerAngles();
  98624. var extendSize = i.getObjectExtendSize();
  98625. var radToDeg = 57.295779513082320876;
  98626. if (i === impostor) {
  98627. var center = impostor.getObjectCenter();
  98628. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  98629. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  98630. //Can also use Array.prototype.push.apply
  98631. bodyConfig.pos.push(center.x);
  98632. bodyConfig.pos.push(center.y);
  98633. bodyConfig.pos.push(center.z);
  98634. bodyConfig.posShape.push(0, 0, 0);
  98635. bodyConfig.rotShape.push(0, 0, 0);
  98636. }
  98637. else {
  98638. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  98639. bodyConfig.posShape.push(localPosition.x);
  98640. bodyConfig.posShape.push(localPosition.y);
  98641. bodyConfig.posShape.push(localPosition.z);
  98642. bodyConfig.pos.push(0, 0, 0);
  98643. bodyConfig.rotShape.push(rot.x * radToDeg);
  98644. bodyConfig.rotShape.push(rot.y * radToDeg);
  98645. bodyConfig.rotShape.push(rot.z * radToDeg);
  98646. }
  98647. // register mesh
  98648. switch (i.type) {
  98649. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98650. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  98651. case BABYLON.PhysicsImpostor.SphereImpostor:
  98652. var radiusX = extendSize.x;
  98653. var radiusY = extendSize.y;
  98654. var radiusZ = extendSize.z;
  98655. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  98656. bodyConfig.type.push('sphere');
  98657. //due to the way oimo works with compounds, add 3 times
  98658. bodyConfig.size.push(size);
  98659. bodyConfig.size.push(size);
  98660. bodyConfig.size.push(size);
  98661. break;
  98662. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98663. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  98664. var sizeY = checkWithEpsilon_1(extendSize.y);
  98665. bodyConfig.type.push('cylinder');
  98666. bodyConfig.size.push(sizeX);
  98667. bodyConfig.size.push(sizeY);
  98668. //due to the way oimo works with compounds, add one more value.
  98669. bodyConfig.size.push(sizeY);
  98670. break;
  98671. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98672. case BABYLON.PhysicsImpostor.BoxImpostor:
  98673. default:
  98674. var sizeX = checkWithEpsilon_1(extendSize.x);
  98675. var sizeY = checkWithEpsilon_1(extendSize.y);
  98676. var sizeZ = checkWithEpsilon_1(extendSize.z);
  98677. bodyConfig.type.push('box');
  98678. //if (i === impostor) {
  98679. bodyConfig.size.push(sizeX);
  98680. bodyConfig.size.push(sizeY);
  98681. bodyConfig.size.push(sizeZ);
  98682. //} else {
  98683. // bodyConfig.size.push(0,0,0);
  98684. //}
  98685. break;
  98686. }
  98687. //actually not needed, but hey...
  98688. i.object.rotationQuaternion = oldQuaternion;
  98689. });
  98690. impostor.physicsBody = this.world.add(bodyConfig);
  98691. // set the quaternion, ignoring the previously defined (euler) rotation
  98692. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  98693. // update with delta 0, so the body will reveive the new rotation.
  98694. impostor.physicsBody.updatePosition(0);
  98695. }
  98696. else {
  98697. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  98698. }
  98699. impostor.setDeltaPosition(this._tmpPositionVector);
  98700. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  98701. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  98702. };
  98703. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98704. //impostor.physicsBody.dispose();
  98705. //Same as : (older oimo versions)
  98706. this.world.removeRigidBody(impostor.physicsBody);
  98707. };
  98708. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98709. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98710. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98711. if (!mainBody || !connectedBody) {
  98712. return;
  98713. }
  98714. var jointData = impostorJoint.joint.jointData;
  98715. var options = jointData.nativeParams || {};
  98716. var type;
  98717. var nativeJointData = {
  98718. body1: mainBody,
  98719. body2: connectedBody,
  98720. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  98721. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  98722. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  98723. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  98724. min: options.min,
  98725. max: options.max,
  98726. collision: options.collision || jointData.collision,
  98727. spring: options.spring,
  98728. //supporting older version of Oimo
  98729. world: this.world
  98730. };
  98731. switch (impostorJoint.joint.type) {
  98732. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98733. type = "jointBall";
  98734. break;
  98735. case BABYLON.PhysicsJoint.SpringJoint:
  98736. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  98737. var springData = jointData;
  98738. nativeJointData.min = springData.length || nativeJointData.min;
  98739. //Max should also be set, just make sure it is at least min
  98740. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  98741. case BABYLON.PhysicsJoint.DistanceJoint:
  98742. type = "jointDistance";
  98743. nativeJointData.max = jointData.maxDistance;
  98744. break;
  98745. case BABYLON.PhysicsJoint.PrismaticJoint:
  98746. type = "jointPrisme";
  98747. break;
  98748. case BABYLON.PhysicsJoint.SliderJoint:
  98749. type = "jointSlide";
  98750. break;
  98751. case BABYLON.PhysicsJoint.WheelJoint:
  98752. type = "jointWheel";
  98753. break;
  98754. case BABYLON.PhysicsJoint.HingeJoint:
  98755. default:
  98756. type = "jointHinge";
  98757. break;
  98758. }
  98759. nativeJointData.type = type;
  98760. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  98761. };
  98762. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98763. //Bug in Oimo prevents us from disposing a joint in the playground
  98764. //joint.joint.physicsJoint.dispose();
  98765. //So we will bruteforce it!
  98766. try {
  98767. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  98768. }
  98769. catch (e) {
  98770. BABYLON.Tools.Warn(e);
  98771. }
  98772. };
  98773. OimoJSPlugin.prototype.isSupported = function () {
  98774. return this.BJSOIMO !== undefined;
  98775. };
  98776. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98777. if (!impostor.physicsBody.sleeping) {
  98778. //TODO check that
  98779. /*if (impostor.physicsBody.shapes.next) {
  98780. var parentShape = this._getLastShape(impostor.physicsBody);
  98781. impostor.object.position.copyFrom(parentShape.position);
  98782. console.log(parentShape.position);
  98783. } else {*/
  98784. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  98785. //}
  98786. if (impostor.object.rotationQuaternion) {
  98787. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  98788. }
  98789. }
  98790. };
  98791. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98792. var body = impostor.physicsBody;
  98793. body.position.copy(newPosition);
  98794. body.orientation.copy(newRotation);
  98795. body.syncShapes();
  98796. body.awake();
  98797. };
  98798. /*private _getLastShape(body: any): any {
  98799. var lastShape = body.shapes;
  98800. while (lastShape.next) {
  98801. lastShape = lastShape.next;
  98802. }
  98803. return lastShape;
  98804. }*/
  98805. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98806. impostor.physicsBody.linearVelocity.copy(velocity);
  98807. };
  98808. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  98809. impostor.physicsBody.angularVelocity.copy(velocity);
  98810. };
  98811. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  98812. var v = impostor.physicsBody.linearVelocity;
  98813. if (!v) {
  98814. return null;
  98815. }
  98816. return new BABYLON.Vector3(v.x, v.y, v.z);
  98817. };
  98818. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  98819. var v = impostor.physicsBody.angularVelocity;
  98820. if (!v) {
  98821. return null;
  98822. }
  98823. return new BABYLON.Vector3(v.x, v.y, v.z);
  98824. };
  98825. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  98826. var staticBody = mass === 0;
  98827. //this will actually set the body's density and not its mass.
  98828. //But this is how oimo treats the mass variable.
  98829. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  98830. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  98831. };
  98832. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  98833. return impostor.physicsBody.shapes.density;
  98834. };
  98835. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  98836. return impostor.physicsBody.shapes.friction;
  98837. };
  98838. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  98839. impostor.physicsBody.shapes.friction = friction;
  98840. };
  98841. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  98842. return impostor.physicsBody.shapes.restitution;
  98843. };
  98844. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  98845. impostor.physicsBody.shapes.restitution = restitution;
  98846. };
  98847. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  98848. impostor.physicsBody.sleep();
  98849. };
  98850. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  98851. impostor.physicsBody.awake();
  98852. };
  98853. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  98854. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  98855. if (minDistance !== void 0) {
  98856. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  98857. }
  98858. };
  98859. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  98860. //TODO separate rotational and transational motors.
  98861. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  98862. if (motor) {
  98863. motor.setMotor(speed, maxForce);
  98864. }
  98865. };
  98866. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  98867. //TODO separate rotational and transational motors.
  98868. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  98869. if (motor) {
  98870. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  98871. }
  98872. };
  98873. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  98874. var body = impostor.physicsBody;
  98875. mesh.position.x = body.position.x;
  98876. mesh.position.y = body.position.y;
  98877. mesh.position.z = body.position.z;
  98878. if (mesh.rotationQuaternion) {
  98879. mesh.rotationQuaternion.x = body.orientation.x;
  98880. mesh.rotationQuaternion.y = body.orientation.y;
  98881. mesh.rotationQuaternion.z = body.orientation.z;
  98882. mesh.rotationQuaternion.w = body.orientation.s;
  98883. }
  98884. };
  98885. OimoJSPlugin.prototype.getRadius = function (impostor) {
  98886. return impostor.physicsBody.shapes.radius;
  98887. };
  98888. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  98889. var shape = impostor.physicsBody.shapes;
  98890. result.x = shape.halfWidth * 2;
  98891. result.y = shape.halfHeight * 2;
  98892. result.z = shape.halfDepth * 2;
  98893. };
  98894. OimoJSPlugin.prototype.dispose = function () {
  98895. this.world.clear();
  98896. };
  98897. return OimoJSPlugin;
  98898. }());
  98899. BABYLON.OimoJSPlugin = OimoJSPlugin;
  98900. })(BABYLON || (BABYLON = {}));
  98901. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  98902. var BABYLON;
  98903. (function (BABYLON) {
  98904. /**
  98905. * Gets the current physics engine
  98906. * @returns a IPhysicsEngine or null if none attached
  98907. */
  98908. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  98909. return this._physicsEngine;
  98910. };
  98911. /**
  98912. * Enables physics to the current scene
  98913. * @param gravity defines the scene's gravity for the physics engine
  98914. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  98915. * @return a boolean indicating if the physics engine was initialized
  98916. */
  98917. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  98918. if (gravity === void 0) { gravity = null; }
  98919. if (this._physicsEngine) {
  98920. return true;
  98921. }
  98922. // Register the component to the scene
  98923. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  98924. if (!component) {
  98925. component = new PhysicsEngineSceneComponent(this);
  98926. this._addComponent(component);
  98927. }
  98928. try {
  98929. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  98930. return true;
  98931. }
  98932. catch (e) {
  98933. BABYLON.Tools.Error(e.message);
  98934. return false;
  98935. }
  98936. };
  98937. /**
  98938. * Disables and disposes the physics engine associated with the scene
  98939. */
  98940. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  98941. if (!this._physicsEngine) {
  98942. return;
  98943. }
  98944. this._physicsEngine.dispose();
  98945. this._physicsEngine = null;
  98946. };
  98947. /**
  98948. * Gets a boolean indicating if there is an active physics engine
  98949. * @returns a boolean indicating if there is an active physics engine
  98950. */
  98951. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  98952. return this._physicsEngine !== undefined;
  98953. };
  98954. /**
  98955. * Deletes a physics compound impostor
  98956. * @param compound defines the compound to delete
  98957. */
  98958. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  98959. var mesh = compound.parts[0].mesh;
  98960. if (mesh.physicsImpostor) {
  98961. mesh.physicsImpostor.dispose( /*true*/);
  98962. mesh.physicsImpostor = null;
  98963. }
  98964. };
  98965. /** @hidden */
  98966. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  98967. if (this._physicsEngine) {
  98968. this.onBeforePhysicsObservable.notifyObservers(this);
  98969. this._physicsEngine._step(step / 1000);
  98970. this.onAfterPhysicsObservable.notifyObservers(this);
  98971. }
  98972. };
  98973. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  98974. get: function () {
  98975. return this._physicsImpostor;
  98976. },
  98977. set: function (value) {
  98978. var _this = this;
  98979. if (this._physicsImpostor === value) {
  98980. return;
  98981. }
  98982. if (this._disposePhysicsObserver) {
  98983. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  98984. }
  98985. this._physicsImpostor = value;
  98986. if (value) {
  98987. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  98988. // Physics
  98989. if (_this.physicsImpostor) {
  98990. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  98991. _this.physicsImpostor = null;
  98992. }
  98993. });
  98994. }
  98995. },
  98996. enumerable: true,
  98997. configurable: true
  98998. });
  98999. /**
  99000. * Gets the current physics impostor
  99001. * @see http://doc.babylonjs.com/features/physics_engine
  99002. * @returns a physics impostor or null
  99003. */
  99004. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  99005. return this.physicsImpostor;
  99006. };
  99007. /**
  99008. * Apply a physic impulse to the mesh
  99009. * @param force defines the force to apply
  99010. * @param contactPoint defines where to apply the force
  99011. * @returns the current mesh
  99012. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  99013. */
  99014. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  99015. if (!this.physicsImpostor) {
  99016. return this;
  99017. }
  99018. this.physicsImpostor.applyImpulse(force, contactPoint);
  99019. return this;
  99020. };
  99021. /**
  99022. * Creates a physic joint between two meshes
  99023. * @param otherMesh defines the other mesh to use
  99024. * @param pivot1 defines the pivot to use on this mesh
  99025. * @param pivot2 defines the pivot to use on the other mesh
  99026. * @param options defines additional options (can be plugin dependent)
  99027. * @returns the current mesh
  99028. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  99029. */
  99030. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  99031. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  99032. return this;
  99033. }
  99034. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  99035. mainPivot: pivot1,
  99036. connectedPivot: pivot2,
  99037. nativeParams: options
  99038. });
  99039. return this;
  99040. };
  99041. /**
  99042. * Defines the physics engine scene component responsible to manage a physics engine
  99043. */
  99044. var PhysicsEngineSceneComponent = /** @class */ (function () {
  99045. /**
  99046. * Creates a new instance of the component for the given scene
  99047. * @param scene Defines the scene to register the component in
  99048. */
  99049. function PhysicsEngineSceneComponent(scene) {
  99050. var _this = this;
  99051. /**
  99052. * The component name helpful to identify the component in the list of scene components.
  99053. */
  99054. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  99055. this.scene = scene;
  99056. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  99057. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  99058. // Replace the function used to get the deterministic frame time
  99059. this.scene.getDeterministicFrameTime = function () {
  99060. if (_this.scene._physicsEngine) {
  99061. return _this.scene._physicsEngine.getTimeStep() * 1000;
  99062. }
  99063. return 1000.0 / 60.0;
  99064. };
  99065. }
  99066. /**
  99067. * Registers the component in a given scene
  99068. */
  99069. PhysicsEngineSceneComponent.prototype.register = function () {
  99070. };
  99071. /**
  99072. * Rebuilds the elements related to this component in case of
  99073. * context lost for instance.
  99074. */
  99075. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  99076. // Nothing to do for this component
  99077. };
  99078. /**
  99079. * Disposes the component and the associated ressources
  99080. */
  99081. PhysicsEngineSceneComponent.prototype.dispose = function () {
  99082. this.scene.onBeforePhysicsObservable.clear();
  99083. this.scene.onAfterPhysicsObservable.clear();
  99084. if (this.scene._physicsEngine) {
  99085. this.scene.disablePhysicsEngine();
  99086. }
  99087. };
  99088. return PhysicsEngineSceneComponent;
  99089. }());
  99090. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  99091. })(BABYLON || (BABYLON = {}));
  99092. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  99093. var BABYLON;
  99094. (function (BABYLON) {
  99095. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  99096. // All values and structures referenced from:
  99097. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  99098. var DDS_MAGIC = 0x20534444;
  99099. var
  99100. //DDSD_CAPS = 0x1,
  99101. //DDSD_HEIGHT = 0x2,
  99102. //DDSD_WIDTH = 0x4,
  99103. //DDSD_PITCH = 0x8,
  99104. //DDSD_PIXELFORMAT = 0x1000,
  99105. DDSD_MIPMAPCOUNT = 0x20000;
  99106. //DDSD_LINEARSIZE = 0x80000,
  99107. //DDSD_DEPTH = 0x800000;
  99108. // var DDSCAPS_COMPLEX = 0x8,
  99109. // DDSCAPS_MIPMAP = 0x400000,
  99110. // DDSCAPS_TEXTURE = 0x1000;
  99111. var DDSCAPS2_CUBEMAP = 0x200;
  99112. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  99113. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  99114. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  99115. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  99116. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  99117. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  99118. // DDSCAPS2_VOLUME = 0x200000;
  99119. var
  99120. //DDPF_ALPHAPIXELS = 0x1,
  99121. //DDPF_ALPHA = 0x2,
  99122. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  99123. //DDPF_YUV = 0x200,
  99124. DDPF_LUMINANCE = 0x20000;
  99125. function FourCCToInt32(value) {
  99126. return value.charCodeAt(0) +
  99127. (value.charCodeAt(1) << 8) +
  99128. (value.charCodeAt(2) << 16) +
  99129. (value.charCodeAt(3) << 24);
  99130. }
  99131. function Int32ToFourCC(value) {
  99132. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  99133. }
  99134. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  99135. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  99136. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  99137. var FOURCC_DX10 = FourCCToInt32("DX10");
  99138. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  99139. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  99140. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  99141. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  99142. var headerLengthInt = 31; // The header length in 32 bit ints
  99143. // Offsets into the header array
  99144. var off_magic = 0;
  99145. var off_size = 1;
  99146. var off_flags = 2;
  99147. var off_height = 3;
  99148. var off_width = 4;
  99149. var off_mipmapCount = 7;
  99150. var off_pfFlags = 20;
  99151. var off_pfFourCC = 21;
  99152. var off_RGBbpp = 22;
  99153. var off_RMask = 23;
  99154. var off_GMask = 24;
  99155. var off_BMask = 25;
  99156. var off_AMask = 26;
  99157. // var off_caps1 = 27;
  99158. var off_caps2 = 28;
  99159. // var off_caps3 = 29;
  99160. // var off_caps4 = 30;
  99161. var off_dxgiFormat = 32;
  99162. /**
  99163. * Class used to provide DDS decompression tools
  99164. */
  99165. var DDSTools = /** @class */ (function () {
  99166. function DDSTools() {
  99167. }
  99168. /**
  99169. * Gets DDS information from an array buffer
  99170. * @param arrayBuffer defines the array buffer to read data from
  99171. * @returns the DDS information
  99172. */
  99173. DDSTools.GetDDSInfo = function (arrayBuffer) {
  99174. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  99175. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  99176. var mipmapCount = 1;
  99177. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  99178. mipmapCount = Math.max(1, header[off_mipmapCount]);
  99179. }
  99180. var fourCC = header[off_pfFourCC];
  99181. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  99182. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99183. switch (fourCC) {
  99184. case FOURCC_D3DFMT_R16G16B16A16F:
  99185. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99186. break;
  99187. case FOURCC_D3DFMT_R32G32B32A32F:
  99188. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99189. break;
  99190. case FOURCC_DX10:
  99191. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  99192. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99193. break;
  99194. }
  99195. }
  99196. return {
  99197. width: header[off_width],
  99198. height: header[off_height],
  99199. mipmapCount: mipmapCount,
  99200. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  99201. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  99202. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  99203. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  99204. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  99205. dxgiFormat: dxgiFormat,
  99206. textureType: textureType
  99207. };
  99208. };
  99209. DDSTools._ToHalfFloat = function (value) {
  99210. if (!DDSTools._FloatView) {
  99211. DDSTools._FloatView = new Float32Array(1);
  99212. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  99213. }
  99214. DDSTools._FloatView[0] = value;
  99215. var x = DDSTools._Int32View[0];
  99216. var bits = (x >> 16) & 0x8000; /* Get the sign */
  99217. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  99218. var e = (x >> 23) & 0xff; /* Using int is faster here */
  99219. /* If zero, or denormal, or exponent underflows too much for a denormal
  99220. * half, return signed zero. */
  99221. if (e < 103) {
  99222. return bits;
  99223. }
  99224. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  99225. if (e > 142) {
  99226. bits |= 0x7c00;
  99227. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  99228. * not Inf, so make sure we set one mantissa bit too. */
  99229. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  99230. return bits;
  99231. }
  99232. /* If exponent underflows but not too much, return a denormal */
  99233. if (e < 113) {
  99234. m |= 0x0800;
  99235. /* Extra rounding may overflow and set mantissa to 0 and exponent
  99236. * to 1, which is OK. */
  99237. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  99238. return bits;
  99239. }
  99240. bits |= ((e - 112) << 10) | (m >> 1);
  99241. bits += m & 1;
  99242. return bits;
  99243. };
  99244. DDSTools._FromHalfFloat = function (value) {
  99245. var s = (value & 0x8000) >> 15;
  99246. var e = (value & 0x7C00) >> 10;
  99247. var f = value & 0x03FF;
  99248. if (e === 0) {
  99249. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  99250. }
  99251. else if (e == 0x1F) {
  99252. return f ? NaN : ((s ? -1 : 1) * Infinity);
  99253. }
  99254. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  99255. };
  99256. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99257. var destArray = new Float32Array(dataLength);
  99258. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99259. var index = 0;
  99260. for (var y = 0; y < height; y++) {
  99261. for (var x = 0; x < width; x++) {
  99262. var srcPos = (x + y * width) * 4;
  99263. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  99264. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  99265. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  99266. if (DDSTools.StoreLODInAlphaChannel) {
  99267. destArray[index + 3] = lod;
  99268. }
  99269. else {
  99270. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  99271. }
  99272. index += 4;
  99273. }
  99274. }
  99275. return destArray;
  99276. };
  99277. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99278. if (DDSTools.StoreLODInAlphaChannel) {
  99279. var destArray = new Uint16Array(dataLength);
  99280. var srcData = new Uint16Array(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. destArray[index] = srcData[srcPos];
  99286. destArray[index + 1] = srcData[srcPos + 1];
  99287. destArray[index + 2] = srcData[srcPos + 2];
  99288. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  99289. index += 4;
  99290. }
  99291. }
  99292. return destArray;
  99293. }
  99294. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  99295. };
  99296. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99297. if (DDSTools.StoreLODInAlphaChannel) {
  99298. var destArray = new Float32Array(dataLength);
  99299. var srcData = new Float32Array(arrayBuffer, dataOffset);
  99300. var index = 0;
  99301. for (var y = 0; y < height; y++) {
  99302. for (var x = 0; x < width; x++) {
  99303. var srcPos = (x + y * width) * 4;
  99304. destArray[index] = srcData[srcPos];
  99305. destArray[index + 1] = srcData[srcPos + 1];
  99306. destArray[index + 2] = srcData[srcPos + 2];
  99307. destArray[index + 3] = lod;
  99308. index += 4;
  99309. }
  99310. }
  99311. return destArray;
  99312. }
  99313. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  99314. };
  99315. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99316. var destArray = new Uint8Array(dataLength);
  99317. var srcData = new Float32Array(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) * 4;
  99322. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  99323. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  99324. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  99325. if (DDSTools.StoreLODInAlphaChannel) {
  99326. destArray[index + 3] = lod;
  99327. }
  99328. else {
  99329. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  99330. }
  99331. index += 4;
  99332. }
  99333. }
  99334. return destArray;
  99335. };
  99336. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99337. var destArray = new Uint8Array(dataLength);
  99338. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99339. var index = 0;
  99340. for (var y = 0; y < height; y++) {
  99341. for (var x = 0; x < width; x++) {
  99342. var srcPos = (x + y * width) * 4;
  99343. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  99344. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  99345. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  99346. if (DDSTools.StoreLODInAlphaChannel) {
  99347. destArray[index + 3] = lod;
  99348. }
  99349. else {
  99350. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  99351. }
  99352. index += 4;
  99353. }
  99354. }
  99355. return destArray;
  99356. };
  99357. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  99358. var byteArray = new Uint8Array(dataLength);
  99359. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99360. var index = 0;
  99361. for (var y = 0; y < height; y++) {
  99362. for (var x = 0; x < width; x++) {
  99363. var srcPos = (x + y * width) * 4;
  99364. byteArray[index] = srcData[srcPos + rOffset];
  99365. byteArray[index + 1] = srcData[srcPos + gOffset];
  99366. byteArray[index + 2] = srcData[srcPos + bOffset];
  99367. byteArray[index + 3] = srcData[srcPos + aOffset];
  99368. index += 4;
  99369. }
  99370. }
  99371. return byteArray;
  99372. };
  99373. DDSTools._ExtractLongWordOrder = function (value) {
  99374. if (value === 0 || value === 255 || value === -16777216) {
  99375. return 0;
  99376. }
  99377. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  99378. };
  99379. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  99380. var byteArray = new Uint8Array(dataLength);
  99381. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99382. var index = 0;
  99383. for (var y = 0; y < height; y++) {
  99384. for (var x = 0; x < width; x++) {
  99385. var srcPos = (x + y * width) * 3;
  99386. byteArray[index] = srcData[srcPos + rOffset];
  99387. byteArray[index + 1] = srcData[srcPos + gOffset];
  99388. byteArray[index + 2] = srcData[srcPos + bOffset];
  99389. index += 3;
  99390. }
  99391. }
  99392. return byteArray;
  99393. };
  99394. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  99395. var byteArray = new Uint8Array(dataLength);
  99396. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99397. var index = 0;
  99398. for (var y = 0; y < height; y++) {
  99399. for (var x = 0; x < width; x++) {
  99400. var srcPos = (x + y * width);
  99401. byteArray[index] = srcData[srcPos];
  99402. index++;
  99403. }
  99404. }
  99405. return byteArray;
  99406. };
  99407. /**
  99408. * Uploads DDS Levels to a Babylon Texture
  99409. * @hidden
  99410. */
  99411. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  99412. if (lodIndex === void 0) { lodIndex = -1; }
  99413. var sphericalPolynomialFaces = null;
  99414. if (info.sphericalPolynomial) {
  99415. sphericalPolynomialFaces = new Array();
  99416. }
  99417. var ext = engine.getCaps().s3tc;
  99418. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  99419. var fourCC, width, height, dataLength = 0, dataOffset;
  99420. var byteArray, mipmapCount, mip;
  99421. var internalCompressedFormat = 0;
  99422. var blockBytes = 1;
  99423. if (header[off_magic] !== DDS_MAGIC) {
  99424. BABYLON.Tools.Error("Invalid magic number in DDS header");
  99425. return;
  99426. }
  99427. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  99428. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  99429. return;
  99430. }
  99431. if (info.isCompressed && !ext) {
  99432. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  99433. return;
  99434. }
  99435. var bpp = header[off_RGBbpp];
  99436. dataOffset = header[off_size] + 4;
  99437. var computeFormats = false;
  99438. if (info.isFourCC) {
  99439. fourCC = header[off_pfFourCC];
  99440. switch (fourCC) {
  99441. case FOURCC_DXT1:
  99442. blockBytes = 8;
  99443. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  99444. break;
  99445. case FOURCC_DXT3:
  99446. blockBytes = 16;
  99447. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  99448. break;
  99449. case FOURCC_DXT5:
  99450. blockBytes = 16;
  99451. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  99452. break;
  99453. case FOURCC_D3DFMT_R16G16B16A16F:
  99454. computeFormats = true;
  99455. break;
  99456. case FOURCC_D3DFMT_R32G32B32A32F:
  99457. computeFormats = true;
  99458. break;
  99459. case FOURCC_DX10:
  99460. // There is an additionnal header so dataOffset need to be changed
  99461. dataOffset += 5 * 4; // 5 uints
  99462. var supported = false;
  99463. switch (info.dxgiFormat) {
  99464. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  99465. computeFormats = true;
  99466. supported = true;
  99467. break;
  99468. case DXGI_FORMAT_B8G8R8X8_UNORM:
  99469. info.isRGB = true;
  99470. info.isFourCC = false;
  99471. bpp = 32;
  99472. supported = true;
  99473. break;
  99474. }
  99475. if (supported) {
  99476. break;
  99477. }
  99478. default:
  99479. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  99480. return;
  99481. }
  99482. }
  99483. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  99484. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  99485. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  99486. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  99487. if (computeFormats) {
  99488. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  99489. }
  99490. mipmapCount = 1;
  99491. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  99492. mipmapCount = Math.max(1, header[off_mipmapCount]);
  99493. }
  99494. for (var face = 0; face < faces; face++) {
  99495. width = header[off_width];
  99496. height = header[off_height];
  99497. for (mip = 0; mip < mipmapCount; ++mip) {
  99498. if (lodIndex === -1 || lodIndex === mip) {
  99499. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  99500. var i = (lodIndex === -1) ? mip : 0;
  99501. if (!info.isCompressed && info.isFourCC) {
  99502. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99503. dataLength = width * height * 4;
  99504. var floatArray = null;
  99505. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  99506. if (bpp === 128) {
  99507. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99508. if (sphericalPolynomialFaces && i == 0) {
  99509. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99510. }
  99511. }
  99512. else if (bpp === 64) {
  99513. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99514. if (sphericalPolynomialFaces && i == 0) {
  99515. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99516. }
  99517. }
  99518. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99519. }
  99520. else {
  99521. if (bpp === 128) {
  99522. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99523. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99524. if (sphericalPolynomialFaces && i == 0) {
  99525. sphericalPolynomialFaces.push(floatArray);
  99526. }
  99527. }
  99528. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  99529. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99530. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99531. if (sphericalPolynomialFaces && i == 0) {
  99532. sphericalPolynomialFaces.push(floatArray);
  99533. }
  99534. }
  99535. else { // 64
  99536. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99537. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99538. if (sphericalPolynomialFaces && i == 0) {
  99539. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99540. }
  99541. }
  99542. }
  99543. if (floatArray) {
  99544. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  99545. }
  99546. }
  99547. else if (info.isRGB) {
  99548. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99549. if (bpp === 24) {
  99550. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  99551. dataLength = width * height * 3;
  99552. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  99553. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99554. }
  99555. else { // 32
  99556. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99557. dataLength = width * height * 4;
  99558. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  99559. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99560. }
  99561. }
  99562. else if (info.isLuminance) {
  99563. var unpackAlignment = engine._getUnpackAlignement();
  99564. var unpaddedRowSize = width;
  99565. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  99566. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  99567. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  99568. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  99569. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99570. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99571. }
  99572. else {
  99573. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  99574. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  99575. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99576. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  99577. }
  99578. }
  99579. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  99580. width *= 0.5;
  99581. height *= 0.5;
  99582. width = Math.max(1.0, width);
  99583. height = Math.max(1.0, height);
  99584. }
  99585. if (currentFace !== undefined) {
  99586. // Loading a single face
  99587. break;
  99588. }
  99589. }
  99590. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  99591. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  99592. size: header[off_width],
  99593. right: sphericalPolynomialFaces[0],
  99594. left: sphericalPolynomialFaces[1],
  99595. up: sphericalPolynomialFaces[2],
  99596. down: sphericalPolynomialFaces[3],
  99597. front: sphericalPolynomialFaces[4],
  99598. back: sphericalPolynomialFaces[5],
  99599. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  99600. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  99601. gammaSpace: false,
  99602. });
  99603. }
  99604. else {
  99605. info.sphericalPolynomial = undefined;
  99606. }
  99607. };
  99608. /**
  99609. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  99610. */
  99611. DDSTools.StoreLODInAlphaChannel = false;
  99612. return DDSTools;
  99613. }());
  99614. BABYLON.DDSTools = DDSTools;
  99615. })(BABYLON || (BABYLON = {}));
  99616. //# sourceMappingURL=babylon.dds.js.map
  99617. var BABYLON;
  99618. (function (BABYLON) {
  99619. /**
  99620. * Implementation of the DDS Texture Loader.
  99621. */
  99622. var DDSTextureLoader = /** @class */ (function () {
  99623. function DDSTextureLoader() {
  99624. /**
  99625. * Defines wether the loader supports cascade loading the different faces.
  99626. */
  99627. this.supportCascades = true;
  99628. }
  99629. /**
  99630. * This returns if the loader support the current file information.
  99631. * @param extension defines the file extension of the file being loaded
  99632. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99633. * @param fallback defines the fallback internal texture if any
  99634. * @param isBase64 defines whether the texture is encoded as a base64
  99635. * @param isBuffer defines whether the texture data are stored as a buffer
  99636. * @returns true if the loader can load the specified file
  99637. */
  99638. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99639. return extension.indexOf(".dds") === 0;
  99640. };
  99641. /**
  99642. * Transform the url before loading if required.
  99643. * @param rootUrl the url of the texture
  99644. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99645. * @returns the transformed texture
  99646. */
  99647. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99648. return rootUrl;
  99649. };
  99650. /**
  99651. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99652. * @param rootUrl the url of the texture
  99653. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99654. * @returns the fallback texture
  99655. */
  99656. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99657. return null;
  99658. };
  99659. /**
  99660. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99661. * @param data contains the texture data
  99662. * @param texture defines the BabylonJS internal texture
  99663. * @param createPolynomials will be true if polynomials have been requested
  99664. * @param onLoad defines the callback to trigger once the texture is ready
  99665. * @param onError defines the callback to trigger in case of error
  99666. */
  99667. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  99668. var engine = texture.getEngine();
  99669. var info;
  99670. var loadMipmap = false;
  99671. if (Array.isArray(imgs)) {
  99672. for (var index = 0; index < imgs.length; index++) {
  99673. var data_1 = imgs[index];
  99674. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  99675. texture.width = info.width;
  99676. texture.height = info.height;
  99677. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  99678. engine._unpackFlipY(info.isCompressed);
  99679. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  99680. if (!info.isFourCC && info.mipmapCount === 1) {
  99681. engine.generateMipMapsForCubemap(texture);
  99682. }
  99683. }
  99684. }
  99685. else {
  99686. var data = imgs;
  99687. info = BABYLON.DDSTools.GetDDSInfo(data);
  99688. texture.width = info.width;
  99689. texture.height = info.height;
  99690. if (createPolynomials) {
  99691. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  99692. }
  99693. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  99694. engine._unpackFlipY(info.isCompressed);
  99695. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  99696. if (!info.isFourCC && info.mipmapCount === 1) {
  99697. engine.generateMipMapsForCubemap(texture);
  99698. }
  99699. }
  99700. engine._setCubeMapTextureParams(loadMipmap);
  99701. texture.isReady = true;
  99702. if (onLoad) {
  99703. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  99704. }
  99705. };
  99706. /**
  99707. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  99708. * @param data contains the texture data
  99709. * @param texture defines the BabylonJS internal texture
  99710. * @param callback defines the method to call once ready to upload
  99711. */
  99712. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  99713. var info = BABYLON.DDSTools.GetDDSInfo(data);
  99714. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  99715. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  99716. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  99717. });
  99718. };
  99719. return DDSTextureLoader;
  99720. }());
  99721. // Register the loader.
  99722. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  99723. })(BABYLON || (BABYLON = {}));
  99724. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  99725. var BABYLON;
  99726. (function (BABYLON) {
  99727. /**
  99728. * Based on jsTGALoader - Javascript loader for TGA file
  99729. * By Vincent Thibault
  99730. * @see http://blog.robrowser.com/javascript-tga-loader.html
  99731. */
  99732. var TGATools = /** @class */ (function () {
  99733. function TGATools() {
  99734. }
  99735. /**
  99736. * Gets the header of a TGA file
  99737. * @param data defines the TGA data
  99738. * @returns the header
  99739. */
  99740. TGATools.GetTGAHeader = function (data) {
  99741. var offset = 0;
  99742. var header = {
  99743. id_length: data[offset++],
  99744. colormap_type: data[offset++],
  99745. image_type: data[offset++],
  99746. colormap_index: data[offset++] | data[offset++] << 8,
  99747. colormap_length: data[offset++] | data[offset++] << 8,
  99748. colormap_size: data[offset++],
  99749. origin: [
  99750. data[offset++] | data[offset++] << 8,
  99751. data[offset++] | data[offset++] << 8
  99752. ],
  99753. width: data[offset++] | data[offset++] << 8,
  99754. height: data[offset++] | data[offset++] << 8,
  99755. pixel_size: data[offset++],
  99756. flags: data[offset++]
  99757. };
  99758. return header;
  99759. };
  99760. /**
  99761. * Uploads TGA content to a Babylon Texture
  99762. * @hidden
  99763. */
  99764. TGATools.UploadContent = function (texture, data) {
  99765. // Not enough data to contain header ?
  99766. if (data.length < 19) {
  99767. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  99768. return;
  99769. }
  99770. // Read Header
  99771. var offset = 18;
  99772. var header = TGATools.GetTGAHeader(data);
  99773. // Assume it's a valid Targa file.
  99774. if (header.id_length + offset > data.length) {
  99775. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  99776. return;
  99777. }
  99778. // Skip not needed data
  99779. offset += header.id_length;
  99780. var use_rle = false;
  99781. var use_pal = false;
  99782. var use_grey = false;
  99783. // Get some informations.
  99784. switch (header.image_type) {
  99785. case TGATools._TYPE_RLE_INDEXED:
  99786. use_rle = true;
  99787. case TGATools._TYPE_INDEXED:
  99788. use_pal = true;
  99789. break;
  99790. case TGATools._TYPE_RLE_RGB:
  99791. use_rle = true;
  99792. case TGATools._TYPE_RGB:
  99793. // use_rgb = true;
  99794. break;
  99795. case TGATools._TYPE_RLE_GREY:
  99796. use_rle = true;
  99797. case TGATools._TYPE_GREY:
  99798. use_grey = true;
  99799. break;
  99800. }
  99801. var pixel_data;
  99802. // var numAlphaBits = header.flags & 0xf;
  99803. var pixel_size = header.pixel_size >> 3;
  99804. var pixel_total = header.width * header.height * pixel_size;
  99805. // Read palettes
  99806. var palettes;
  99807. if (use_pal) {
  99808. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  99809. }
  99810. // Read LRE
  99811. if (use_rle) {
  99812. pixel_data = new Uint8Array(pixel_total);
  99813. var c, count, i;
  99814. var localOffset = 0;
  99815. var pixels = new Uint8Array(pixel_size);
  99816. while (offset < pixel_total && localOffset < pixel_total) {
  99817. c = data[offset++];
  99818. count = (c & 0x7f) + 1;
  99819. // RLE pixels
  99820. if (c & 0x80) {
  99821. // Bind pixel tmp array
  99822. for (i = 0; i < pixel_size; ++i) {
  99823. pixels[i] = data[offset++];
  99824. }
  99825. // Copy pixel array
  99826. for (i = 0; i < count; ++i) {
  99827. pixel_data.set(pixels, localOffset + i * pixel_size);
  99828. }
  99829. localOffset += pixel_size * count;
  99830. }
  99831. // Raw pixels
  99832. else {
  99833. count *= pixel_size;
  99834. for (i = 0; i < count; ++i) {
  99835. pixel_data[localOffset + i] = data[offset++];
  99836. }
  99837. localOffset += count;
  99838. }
  99839. }
  99840. }
  99841. // RAW Pixels
  99842. else {
  99843. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  99844. }
  99845. // Load to texture
  99846. var x_start, y_start, x_step, y_step, y_end, x_end;
  99847. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  99848. default:
  99849. case TGATools._ORIGIN_UL:
  99850. x_start = 0;
  99851. x_step = 1;
  99852. x_end = header.width;
  99853. y_start = 0;
  99854. y_step = 1;
  99855. y_end = header.height;
  99856. break;
  99857. case TGATools._ORIGIN_BL:
  99858. x_start = 0;
  99859. x_step = 1;
  99860. x_end = header.width;
  99861. y_start = header.height - 1;
  99862. y_step = -1;
  99863. y_end = -1;
  99864. break;
  99865. case TGATools._ORIGIN_UR:
  99866. x_start = header.width - 1;
  99867. x_step = -1;
  99868. x_end = -1;
  99869. y_start = 0;
  99870. y_step = 1;
  99871. y_end = header.height;
  99872. break;
  99873. case TGATools._ORIGIN_BR:
  99874. x_start = header.width - 1;
  99875. x_step = -1;
  99876. x_end = -1;
  99877. y_start = header.height - 1;
  99878. y_step = -1;
  99879. y_end = -1;
  99880. break;
  99881. }
  99882. // Load the specify method
  99883. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  99884. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  99885. var engine = texture.getEngine();
  99886. engine._uploadDataToTextureDirectly(texture, imageData);
  99887. };
  99888. /** @hidden */
  99889. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99890. var image = pixel_data, colormap = palettes;
  99891. var width = header.width, height = header.height;
  99892. var color, i = 0, x, y;
  99893. var imageData = new Uint8Array(width * height * 4);
  99894. for (y = y_start; y !== y_end; y += y_step) {
  99895. for (x = x_start; x !== x_end; x += x_step, i++) {
  99896. color = image[i];
  99897. imageData[(x + width * y) * 4 + 3] = 255;
  99898. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  99899. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  99900. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  99901. }
  99902. }
  99903. return imageData;
  99904. };
  99905. /** @hidden */
  99906. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99907. var image = pixel_data;
  99908. var width = header.width, height = header.height;
  99909. var color, i = 0, x, y;
  99910. var imageData = new Uint8Array(width * height * 4);
  99911. for (y = y_start; y !== y_end; y += y_step) {
  99912. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  99913. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  99914. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  99915. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  99916. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  99917. imageData[(x + width * y) * 4 + 0] = r;
  99918. imageData[(x + width * y) * 4 + 1] = g;
  99919. imageData[(x + width * y) * 4 + 2] = b;
  99920. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  99921. }
  99922. }
  99923. return imageData;
  99924. };
  99925. /** @hidden */
  99926. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99927. var image = pixel_data;
  99928. var width = header.width, height = header.height;
  99929. var i = 0, x, y;
  99930. var imageData = new Uint8Array(width * height * 4);
  99931. for (y = y_start; y !== y_end; y += y_step) {
  99932. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  99933. imageData[(x + width * y) * 4 + 3] = 255;
  99934. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99935. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  99936. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  99937. }
  99938. }
  99939. return imageData;
  99940. };
  99941. /** @hidden */
  99942. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99943. var image = pixel_data;
  99944. var width = header.width, height = header.height;
  99945. var i = 0, x, y;
  99946. var imageData = new Uint8Array(width * height * 4);
  99947. for (y = y_start; y !== y_end; y += y_step) {
  99948. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  99949. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99950. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  99951. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  99952. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  99953. }
  99954. }
  99955. return imageData;
  99956. };
  99957. /** @hidden */
  99958. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99959. var image = pixel_data;
  99960. var width = header.width, height = header.height;
  99961. var color, i = 0, x, y;
  99962. var imageData = new Uint8Array(width * height * 4);
  99963. for (y = y_start; y !== y_end; y += y_step) {
  99964. for (x = x_start; x !== x_end; x += x_step, i++) {
  99965. color = image[i];
  99966. imageData[(x + width * y) * 4 + 0] = color;
  99967. imageData[(x + width * y) * 4 + 1] = color;
  99968. imageData[(x + width * y) * 4 + 2] = color;
  99969. imageData[(x + width * y) * 4 + 3] = 255;
  99970. }
  99971. }
  99972. return imageData;
  99973. };
  99974. /** @hidden */
  99975. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99976. var image = pixel_data;
  99977. var width = header.width, height = header.height;
  99978. var i = 0, x, y;
  99979. var imageData = new Uint8Array(width * height * 4);
  99980. for (y = y_start; y !== y_end; y += y_step) {
  99981. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  99982. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  99983. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  99984. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99985. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  99986. }
  99987. }
  99988. return imageData;
  99989. };
  99990. //private static _TYPE_NO_DATA = 0;
  99991. TGATools._TYPE_INDEXED = 1;
  99992. TGATools._TYPE_RGB = 2;
  99993. TGATools._TYPE_GREY = 3;
  99994. TGATools._TYPE_RLE_INDEXED = 9;
  99995. TGATools._TYPE_RLE_RGB = 10;
  99996. TGATools._TYPE_RLE_GREY = 11;
  99997. TGATools._ORIGIN_MASK = 0x30;
  99998. TGATools._ORIGIN_SHIFT = 0x04;
  99999. TGATools._ORIGIN_BL = 0x00;
  100000. TGATools._ORIGIN_BR = 0x01;
  100001. TGATools._ORIGIN_UL = 0x02;
  100002. TGATools._ORIGIN_UR = 0x03;
  100003. return TGATools;
  100004. }());
  100005. BABYLON.TGATools = TGATools;
  100006. })(BABYLON || (BABYLON = {}));
  100007. //# sourceMappingURL=babylon.tga.js.map
  100008. var BABYLON;
  100009. (function (BABYLON) {
  100010. /**
  100011. * Implementation of the TGA Texture Loader.
  100012. */
  100013. var TGATextureLoader = /** @class */ (function () {
  100014. function TGATextureLoader() {
  100015. /**
  100016. * Defines wether the loader supports cascade loading the different faces.
  100017. */
  100018. this.supportCascades = false;
  100019. }
  100020. /**
  100021. * This returns if the loader support the current file information.
  100022. * @param extension defines the file extension of the file being loaded
  100023. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100024. * @param fallback defines the fallback internal texture if any
  100025. * @param isBase64 defines whether the texture is encoded as a base64
  100026. * @param isBuffer defines whether the texture data are stored as a buffer
  100027. * @returns true if the loader can load the specified file
  100028. */
  100029. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100030. return extension.indexOf(".tga") === 0;
  100031. };
  100032. /**
  100033. * Transform the url before loading if required.
  100034. * @param rootUrl the url of the texture
  100035. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100036. * @returns the transformed texture
  100037. */
  100038. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100039. return rootUrl;
  100040. };
  100041. /**
  100042. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100043. * @param rootUrl the url of the texture
  100044. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100045. * @returns the fallback texture
  100046. */
  100047. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100048. return null;
  100049. };
  100050. /**
  100051. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100052. * @param data contains the texture data
  100053. * @param texture defines the BabylonJS internal texture
  100054. * @param createPolynomials will be true if polynomials have been requested
  100055. * @param onLoad defines the callback to trigger once the texture is ready
  100056. * @param onError defines the callback to trigger in case of error
  100057. */
  100058. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100059. throw ".env not supported in Cube.";
  100060. };
  100061. /**
  100062. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100063. * @param data contains the texture data
  100064. * @param texture defines the BabylonJS internal texture
  100065. * @param callback defines the method to call once ready to upload
  100066. */
  100067. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  100068. var uintData = new Uint8Array(data);
  100069. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  100070. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  100071. BABYLON.TGATools.UploadContent(texture, uintData);
  100072. });
  100073. };
  100074. return TGATextureLoader;
  100075. }());
  100076. // Register the loader.
  100077. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  100078. })(BABYLON || (BABYLON = {}));
  100079. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  100080. var BABYLON;
  100081. (function (BABYLON) {
  100082. /**
  100083. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  100084. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  100085. */
  100086. var KhronosTextureContainer = /** @class */ (function () {
  100087. /**
  100088. * Creates a new KhronosTextureContainer
  100089. * @param arrayBuffer contents of the KTX container file
  100090. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  100091. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  100092. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  100093. */
  100094. function KhronosTextureContainer(
  100095. /** contents of the KTX container file */
  100096. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  100097. this.arrayBuffer = arrayBuffer;
  100098. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  100099. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  100100. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  100101. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  100102. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  100103. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  100104. BABYLON.Tools.Error("texture missing KTX identifier");
  100105. return;
  100106. }
  100107. // load the reset of the header in native 32 bit int
  100108. var header = new Int32Array(this.arrayBuffer, 12, 13);
  100109. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  100110. var oppositeEndianess = header[0] === 0x01020304;
  100111. // read all the header elements in order they exist in the file, without modification (sans endainness)
  100112. this.glType = oppositeEndianess ? this.switchEndianness(header[1]) : header[1]; // must be 0 for compressed textures
  100113. this.glTypeSize = oppositeEndianess ? this.switchEndianness(header[2]) : header[2]; // must be 1 for compressed textures
  100114. this.glFormat = oppositeEndianess ? this.switchEndianness(header[3]) : header[3]; // must be 0 for compressed textures
  100115. this.glInternalFormat = oppositeEndianess ? this.switchEndianness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  100116. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndianness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  100117. this.pixelWidth = oppositeEndianess ? this.switchEndianness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  100118. this.pixelHeight = oppositeEndianess ? this.switchEndianness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  100119. this.pixelDepth = oppositeEndianess ? this.switchEndianness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  100120. this.numberOfArrayElements = oppositeEndianess ? this.switchEndianness(header[9]) : header[9]; // used for texture arrays
  100121. this.numberOfFaces = oppositeEndianess ? this.switchEndianness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  100122. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndianness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  100123. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndianness(header[12]) : header[12]; // the amount of space after the header for meta-data
  100124. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  100125. if (this.glType !== 0) {
  100126. BABYLON.Tools.Error("only compressed formats currently supported");
  100127. return;
  100128. }
  100129. else {
  100130. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  100131. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  100132. }
  100133. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  100134. BABYLON.Tools.Error("only 2D textures currently supported");
  100135. return;
  100136. }
  100137. if (this.numberOfArrayElements !== 0) {
  100138. BABYLON.Tools.Error("texture arrays not currently supported");
  100139. return;
  100140. }
  100141. if (this.numberOfFaces !== facesExpected) {
  100142. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  100143. return;
  100144. }
  100145. // we now have a completely validated file, so could use existence of loadType as success
  100146. // would need to make this more elaborate & adjust checks above to support more than one load type
  100147. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  100148. }
  100149. //
  100150. /**
  100151. * Revert the endianness of a value.
  100152. * Not as fast hardware based, but will probably never need to use
  100153. * @param val defines the value to convert
  100154. * @returns the new value
  100155. */
  100156. KhronosTextureContainer.prototype.switchEndianness = function (val) {
  100157. return ((val & 0xFF) << 24)
  100158. | ((val & 0xFF00) << 8)
  100159. | ((val >> 8) & 0xFF00)
  100160. | ((val >> 24) & 0xFF);
  100161. };
  100162. /**
  100163. * Uploads KTX content to a Babylon Texture.
  100164. * It is assumed that the texture has already been created & is currently bound
  100165. * @hidden
  100166. */
  100167. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  100168. switch (this.loadType) {
  100169. case KhronosTextureContainer.COMPRESSED_2D:
  100170. this._upload2DCompressedLevels(texture, loadMipmaps);
  100171. break;
  100172. case KhronosTextureContainer.TEX_2D:
  100173. case KhronosTextureContainer.COMPRESSED_3D:
  100174. case KhronosTextureContainer.TEX_3D:
  100175. }
  100176. };
  100177. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  100178. // initialize width & height for level 1
  100179. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  100180. var width = this.pixelWidth;
  100181. var height = this.pixelHeight;
  100182. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  100183. for (var level = 0; level < mipmapCount; level++) {
  100184. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  100185. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  100186. for (var face = 0; face < this.numberOfFaces; face++) {
  100187. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  100188. var engine = texture.getEngine();
  100189. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  100190. dataOffset += imageSize; // add size of the image for the next face/mipmap
  100191. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  100192. }
  100193. width = Math.max(1.0, width * 0.5);
  100194. height = Math.max(1.0, height * 0.5);
  100195. }
  100196. };
  100197. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  100198. // load types
  100199. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  100200. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  100201. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  100202. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  100203. return KhronosTextureContainer;
  100204. }());
  100205. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  100206. })(BABYLON || (BABYLON = {}));
  100207. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  100208. var BABYLON;
  100209. (function (BABYLON) {
  100210. /**
  100211. * Implementation of the KTX Texture Loader.
  100212. */
  100213. var KTXTextureLoader = /** @class */ (function () {
  100214. function KTXTextureLoader() {
  100215. /**
  100216. * Defines wether the loader supports cascade loading the different faces.
  100217. */
  100218. this.supportCascades = false;
  100219. }
  100220. /**
  100221. * This returns if the loader support the current file information.
  100222. * @param extension defines the file extension of the file being loaded
  100223. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100224. * @param fallback defines the fallback internal texture if any
  100225. * @param isBase64 defines whether the texture is encoded as a base64
  100226. * @param isBuffer defines whether the texture data are stored as a buffer
  100227. * @returns true if the loader can load the specified file
  100228. */
  100229. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100230. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  100231. return true;
  100232. }
  100233. return false;
  100234. };
  100235. /**
  100236. * Transform the url before loading if required.
  100237. * @param rootUrl the url of the texture
  100238. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100239. * @returns the transformed texture
  100240. */
  100241. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100242. var lastDot = rootUrl.lastIndexOf('.');
  100243. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  100244. };
  100245. /**
  100246. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100247. * @param rootUrl the url of the texture
  100248. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100249. * @returns the fallback texture
  100250. */
  100251. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100252. // remove the format appended to the rootUrl in the original createCubeTexture call.
  100253. var exp = new RegExp("" + textureFormatInUse + "$");
  100254. return rootUrl.replace(exp, "");
  100255. };
  100256. /**
  100257. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100258. * @param data contains the texture data
  100259. * @param texture defines the BabylonJS internal texture
  100260. * @param createPolynomials will be true if polynomials have been requested
  100261. * @param onLoad defines the callback to trigger once the texture is ready
  100262. * @param onError defines the callback to trigger in case of error
  100263. */
  100264. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100265. if (Array.isArray(data)) {
  100266. return;
  100267. }
  100268. var engine = texture.getEngine();
  100269. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  100270. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  100271. engine._unpackFlipY(true);
  100272. ktx.uploadLevels(texture, texture.generateMipMaps);
  100273. texture.width = ktx.pixelWidth;
  100274. texture.height = ktx.pixelHeight;
  100275. engine._setCubeMapTextureParams(loadMipmap);
  100276. texture.isReady = true;
  100277. };
  100278. /**
  100279. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100280. * @param data contains the texture data
  100281. * @param texture defines the BabylonJS internal texture
  100282. * @param callback defines the method to call once ready to upload
  100283. */
  100284. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  100285. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  100286. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  100287. ktx.uploadLevels(texture, texture.generateMipMaps);
  100288. });
  100289. };
  100290. return KTXTextureLoader;
  100291. }());
  100292. // Register the loader.
  100293. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  100294. })(BABYLON || (BABYLON = {}));
  100295. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  100296. var BABYLON;
  100297. (function (BABYLON) {
  100298. /**
  100299. * Sets of helpers addressing the serialization and deserialization of environment texture
  100300. * stored in a BabylonJS env file.
  100301. * Those files are usually stored as .env files.
  100302. */
  100303. var EnvironmentTextureTools = /** @class */ (function () {
  100304. function EnvironmentTextureTools() {
  100305. }
  100306. /**
  100307. * Gets the environment info from an env file.
  100308. * @param data The array buffer containing the .env bytes.
  100309. * @returns the environment file info (the json header) if successfully parsed.
  100310. */
  100311. EnvironmentTextureTools.GetEnvInfo = function (data) {
  100312. var dataView = new DataView(data);
  100313. var pos = 0;
  100314. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  100315. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  100316. BABYLON.Tools.Error('Not a babylon environment map');
  100317. return null;
  100318. }
  100319. }
  100320. // Read json manifest - collect characters up to null terminator
  100321. var manifestString = '';
  100322. var charCode = 0x00;
  100323. while ((charCode = dataView.getUint8(pos++))) {
  100324. manifestString += String.fromCharCode(charCode);
  100325. }
  100326. var manifest = JSON.parse(manifestString);
  100327. if (manifest.specular) {
  100328. // Extend the header with the position of the payload.
  100329. manifest.specular.specularDataPosition = pos;
  100330. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  100331. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  100332. }
  100333. return manifest;
  100334. };
  100335. /**
  100336. * Creates an environment texture from a loaded cube texture.
  100337. * @param texture defines the cube texture to convert in env file
  100338. * @return a promise containing the environment data if succesfull.
  100339. */
  100340. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  100341. var _this = this;
  100342. var internalTexture = texture.getInternalTexture();
  100343. if (!internalTexture) {
  100344. return Promise.reject("The cube texture is invalid.");
  100345. }
  100346. if (!texture._prefiltered) {
  100347. return Promise.reject("The cube texture is invalid (not prefiltered).");
  100348. }
  100349. var engine = internalTexture.getEngine();
  100350. if (engine && engine.premultipliedAlpha) {
  100351. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  100352. }
  100353. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  100354. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  100355. }
  100356. var canvas = engine.getRenderingCanvas();
  100357. if (!canvas) {
  100358. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  100359. }
  100360. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100361. if (!engine.getCaps().textureFloatRender) {
  100362. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100363. if (!engine.getCaps().textureHalfFloatRender) {
  100364. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  100365. }
  100366. }
  100367. var cubeWidth = internalTexture.width;
  100368. var hostingScene = new BABYLON.Scene(engine);
  100369. var specularTextures = {};
  100370. var promises = [];
  100371. // Read and collect all mipmaps data from the cube.
  100372. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  100373. mipmapsCount = Math.round(mipmapsCount);
  100374. var _loop_1 = function (i) {
  100375. var faceWidth = Math.pow(2, mipmapsCount - i);
  100376. var _loop_2 = function (face) {
  100377. var data = texture.readPixels(face, i);
  100378. // Creates a temp texture with the face data.
  100379. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  100380. // And rgbdEncode them.
  100381. var promise = new Promise(function (resolve, reject) {
  100382. 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);
  100383. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100384. rgbdPostProcess.onApply = function (effect) {
  100385. effect._bindTexture("textureSampler", tempTexture);
  100386. };
  100387. // As the process needs to happen on the main canvas, keep track of the current size
  100388. var currentW = engine.getRenderWidth();
  100389. var currentH = engine.getRenderHeight();
  100390. // Set the desired size for the texture
  100391. engine.setSize(faceWidth, faceWidth);
  100392. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  100393. // Reading datas from WebGL
  100394. BABYLON.Tools.ToBlob(canvas, function (blob) {
  100395. var fileReader = new FileReader();
  100396. fileReader.onload = function (event) {
  100397. var arrayBuffer = event.target.result;
  100398. specularTextures[i * 6 + face] = arrayBuffer;
  100399. resolve();
  100400. };
  100401. fileReader.readAsArrayBuffer(blob);
  100402. });
  100403. // Reapply the previous canvas size
  100404. engine.setSize(currentW, currentH);
  100405. });
  100406. });
  100407. promises.push(promise);
  100408. };
  100409. // All faces of the cube.
  100410. for (var face = 0; face < 6; face++) {
  100411. _loop_2(face);
  100412. }
  100413. };
  100414. for (var i = 0; i <= mipmapsCount; i++) {
  100415. _loop_1(i);
  100416. }
  100417. // Once all the textures haves been collected as RGBD stored in PNGs
  100418. return Promise.all(promises).then(function () {
  100419. // We can delete the hosting scene keeping track of all the creation objects
  100420. hostingScene.dispose();
  100421. // Creates the json header for the env texture
  100422. var info = {
  100423. version: 1,
  100424. width: cubeWidth,
  100425. irradiance: _this._CreateEnvTextureIrradiance(texture),
  100426. specular: {
  100427. mipmaps: [],
  100428. lodGenerationScale: texture.lodGenerationScale
  100429. }
  100430. };
  100431. // Sets the specular image data information
  100432. var position = 0;
  100433. for (var i = 0; i <= mipmapsCount; i++) {
  100434. for (var face = 0; face < 6; face++) {
  100435. var byteLength = specularTextures[i * 6 + face].byteLength;
  100436. info.specular.mipmaps.push({
  100437. length: byteLength,
  100438. position: position
  100439. });
  100440. position += byteLength;
  100441. }
  100442. }
  100443. // Encode the JSON as an array buffer
  100444. var infoString = JSON.stringify(info);
  100445. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  100446. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  100447. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  100448. infoView[i] = infoString.charCodeAt(i);
  100449. }
  100450. // Ends up with a null terminator for easier parsing
  100451. infoView[infoString.length] = 0x00;
  100452. // Computes the final required size and creates the storage
  100453. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  100454. var finalBuffer = new ArrayBuffer(totalSize);
  100455. var finalBufferView = new Uint8Array(finalBuffer);
  100456. var dataView = new DataView(finalBuffer);
  100457. // Copy the magic bytes identifying the file in
  100458. var pos = 0;
  100459. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  100460. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  100461. }
  100462. // Add the json info
  100463. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  100464. pos += infoBuffer.byteLength;
  100465. // Finally inserts the texture data
  100466. for (var i = 0; i <= mipmapsCount; i++) {
  100467. for (var face = 0; face < 6; face++) {
  100468. var dataBuffer = specularTextures[i * 6 + face];
  100469. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  100470. pos += dataBuffer.byteLength;
  100471. }
  100472. }
  100473. // Voila
  100474. return finalBuffer;
  100475. });
  100476. };
  100477. /**
  100478. * Creates a JSON representation of the spherical data.
  100479. * @param texture defines the texture containing the polynomials
  100480. * @return the JSON representation of the spherical info
  100481. */
  100482. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  100483. var polynmials = texture.sphericalPolynomial;
  100484. if (polynmials == null) {
  100485. return null;
  100486. }
  100487. return {
  100488. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  100489. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  100490. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  100491. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  100492. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  100493. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  100494. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  100495. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  100496. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  100497. };
  100498. };
  100499. /**
  100500. * Uploads the texture info contained in the env file to the GPU.
  100501. * @param texture defines the internal texture to upload to
  100502. * @param arrayBuffer defines the buffer cotaining the data to load
  100503. * @param info defines the texture info retrieved through the GetEnvInfo method
  100504. * @returns a promise
  100505. */
  100506. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  100507. if (info.version !== 1) {
  100508. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  100509. }
  100510. var specularInfo = info.specular;
  100511. if (!specularInfo) {
  100512. // Nothing else parsed so far
  100513. return Promise.resolve();
  100514. }
  100515. // Double checks the enclosed info
  100516. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  100517. mipmapsCount = Math.round(mipmapsCount) + 1;
  100518. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  100519. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  100520. }
  100521. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  100522. var imageData = new Array(mipmapsCount);
  100523. for (var i = 0; i < mipmapsCount; i++) {
  100524. imageData[i] = new Array(6);
  100525. for (var face = 0; face < 6; face++) {
  100526. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  100527. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  100528. }
  100529. }
  100530. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  100531. };
  100532. /**
  100533. * Uploads the levels of image data to the GPU.
  100534. * @param texture defines the internal texture to upload to
  100535. * @param imageData defines the array buffer views of image data [mipmap][face]
  100536. * @returns a promise
  100537. */
  100538. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  100539. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  100540. throw new Error("Texture size must be a power of two");
  100541. }
  100542. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  100543. // Gets everything ready.
  100544. var engine = texture.getEngine();
  100545. var expandTexture = false;
  100546. var generateNonLODTextures = false;
  100547. var rgbdPostProcess = null;
  100548. var cubeRtt = null;
  100549. var lodTextures = null;
  100550. var caps = engine.getCaps();
  100551. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100552. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100553. texture.generateMipMaps = true;
  100554. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  100555. // Add extra process if texture lod is not supported
  100556. if (!caps.textureLOD) {
  100557. expandTexture = false;
  100558. generateNonLODTextures = true;
  100559. lodTextures = {};
  100560. }
  100561. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  100562. else if (engine.webGLVersion < 2) {
  100563. expandTexture = false;
  100564. }
  100565. // If half float available we can uncompress the texture
  100566. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  100567. expandTexture = true;
  100568. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100569. }
  100570. // If full float available we can uncompress the texture
  100571. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  100572. expandTexture = true;
  100573. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100574. }
  100575. // Expand the texture if possible
  100576. if (expandTexture) {
  100577. // Simply run through the decode PP
  100578. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  100579. texture._isRGBD = false;
  100580. texture.invertY = false;
  100581. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  100582. generateDepthBuffer: false,
  100583. generateMipMaps: true,
  100584. generateStencilBuffer: false,
  100585. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  100586. type: texture.type,
  100587. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  100588. });
  100589. }
  100590. else {
  100591. texture._isRGBD = true;
  100592. texture.invertY = true;
  100593. // In case of missing support, applies the same patch than DDS files.
  100594. if (generateNonLODTextures) {
  100595. var mipSlices = 3;
  100596. var scale = texture._lodGenerationScale;
  100597. var offset = texture._lodGenerationOffset;
  100598. for (var i = 0; i < mipSlices; i++) {
  100599. //compute LOD from even spacing in smoothness (matching shader calculation)
  100600. var smoothness = i / (mipSlices - 1);
  100601. var roughness = 1 - smoothness;
  100602. var minLODIndex = offset; // roughness = 0
  100603. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  100604. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  100605. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  100606. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  100607. glTextureFromLod.isCube = true;
  100608. glTextureFromLod.invertY = true;
  100609. glTextureFromLod.generateMipMaps = false;
  100610. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  100611. // Wrap in a base texture for easy binding.
  100612. var lodTexture = new BABYLON.BaseTexture(null);
  100613. lodTexture.isCube = true;
  100614. lodTexture._texture = glTextureFromLod;
  100615. lodTextures[mipmapIndex] = lodTexture;
  100616. switch (i) {
  100617. case 0:
  100618. texture._lodTextureLow = lodTexture;
  100619. break;
  100620. case 1:
  100621. texture._lodTextureMid = lodTexture;
  100622. break;
  100623. case 2:
  100624. texture._lodTextureHigh = lodTexture;
  100625. break;
  100626. }
  100627. }
  100628. }
  100629. }
  100630. var promises = [];
  100631. var _loop_3 = function (i) {
  100632. var _loop_4 = function (face) {
  100633. // Constructs an image element from image data
  100634. var bytes = imageData[i][face];
  100635. var blob = new Blob([bytes], { type: 'image/png' });
  100636. var url = URL.createObjectURL(blob);
  100637. var image = new Image();
  100638. image.src = url;
  100639. // Enqueue promise to upload to the texture.
  100640. var promise = new Promise(function (resolve, reject) {
  100641. image.onload = function () {
  100642. if (expandTexture) {
  100643. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  100644. reject(message);
  100645. }, image);
  100646. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100647. // Uncompress the data to a RTT
  100648. rgbdPostProcess.onApply = function (effect) {
  100649. effect._bindTexture("textureSampler", tempTexture_1);
  100650. effect.setFloat2("scale", 1, 1);
  100651. };
  100652. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  100653. // Cleanup
  100654. engine.restoreDefaultFramebuffer();
  100655. tempTexture_1.dispose();
  100656. window.URL.revokeObjectURL(url);
  100657. resolve();
  100658. });
  100659. }
  100660. else {
  100661. engine._uploadImageToTexture(texture, image, face, i);
  100662. // Upload the face to the non lod texture support
  100663. if (generateNonLODTextures) {
  100664. var lodTexture = lodTextures[i];
  100665. if (lodTexture) {
  100666. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  100667. }
  100668. }
  100669. resolve();
  100670. }
  100671. };
  100672. image.onerror = function (error) {
  100673. reject(error);
  100674. };
  100675. });
  100676. promises.push(promise);
  100677. };
  100678. // All faces
  100679. for (var face = 0; face < 6; face++) {
  100680. _loop_4(face);
  100681. }
  100682. };
  100683. // All mipmaps up to provided number of images
  100684. for (var i = 0; i < imageData.length; i++) {
  100685. _loop_3(i);
  100686. }
  100687. // Fill remaining mipmaps with black textures.
  100688. if (imageData.length < mipmapsCount) {
  100689. var data = void 0;
  100690. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  100691. var dataLength = size * size * 4;
  100692. switch (texture.type) {
  100693. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  100694. data = new Uint8Array(dataLength);
  100695. break;
  100696. }
  100697. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  100698. data = new Uint16Array(dataLength);
  100699. break;
  100700. }
  100701. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  100702. data = new Float32Array(dataLength);
  100703. break;
  100704. }
  100705. }
  100706. for (var i = imageData.length; i < mipmapsCount; i++) {
  100707. for (var face = 0; face < 6; face++) {
  100708. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  100709. }
  100710. }
  100711. }
  100712. // Once all done, finishes the cleanup and return
  100713. return Promise.all(promises).then(function () {
  100714. // Release temp RTT.
  100715. if (cubeRtt) {
  100716. engine._releaseFramebufferObjects(cubeRtt);
  100717. cubeRtt._swapAndDie(texture);
  100718. }
  100719. // Release temp Post Process.
  100720. if (rgbdPostProcess) {
  100721. rgbdPostProcess.dispose();
  100722. }
  100723. // Flag internal texture as ready in case they are in use.
  100724. if (generateNonLODTextures) {
  100725. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  100726. texture._lodTextureHigh._texture.isReady = true;
  100727. }
  100728. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  100729. texture._lodTextureMid._texture.isReady = true;
  100730. }
  100731. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  100732. texture._lodTextureLow._texture.isReady = true;
  100733. }
  100734. }
  100735. });
  100736. };
  100737. /**
  100738. * Uploads spherical polynomials information to the texture.
  100739. * @param texture defines the texture we are trying to upload the information to
  100740. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  100741. */
  100742. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  100743. if (info.version !== 1) {
  100744. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  100745. }
  100746. var irradianceInfo = info.irradiance;
  100747. if (!irradianceInfo) {
  100748. return;
  100749. }
  100750. var sp = new BABYLON.SphericalPolynomial();
  100751. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  100752. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  100753. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  100754. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  100755. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  100756. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  100757. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  100758. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  100759. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  100760. texture._sphericalPolynomial = sp;
  100761. };
  100762. /**
  100763. * Magic number identifying the env file.
  100764. */
  100765. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  100766. return EnvironmentTextureTools;
  100767. }());
  100768. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  100769. })(BABYLON || (BABYLON = {}));
  100770. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  100771. var BABYLON;
  100772. (function (BABYLON) {
  100773. /**
  100774. * Implementation of the ENV Texture Loader.
  100775. */
  100776. var ENVTextureLoader = /** @class */ (function () {
  100777. function ENVTextureLoader() {
  100778. /**
  100779. * Defines wether the loader supports cascade loading the different faces.
  100780. */
  100781. this.supportCascades = false;
  100782. }
  100783. /**
  100784. * This returns if the loader support the current file information.
  100785. * @param extension defines the file extension of the file being loaded
  100786. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100787. * @param fallback defines the fallback internal texture if any
  100788. * @param isBase64 defines whether the texture is encoded as a base64
  100789. * @param isBuffer defines whether the texture data are stored as a buffer
  100790. * @returns true if the loader can load the specified file
  100791. */
  100792. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100793. return extension.indexOf(".env") === 0;
  100794. };
  100795. /**
  100796. * Transform the url before loading if required.
  100797. * @param rootUrl the url of the texture
  100798. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100799. * @returns the transformed texture
  100800. */
  100801. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100802. return rootUrl;
  100803. };
  100804. /**
  100805. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100806. * @param rootUrl the url of the texture
  100807. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100808. * @returns the fallback texture
  100809. */
  100810. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100811. return null;
  100812. };
  100813. /**
  100814. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100815. * @param data contains the texture data
  100816. * @param texture defines the BabylonJS internal texture
  100817. * @param createPolynomials will be true if polynomials have been requested
  100818. * @param onLoad defines the callback to trigger once the texture is ready
  100819. * @param onError defines the callback to trigger in case of error
  100820. */
  100821. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100822. if (Array.isArray(data)) {
  100823. return;
  100824. }
  100825. data = data;
  100826. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  100827. if (info) {
  100828. texture.width = info.width;
  100829. texture.height = info.width;
  100830. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  100831. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  100832. texture.isReady = true;
  100833. if (onLoad) {
  100834. onLoad();
  100835. }
  100836. });
  100837. }
  100838. else if (onError) {
  100839. onError("Can not parse the environment file", null);
  100840. }
  100841. };
  100842. /**
  100843. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100844. * @param data contains the texture data
  100845. * @param texture defines the BabylonJS internal texture
  100846. * @param callback defines the method to call once ready to upload
  100847. */
  100848. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  100849. throw ".env not supported in 2d.";
  100850. };
  100851. return ENVTextureLoader;
  100852. }());
  100853. // Register the loader.
  100854. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  100855. })(BABYLON || (BABYLON = {}));
  100856. //# sourceMappingURL=babylon.envTextureLoader.js.map
  100857. var BABYLON;
  100858. (function (BABYLON) {
  100859. /**
  100860. * Renders a layer on top of an existing scene
  100861. */
  100862. var UtilityLayerRenderer = /** @class */ (function () {
  100863. /**
  100864. * Instantiates a UtilityLayerRenderer
  100865. * @param originalScene the original scene that will be rendered on top of
  100866. */
  100867. function UtilityLayerRenderer(
  100868. /** the original scene that will be rendered on top of */
  100869. originalScene) {
  100870. var _this = this;
  100871. this.originalScene = originalScene;
  100872. this._pointerCaptures = {};
  100873. this._lastPointerEvents = {};
  100874. /**
  100875. * If the utility layer should automatically be rendered on top of existing scene
  100876. */
  100877. this.shouldRender = true;
  100878. /**
  100879. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  100880. */
  100881. this.onlyCheckPointerDownEvents = true;
  100882. /**
  100883. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  100884. */
  100885. this.processAllEvents = false;
  100886. /**
  100887. * Observable raised when the pointer move from the utility layer scene to the main scene
  100888. */
  100889. this.onPointerOutObservable = new BABYLON.Observable();
  100890. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  100891. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  100892. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  100893. this.utilityLayerScene._allowPostProcessClearColor = false;
  100894. originalScene.getEngine().scenes.pop();
  100895. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  100896. this.utilityLayerScene.detachControl();
  100897. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  100898. if (!_this.processAllEvents) {
  100899. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  100900. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  100901. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  100902. return;
  100903. }
  100904. }
  100905. var pointerEvent = (prePointerInfo.event);
  100906. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  100907. _this._pointerCaptures[pointerEvent.pointerId] = false;
  100908. return;
  100909. }
  100910. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  100911. if (!prePointerInfo.ray && utilityScenePick) {
  100912. prePointerInfo.ray = utilityScenePick.ray;
  100913. }
  100914. // always fire the prepointer oversvable
  100915. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  100916. // allow every non pointer down event to flow to the utility layer
  100917. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  100918. if (!prePointerInfo.skipOnPointerObservable) {
  100919. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  100920. }
  100921. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  100922. _this._pointerCaptures[pointerEvent.pointerId] = false;
  100923. }
  100924. return;
  100925. }
  100926. if (_this.utilityLayerScene.autoClearDepthAndStencil) {
  100927. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  100928. if (utilityScenePick && utilityScenePick.hit) {
  100929. if (!prePointerInfo.skipOnPointerObservable) {
  100930. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  100931. }
  100932. prePointerInfo.skipOnPointerObservable = true;
  100933. }
  100934. }
  100935. else {
  100936. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  100937. var pointerEvent_1 = (prePointerInfo.event);
  100938. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  100939. if (originalScenePick && utilityScenePick) {
  100940. // No pick in utility scene
  100941. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  100942. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  100943. // We touched an utility mesh present in the main scene
  100944. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  100945. prePointerInfo.skipOnPointerObservable = true;
  100946. }
  100947. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  100948. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  100949. }
  100950. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  100951. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  100952. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  100953. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  100954. }
  100955. }
  100956. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  100957. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  100958. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  100959. // If a previous utility layer set this, do not unset this
  100960. if (!prePointerInfo.skipOnPointerObservable) {
  100961. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  100962. }
  100963. }
  100964. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  100965. // We have a pick in both scenes but main is closer than utility
  100966. // We touched an utility mesh present in the main scene
  100967. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  100968. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  100969. prePointerInfo.skipOnPointerObservable = true;
  100970. }
  100971. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  100972. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  100973. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  100974. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  100975. }
  100976. }
  100977. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  100978. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  100979. }
  100980. }
  100981. }
  100982. });
  100983. // Render directly on top of existing scene without clearing
  100984. this.utilityLayerScene.autoClear = false;
  100985. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  100986. if (_this.shouldRender) {
  100987. _this.render();
  100988. }
  100989. });
  100990. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  100991. _this.dispose();
  100992. });
  100993. this._updateCamera();
  100994. }
  100995. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  100996. /**
  100997. * 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)
  100998. */
  100999. get: function () {
  101000. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  101001. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  101002. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  101003. UtilityLayerRenderer._DefaultUtilityLayer = null;
  101004. });
  101005. }
  101006. return UtilityLayerRenderer._DefaultUtilityLayer;
  101007. },
  101008. enumerable: true,
  101009. configurable: true
  101010. });
  101011. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  101012. /**
  101013. * 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)
  101014. */
  101015. get: function () {
  101016. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  101017. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  101018. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  101019. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  101020. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  101021. });
  101022. }
  101023. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  101024. },
  101025. enumerable: true,
  101026. configurable: true
  101027. });
  101028. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  101029. if (!prePointerInfo.skipOnPointerObservable) {
  101030. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  101031. this._lastPointerEvents[pointerEvent.pointerId] = true;
  101032. }
  101033. };
  101034. /**
  101035. * Renders the utility layers scene on top of the original scene
  101036. */
  101037. UtilityLayerRenderer.prototype.render = function () {
  101038. this._updateCamera();
  101039. if (this.utilityLayerScene.activeCamera) {
  101040. // Set the camera's scene to utility layers scene
  101041. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  101042. var camera = this.utilityLayerScene.activeCamera;
  101043. camera._scene = this.utilityLayerScene;
  101044. if (camera.leftCamera) {
  101045. camera.leftCamera._scene = this.utilityLayerScene;
  101046. }
  101047. if (camera.rightCamera) {
  101048. camera.rightCamera._scene = this.utilityLayerScene;
  101049. }
  101050. this.utilityLayerScene.render(false);
  101051. // Reset camera's scene back to original
  101052. camera._scene = oldScene;
  101053. if (camera.leftCamera) {
  101054. camera.leftCamera._scene = oldScene;
  101055. }
  101056. if (camera.rightCamera) {
  101057. camera.rightCamera._scene = oldScene;
  101058. }
  101059. }
  101060. };
  101061. /**
  101062. * Disposes of the renderer
  101063. */
  101064. UtilityLayerRenderer.prototype.dispose = function () {
  101065. this.onPointerOutObservable.clear();
  101066. if (this._afterRenderObserver) {
  101067. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  101068. }
  101069. if (this._sceneDisposeObserver) {
  101070. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  101071. }
  101072. if (this._originalPointerObserver) {
  101073. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  101074. }
  101075. this.utilityLayerScene.dispose();
  101076. };
  101077. UtilityLayerRenderer.prototype._updateCamera = function () {
  101078. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  101079. };
  101080. UtilityLayerRenderer._DefaultUtilityLayer = null;
  101081. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  101082. return UtilityLayerRenderer;
  101083. }());
  101084. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  101085. })(BABYLON || (BABYLON = {}));
  101086. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  101087. //# sourceMappingURL=babylon.behavior.js.map
  101088. var BABYLON;
  101089. (function (BABYLON) {
  101090. /**
  101091. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  101092. */
  101093. var PointerDragBehavior = /** @class */ (function () {
  101094. /**
  101095. * Creates a pointer drag behavior that can be attached to a mesh
  101096. * @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)
  101097. */
  101098. function PointerDragBehavior(options) {
  101099. /**
  101100. * 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)
  101101. */
  101102. this.maxDragAngle = 0;
  101103. /**
  101104. * @hidden
  101105. */
  101106. this._useAlternatePickedPointAboveMaxDragAngle = false;
  101107. /**
  101108. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101109. */
  101110. this.currentDraggingPointerID = -1;
  101111. /**
  101112. * If the behavior is currently in a dragging state
  101113. */
  101114. this.dragging = false;
  101115. /**
  101116. * 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)
  101117. */
  101118. this.dragDeltaRatio = 0.2;
  101119. /**
  101120. * If the drag plane orientation should be updated during the dragging (Default: true)
  101121. */
  101122. this.updateDragPlane = true;
  101123. // Debug mode will display drag planes to help visualize behavior
  101124. this._debugMode = false;
  101125. this._moving = false;
  101126. /**
  101127. * Fires each time the attached mesh is dragged with the pointer
  101128. * * delta between last drag position and current drag position in world space
  101129. * * dragDistance along the drag axis
  101130. * * dragPlaneNormal normal of the current drag plane used during the drag
  101131. * * dragPlanePoint in world space where the drag intersects the drag plane
  101132. */
  101133. this.onDragObservable = new BABYLON.Observable();
  101134. /**
  101135. * Fires each time a drag begins (eg. mouse down on mesh)
  101136. */
  101137. this.onDragStartObservable = new BABYLON.Observable();
  101138. /**
  101139. * Fires each time a drag ends (eg. mouse release after drag)
  101140. */
  101141. this.onDragEndObservable = new BABYLON.Observable();
  101142. /**
  101143. * If the attached mesh should be moved when dragged
  101144. */
  101145. this.moveAttached = true;
  101146. /**
  101147. * If the drag behavior will react to drag events (Default: true)
  101148. */
  101149. this.enabled = true;
  101150. /**
  101151. * If camera controls should be detached during the drag
  101152. */
  101153. this.detachCameraControls = true;
  101154. /**
  101155. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  101156. */
  101157. this.useObjectOrienationForDragging = true;
  101158. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  101159. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  101160. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  101161. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101162. this._attachedElement = null;
  101163. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  101164. this._lastPointerRay = {};
  101165. this._dragDelta = new BABYLON.Vector3();
  101166. // Variables to avoid instantiation in the below method
  101167. this._pointA = new BABYLON.Vector3(0, 0, 0);
  101168. this._pointB = new BABYLON.Vector3(0, 0, 0);
  101169. this._pointC = new BABYLON.Vector3(0, 0, 0);
  101170. this._lineA = new BABYLON.Vector3(0, 0, 0);
  101171. this._lineB = new BABYLON.Vector3(0, 0, 0);
  101172. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  101173. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  101174. this._options = options ? options : {};
  101175. var optionCount = 0;
  101176. if (this._options.dragAxis) {
  101177. optionCount++;
  101178. }
  101179. if (this._options.dragPlaneNormal) {
  101180. optionCount++;
  101181. }
  101182. if (optionCount > 1) {
  101183. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  101184. }
  101185. }
  101186. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  101187. /**
  101188. * The name of the behavior
  101189. */
  101190. get: function () {
  101191. return "PointerDrag";
  101192. },
  101193. enumerable: true,
  101194. configurable: true
  101195. });
  101196. /**
  101197. * Initializes the behavior
  101198. */
  101199. PointerDragBehavior.prototype.init = function () { };
  101200. /**
  101201. * Attaches the drag behavior the passed in mesh
  101202. * @param ownerNode The mesh that will be dragged around once attached
  101203. */
  101204. PointerDragBehavior.prototype.attach = function (ownerNode) {
  101205. var _this = this;
  101206. this._scene = ownerNode.getScene();
  101207. this._attachedNode = ownerNode;
  101208. // Initialize drag plane to not interfere with existing scene
  101209. if (!PointerDragBehavior._planeScene) {
  101210. if (this._debugMode) {
  101211. PointerDragBehavior._planeScene = this._scene;
  101212. }
  101213. else {
  101214. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  101215. PointerDragBehavior._planeScene.detachControl();
  101216. this._scene.getEngine().scenes.pop();
  101217. this._scene.onDisposeObservable.addOnce(function () {
  101218. PointerDragBehavior._planeScene.dispose();
  101219. PointerDragBehavior._planeScene = null;
  101220. });
  101221. }
  101222. }
  101223. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  101224. // State of the drag
  101225. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  101226. var pickPredicate = function (m) {
  101227. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  101228. };
  101229. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101230. if (!_this.enabled) {
  101231. return;
  101232. }
  101233. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101234. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101235. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  101236. }
  101237. }
  101238. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  101239. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  101240. _this.releaseDrag();
  101241. }
  101242. }
  101243. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  101244. var pointerId = pointerInfo.event.pointerId;
  101245. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  101246. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  101247. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  101248. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  101249. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  101250. }
  101251. _this.currentDraggingPointerID = pointerId;
  101252. }
  101253. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  101254. if (!_this._lastPointerRay[pointerId]) {
  101255. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  101256. }
  101257. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  101258. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  101259. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  101260. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  101261. _this._moveDrag(pointerInfo.pickInfo.ray);
  101262. }
  101263. }
  101264. }
  101265. });
  101266. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  101267. if (_this._moving && _this.moveAttached) {
  101268. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  101269. // Slowly move mesh to avoid jitter
  101270. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  101271. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  101272. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  101273. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  101274. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  101275. }
  101276. });
  101277. };
  101278. /**
  101279. * Force relase the drag action by code.
  101280. */
  101281. PointerDragBehavior.prototype.releaseDrag = function () {
  101282. this.dragging = false;
  101283. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  101284. this.currentDraggingPointerID = -1;
  101285. this._moving = false;
  101286. // Reattach camera controls
  101287. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  101288. this._scene.activeCamera.attachControl(this._attachedElement, true);
  101289. }
  101290. };
  101291. /**
  101292. * Simulates the start of a pointer drag event on the behavior
  101293. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  101294. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  101295. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  101296. */
  101297. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  101298. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  101299. this._startDrag(pointerId, fromRay, startPickedPoint);
  101300. var lastRay = this._lastPointerRay[pointerId];
  101301. if (pointerId === PointerDragBehavior._AnyMouseID) {
  101302. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  101303. }
  101304. if (lastRay) {
  101305. // if there was a last pointer ray drag the object there
  101306. this._moveDrag(lastRay);
  101307. }
  101308. };
  101309. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  101310. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  101311. return;
  101312. }
  101313. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  101314. // Create start ray from the camera to the object
  101315. if (fromRay) {
  101316. this._startDragRay.direction.copyFrom(fromRay.direction);
  101317. this._startDragRay.origin.copyFrom(fromRay.origin);
  101318. }
  101319. else {
  101320. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  101321. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  101322. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  101323. }
  101324. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  101325. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  101326. if (pickedPoint) {
  101327. this.dragging = true;
  101328. this.currentDraggingPointerID = pointerId;
  101329. this.lastDragPosition.copyFrom(pickedPoint);
  101330. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  101331. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  101332. // Detatch camera controls
  101333. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  101334. if (this._scene.activeCamera.inputs.attachedElement) {
  101335. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  101336. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  101337. }
  101338. else {
  101339. this._attachedElement = null;
  101340. }
  101341. }
  101342. }
  101343. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  101344. };
  101345. PointerDragBehavior.prototype._moveDrag = function (ray) {
  101346. this._moving = true;
  101347. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  101348. if (pickedPoint) {
  101349. if (this.updateDragPlane) {
  101350. this._updateDragPlanePosition(ray, pickedPoint);
  101351. }
  101352. var dragLength = 0;
  101353. // depending on the drag mode option drag accordingly
  101354. if (this._options.dragAxis) {
  101355. // Convert local drag axis to world
  101356. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  101357. // Project delta drag from the drag plane onto the drag axis
  101358. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  101359. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  101360. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  101361. }
  101362. else {
  101363. dragLength = this._dragDelta.length();
  101364. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  101365. }
  101366. this._targetPosition.addInPlace(this._dragDelta);
  101367. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  101368. this.lastDragPosition.copyFrom(pickedPoint);
  101369. }
  101370. };
  101371. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  101372. var _this = this;
  101373. if (!ray) {
  101374. return null;
  101375. }
  101376. // Calculate angle between plane normal and ray
  101377. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  101378. // Correct if ray is casted from oposite side
  101379. if (angle > Math.PI / 2) {
  101380. angle = Math.PI - angle;
  101381. }
  101382. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  101383. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  101384. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  101385. // Invert ray direction along the towards object axis
  101386. this._tmpVector.copyFrom(ray.direction);
  101387. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  101388. this._alternatePickedPoint.normalize();
  101389. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  101390. this._tmpVector.addInPlace(this._alternatePickedPoint);
  101391. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  101392. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  101393. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  101394. this._alternatePickedPoint.addInPlace(this._tmpVector);
  101395. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  101396. return this._alternatePickedPoint;
  101397. }
  101398. else {
  101399. return null;
  101400. }
  101401. }
  101402. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  101403. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  101404. return pickResult.pickedPoint;
  101405. }
  101406. else {
  101407. return null;
  101408. }
  101409. };
  101410. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  101411. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  101412. this._pointA.copyFrom(dragPlanePosition);
  101413. if (this._options.dragAxis) {
  101414. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  101415. // Calculate plane normal in direction of camera but perpendicular to drag axis
  101416. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  101417. ray.origin.subtractToRef(this._pointA, this._pointC);
  101418. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  101419. // Get perpendicular line from direction to camera and drag axis
  101420. this._pointB.subtractToRef(this._pointA, this._lineA);
  101421. this._pointC.subtractToRef(this._pointA, this._lineB);
  101422. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  101423. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  101424. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  101425. this._lookAt.normalize();
  101426. this._dragPlane.position.copyFrom(this._pointA);
  101427. this._pointA.subtractToRef(this._lookAt, this._lookAt);
  101428. this._dragPlane.lookAt(this._lookAt);
  101429. }
  101430. else if (this._options.dragPlaneNormal) {
  101431. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  101432. this._dragPlane.position.copyFrom(this._pointA);
  101433. this._pointA.subtractToRef(this._localAxis, this._lookAt);
  101434. this._dragPlane.lookAt(this._lookAt);
  101435. }
  101436. else {
  101437. this._dragPlane.position.copyFrom(this._pointA);
  101438. this._dragPlane.lookAt(ray.origin);
  101439. }
  101440. this._dragPlane.computeWorldMatrix(true);
  101441. };
  101442. /**
  101443. * Detaches the behavior from the mesh
  101444. */
  101445. PointerDragBehavior.prototype.detach = function () {
  101446. if (this._pointerObserver) {
  101447. this._scene.onPointerObservable.remove(this._pointerObserver);
  101448. }
  101449. if (this._beforeRenderObserver) {
  101450. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  101451. }
  101452. };
  101453. PointerDragBehavior._AnyMouseID = -2;
  101454. return PointerDragBehavior;
  101455. }());
  101456. BABYLON.PointerDragBehavior = PointerDragBehavior;
  101457. })(BABYLON || (BABYLON = {}));
  101458. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  101459. var BABYLON;
  101460. (function (BABYLON) {
  101461. /**
  101462. * A behavior that when attached to a mesh will allow the mesh to be scaled
  101463. */
  101464. var MultiPointerScaleBehavior = /** @class */ (function () {
  101465. /**
  101466. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  101467. */
  101468. function MultiPointerScaleBehavior() {
  101469. this._startDistance = 0;
  101470. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  101471. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  101472. this._sceneRenderObserver = null;
  101473. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  101474. this._dragBehaviorA.moveAttached = false;
  101475. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  101476. this._dragBehaviorB.moveAttached = false;
  101477. }
  101478. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  101479. /**
  101480. * The name of the behavior
  101481. */
  101482. get: function () {
  101483. return "MultiPointerScale";
  101484. },
  101485. enumerable: true,
  101486. configurable: true
  101487. });
  101488. /**
  101489. * Initializes the behavior
  101490. */
  101491. MultiPointerScaleBehavior.prototype.init = function () { };
  101492. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  101493. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  101494. };
  101495. /**
  101496. * Attaches the scale behavior the passed in mesh
  101497. * @param ownerNode The mesh that will be scaled around once attached
  101498. */
  101499. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  101500. var _this = this;
  101501. this._ownerNode = ownerNode;
  101502. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  101503. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  101504. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101505. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101506. _this._dragBehaviorA.releaseDrag();
  101507. }
  101508. else {
  101509. _this._initialScale.copyFrom(ownerNode.scaling);
  101510. _this._startDistance = _this._getCurrentDistance();
  101511. }
  101512. }
  101513. });
  101514. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  101515. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101516. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101517. _this._dragBehaviorB.releaseDrag();
  101518. }
  101519. else {
  101520. _this._initialScale.copyFrom(ownerNode.scaling);
  101521. _this._startDistance = _this._getCurrentDistance();
  101522. }
  101523. }
  101524. });
  101525. // Once both drag behaviors are active scale based on the distance between the two pointers
  101526. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101527. behavior.onDragObservable.add(function () {
  101528. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101529. var ratio = _this._getCurrentDistance() / _this._startDistance;
  101530. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  101531. }
  101532. });
  101533. });
  101534. ownerNode.addBehavior(this._dragBehaviorA);
  101535. ownerNode.addBehavior(this._dragBehaviorB);
  101536. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101537. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101538. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101539. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  101540. if (change.length() > 0.01) {
  101541. ownerNode.scaling.addInPlace(change);
  101542. }
  101543. }
  101544. });
  101545. };
  101546. /**
  101547. * Detaches the behavior from the mesh
  101548. */
  101549. MultiPointerScaleBehavior.prototype.detach = function () {
  101550. var _this = this;
  101551. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101552. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101553. behavior.onDragStartObservable.clear();
  101554. behavior.onDragObservable.clear();
  101555. _this._ownerNode.removeBehavior(behavior);
  101556. });
  101557. };
  101558. return MultiPointerScaleBehavior;
  101559. }());
  101560. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  101561. })(BABYLON || (BABYLON = {}));
  101562. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  101563. var BABYLON;
  101564. (function (BABYLON) {
  101565. /**
  101566. * 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
  101567. */
  101568. var SixDofDragBehavior = /** @class */ (function () {
  101569. /**
  101570. * 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
  101571. */
  101572. function SixDofDragBehavior() {
  101573. this._sceneRenderObserver = null;
  101574. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101575. this._moving = false;
  101576. this._startingOrientation = new BABYLON.Quaternion();
  101577. /**
  101578. * 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)
  101579. */
  101580. this.zDragFactor = 3;
  101581. /**
  101582. * If the behavior is currently in a dragging state
  101583. */
  101584. this.dragging = false;
  101585. /**
  101586. * 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)
  101587. */
  101588. this.dragDeltaRatio = 0.2;
  101589. /**
  101590. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101591. */
  101592. this.currentDraggingPointerID = -1;
  101593. /**
  101594. * If camera controls should be detached during the drag
  101595. */
  101596. this.detachCameraControls = true;
  101597. /**
  101598. * Fires each time a drag starts
  101599. */
  101600. this.onDragStartObservable = new BABYLON.Observable();
  101601. /**
  101602. * Fires each time a drag ends (eg. mouse release after drag)
  101603. */
  101604. this.onDragEndObservable = new BABYLON.Observable();
  101605. }
  101606. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  101607. /**
  101608. * The name of the behavior
  101609. */
  101610. get: function () {
  101611. return "SixDofDrag";
  101612. },
  101613. enumerable: true,
  101614. configurable: true
  101615. });
  101616. /**
  101617. * Initializes the behavior
  101618. */
  101619. SixDofDragBehavior.prototype.init = function () { };
  101620. /**
  101621. * Attaches the scale behavior the passed in mesh
  101622. * @param ownerNode The mesh that will be scaled around once attached
  101623. */
  101624. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  101625. var _this = this;
  101626. this._ownerNode = ownerNode;
  101627. this._scene = this._ownerNode.getScene();
  101628. if (!SixDofDragBehavior._virtualScene) {
  101629. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  101630. SixDofDragBehavior._virtualScene.detachControl();
  101631. this._scene.getEngine().scenes.pop();
  101632. }
  101633. var pickedMesh = null;
  101634. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  101635. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  101636. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101637. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  101638. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101639. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  101640. var pickPredicate = function (m) {
  101641. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  101642. };
  101643. var attachedElement = null;
  101644. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101645. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101646. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101647. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  101648. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  101649. }
  101650. pickedMesh = _this._ownerNode;
  101651. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  101652. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  101653. // Set position and orientation of the controller
  101654. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  101655. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  101656. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  101657. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101658. pickedMesh.computeWorldMatrix();
  101659. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  101660. if (!pickedMesh.rotationQuaternion) {
  101661. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  101662. }
  101663. var oldParent = pickedMesh.parent;
  101664. pickedMesh.setParent(null);
  101665. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  101666. pickedMesh.setParent(oldParent);
  101667. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  101668. // Update state
  101669. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  101670. _this.dragging = true;
  101671. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  101672. // Detatch camera controls
  101673. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  101674. if (_this._scene.activeCamera.inputs.attachedElement) {
  101675. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  101676. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  101677. }
  101678. else {
  101679. attachedElement = null;
  101680. }
  101681. }
  101682. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  101683. _this.onDragStartObservable.notifyObservers({});
  101684. }
  101685. }
  101686. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  101687. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  101688. _this.dragging = false;
  101689. _this._moving = false;
  101690. _this.currentDraggingPointerID = -1;
  101691. pickedMesh = null;
  101692. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101693. // Reattach camera controls
  101694. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  101695. _this._scene.activeCamera.attachControl(attachedElement, true);
  101696. }
  101697. _this.onDragEndObservable.notifyObservers({});
  101698. }
  101699. }
  101700. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  101701. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  101702. var zDragFactor = _this.zDragFactor;
  101703. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  101704. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  101705. zDragFactor = 0;
  101706. }
  101707. // Calculate controller drag distance in controller space
  101708. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  101709. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  101710. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  101711. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  101712. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  101713. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  101714. if (_this._virtualDragMesh.position.z < 0) {
  101715. _this._virtualDragMesh.position.z = 0;
  101716. }
  101717. // Update the controller position
  101718. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  101719. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  101720. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101721. // Move the virtualObjectsPosition into the picked mesh's space if needed
  101722. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  101723. if (pickedMesh.parent) {
  101724. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  101725. }
  101726. if (!_this._moving) {
  101727. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  101728. }
  101729. _this._moving = true;
  101730. }
  101731. }
  101732. });
  101733. var tmpQuaternion = new BABYLON.Quaternion();
  101734. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101735. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101736. if (_this.dragging && _this._moving && pickedMesh) {
  101737. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  101738. // Slowly move mesh to avoid jitter
  101739. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  101740. // Get change in rotation
  101741. tmpQuaternion.copyFrom(_this._startingOrientation);
  101742. tmpQuaternion.x = -tmpQuaternion.x;
  101743. tmpQuaternion.y = -tmpQuaternion.y;
  101744. tmpQuaternion.z = -tmpQuaternion.z;
  101745. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  101746. // Convert change in rotation to only y axis rotation
  101747. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  101748. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  101749. // Slowly move mesh to avoid jitter
  101750. var oldParent = pickedMesh.parent;
  101751. pickedMesh.setParent(null);
  101752. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  101753. pickedMesh.setParent(oldParent);
  101754. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  101755. }
  101756. });
  101757. };
  101758. /**
  101759. * Detaches the behavior from the mesh
  101760. */
  101761. SixDofDragBehavior.prototype.detach = function () {
  101762. if (this._scene) {
  101763. this._scene.onPointerObservable.remove(this._pointerObserver);
  101764. }
  101765. if (this._ownerNode) {
  101766. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101767. }
  101768. if (this._virtualOriginMesh) {
  101769. this._virtualOriginMesh.dispose();
  101770. }
  101771. if (this._virtualDragMesh) {
  101772. this._virtualDragMesh.dispose();
  101773. }
  101774. this.onDragEndObservable.clear();
  101775. this.onDragStartObservable.clear();
  101776. };
  101777. return SixDofDragBehavior;
  101778. }());
  101779. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  101780. })(BABYLON || (BABYLON = {}));
  101781. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  101782. var BABYLON;
  101783. (function (BABYLON) {
  101784. /**
  101785. * @hidden
  101786. */
  101787. var FaceDirectionInfo = /** @class */ (function () {
  101788. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  101789. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  101790. if (diff === void 0) { diff = 0; }
  101791. if (ignore === void 0) { ignore = false; }
  101792. this.direction = direction;
  101793. this.rotatedDirection = rotatedDirection;
  101794. this.diff = diff;
  101795. this.ignore = ignore;
  101796. }
  101797. return FaceDirectionInfo;
  101798. }());
  101799. /**
  101800. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  101801. */
  101802. var AttachToBoxBehavior = /** @class */ (function () {
  101803. /**
  101804. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  101805. * @param ui The transform node that should be attched to the mesh
  101806. */
  101807. function AttachToBoxBehavior(ui) {
  101808. this.ui = ui;
  101809. /**
  101810. * The name of the behavior
  101811. */
  101812. this.name = "AttachToBoxBehavior";
  101813. /**
  101814. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  101815. */
  101816. this.distanceAwayFromFace = 0.15;
  101817. /**
  101818. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  101819. */
  101820. this.distanceAwayFromBottomOfFace = 0.15;
  101821. 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))];
  101822. this._tmpMatrix = new BABYLON.Matrix();
  101823. this._tmpVector = new BABYLON.Vector3();
  101824. this._zeroVector = BABYLON.Vector3.Zero();
  101825. this._lookAtTmpMatrix = new BABYLON.Matrix();
  101826. /* Does nothing */
  101827. }
  101828. /**
  101829. * Initializes the behavior
  101830. */
  101831. AttachToBoxBehavior.prototype.init = function () {
  101832. /* Does nothing */
  101833. };
  101834. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  101835. var _this = this;
  101836. // Go over each face and calculate the angle between the face's normal and targetDirection
  101837. this._faceVectors.forEach(function (v) {
  101838. if (!_this._target.rotationQuaternion) {
  101839. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  101840. }
  101841. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  101842. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  101843. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  101844. });
  101845. // Return the face information of the one with the normal closeset to target direction
  101846. return this._faceVectors.reduce(function (min, p) {
  101847. if (min.ignore) {
  101848. return p;
  101849. }
  101850. else if (p.ignore) {
  101851. return min;
  101852. }
  101853. else {
  101854. return min.diff < p.diff ? min : p;
  101855. }
  101856. }, this._faceVectors[0]);
  101857. };
  101858. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  101859. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  101860. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  101861. this._lookAtTmpMatrix.invert();
  101862. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  101863. };
  101864. /**
  101865. * Attaches the AttachToBoxBehavior to the passed in mesh
  101866. * @param target The mesh that the specified node will be attached to
  101867. */
  101868. AttachToBoxBehavior.prototype.attach = function (target) {
  101869. var _this = this;
  101870. this._target = target;
  101871. this._scene = this._target.getScene();
  101872. // Every frame, update the app bars position
  101873. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  101874. if (!_this._scene.activeCamera) {
  101875. return;
  101876. }
  101877. // Find the face closest to the cameras position
  101878. var cameraPos = _this._scene.activeCamera.position;
  101879. if (_this._scene.activeCamera.devicePosition) {
  101880. cameraPos = _this._scene.activeCamera.devicePosition;
  101881. }
  101882. var facing = _this._closestFace(cameraPos.subtract(target.position));
  101883. if (_this._scene.activeCamera.leftCamera) {
  101884. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  101885. }
  101886. else {
  101887. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  101888. }
  101889. // Get camera up direction
  101890. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  101891. // Ignore faces to not select a parrelel face for the up vector of the UI
  101892. _this._faceVectors.forEach(function (v) {
  101893. if (facing.direction.x && v.direction.x) {
  101894. v.ignore = true;
  101895. }
  101896. if (facing.direction.y && v.direction.y) {
  101897. v.ignore = true;
  101898. }
  101899. if (facing.direction.z && v.direction.z) {
  101900. v.ignore = true;
  101901. }
  101902. });
  101903. var facingUp = _this._closestFace(_this._tmpVector);
  101904. // Unignore faces
  101905. _this._faceVectors.forEach(function (v) {
  101906. v.ignore = false;
  101907. });
  101908. // Position the app bar on that face
  101909. _this.ui.position.copyFrom(target.position);
  101910. if (facing.direction.x) {
  101911. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101912. _this.ui.position.addInPlace(_this._tmpVector);
  101913. }
  101914. if (facing.direction.y) {
  101915. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101916. _this.ui.position.addInPlace(_this._tmpVector);
  101917. }
  101918. if (facing.direction.z) {
  101919. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101920. _this.ui.position.addInPlace(_this._tmpVector);
  101921. }
  101922. // Rotate to be oriented properly to the camera
  101923. if (!_this.ui.rotationQuaternion) {
  101924. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  101925. }
  101926. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  101927. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  101928. // Place ui the correct distance from the bottom of the mesh
  101929. if (facingUp.direction.x) {
  101930. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  101931. }
  101932. if (facingUp.direction.y) {
  101933. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  101934. }
  101935. if (facingUp.direction.z) {
  101936. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  101937. }
  101938. _this.ui.position.addInPlace(_this._tmpVector);
  101939. });
  101940. };
  101941. /**
  101942. * Detaches the behavior from the mesh
  101943. */
  101944. AttachToBoxBehavior.prototype.detach = function () {
  101945. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  101946. };
  101947. return AttachToBoxBehavior;
  101948. }());
  101949. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  101950. })(BABYLON || (BABYLON = {}));
  101951. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  101952. var BABYLON;
  101953. (function (BABYLON) {
  101954. /**
  101955. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  101956. */
  101957. var FadeInOutBehavior = /** @class */ (function () {
  101958. /**
  101959. * Instatiates the FadeInOutBehavior
  101960. */
  101961. function FadeInOutBehavior() {
  101962. var _this = this;
  101963. /**
  101964. * Time in milliseconds to delay before fading in (Default: 0)
  101965. */
  101966. this.delay = 0;
  101967. /**
  101968. * Time in milliseconds for the mesh to fade in (Default: 300)
  101969. */
  101970. this.fadeInTime = 300;
  101971. this._millisecondsPerFrame = 1000 / 60;
  101972. this._hovered = false;
  101973. this._hoverValue = 0;
  101974. this._ownerNode = null;
  101975. this._update = function () {
  101976. if (_this._ownerNode) {
  101977. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  101978. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  101979. if (_this._ownerNode.visibility > 1) {
  101980. _this._setAllVisibility(_this._ownerNode, 1);
  101981. _this._hoverValue = _this.fadeInTime + _this.delay;
  101982. return;
  101983. }
  101984. else if (_this._ownerNode.visibility < 0) {
  101985. _this._setAllVisibility(_this._ownerNode, 0);
  101986. if (_this._hoverValue < 0) {
  101987. _this._hoverValue = 0;
  101988. return;
  101989. }
  101990. }
  101991. setTimeout(_this._update, _this._millisecondsPerFrame);
  101992. }
  101993. };
  101994. }
  101995. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  101996. /**
  101997. * The name of the behavior
  101998. */
  101999. get: function () {
  102000. return "FadeInOut";
  102001. },
  102002. enumerable: true,
  102003. configurable: true
  102004. });
  102005. /**
  102006. * Initializes the behavior
  102007. */
  102008. FadeInOutBehavior.prototype.init = function () {
  102009. };
  102010. /**
  102011. * Attaches the fade behavior on the passed in mesh
  102012. * @param ownerNode The mesh that will be faded in/out once attached
  102013. */
  102014. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  102015. this._ownerNode = ownerNode;
  102016. this._setAllVisibility(this._ownerNode, 0);
  102017. };
  102018. /**
  102019. * Detaches the behavior from the mesh
  102020. */
  102021. FadeInOutBehavior.prototype.detach = function () {
  102022. this._ownerNode = null;
  102023. };
  102024. /**
  102025. * Triggers the mesh to begin fading in or out
  102026. * @param value if the object should fade in or out (true to fade in)
  102027. */
  102028. FadeInOutBehavior.prototype.fadeIn = function (value) {
  102029. this._hovered = value;
  102030. this._update();
  102031. };
  102032. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  102033. var _this = this;
  102034. mesh.visibility = value;
  102035. mesh.getChildMeshes().forEach(function (c) {
  102036. _this._setAllVisibility(c, value);
  102037. });
  102038. };
  102039. return FadeInOutBehavior;
  102040. }());
  102041. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  102042. })(BABYLON || (BABYLON = {}));
  102043. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  102044. var BABYLON;
  102045. (function (BABYLON) {
  102046. /**
  102047. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  102048. */
  102049. var Gizmo = /** @class */ (function () {
  102050. /**
  102051. * Creates a gizmo
  102052. * @param gizmoLayer The utility layer the gizmo will be added to
  102053. */
  102054. function Gizmo(
  102055. /** The utility layer the gizmo will be added to */
  102056. gizmoLayer) {
  102057. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102058. var _this = this;
  102059. this.gizmoLayer = gizmoLayer;
  102060. /**
  102061. * Ratio for the scale of the gizmo (Default: 1)
  102062. */
  102063. this.scaleRatio = 1;
  102064. this._tmpMatrix = new BABYLON.Matrix();
  102065. /**
  102066. * If a custom mesh has been set (Default: false)
  102067. */
  102068. this._customMeshSet = false;
  102069. /**
  102070. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  102071. */
  102072. this.updateGizmoRotationToMatchAttachedMesh = true;
  102073. /**
  102074. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  102075. */
  102076. this.updateGizmoPositionToMatchAttachedMesh = true;
  102077. /**
  102078. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  102079. */
  102080. this._updateScale = true;
  102081. this._interactionsEnabled = true;
  102082. this._tempVector = new BABYLON.Vector3();
  102083. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  102084. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  102085. _this._update();
  102086. });
  102087. this.attachedMesh = null;
  102088. }
  102089. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  102090. /**
  102091. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  102092. * * When set, interactions will be enabled
  102093. */
  102094. get: function () {
  102095. return this._attachedMesh;
  102096. },
  102097. set: function (value) {
  102098. this._attachedMesh = value;
  102099. this._rootMesh.setEnabled(value ? true : false);
  102100. this._attachedMeshChanged(value);
  102101. },
  102102. enumerable: true,
  102103. configurable: true
  102104. });
  102105. /**
  102106. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  102107. * @param mesh The mesh to replace the default mesh of the gizmo
  102108. */
  102109. Gizmo.prototype.setCustomMesh = function (mesh) {
  102110. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  102111. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  102112. }
  102113. this._rootMesh.getChildMeshes().forEach(function (c) {
  102114. c.dispose();
  102115. });
  102116. mesh.parent = this._rootMesh;
  102117. this._customMeshSet = true;
  102118. };
  102119. Gizmo.prototype._attachedMeshChanged = function (value) {
  102120. };
  102121. /**
  102122. * @hidden
  102123. * Updates the gizmo to match the attached mesh's position/rotation
  102124. */
  102125. Gizmo.prototype._update = function () {
  102126. if (this.attachedMesh) {
  102127. if (this.updateGizmoRotationToMatchAttachedMesh) {
  102128. if (!this._rootMesh.rotationQuaternion) {
  102129. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  102130. }
  102131. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  102132. this._tempVector.copyFrom(this.attachedMesh.scaling);
  102133. if (this.attachedMesh.scaling.x < 0) {
  102134. this.attachedMesh.scaling.x *= -1;
  102135. }
  102136. if (this.attachedMesh.scaling.y < 0) {
  102137. this.attachedMesh.scaling.y *= -1;
  102138. }
  102139. if (this.attachedMesh.scaling.z < 0) {
  102140. this.attachedMesh.scaling.z *= -1;
  102141. }
  102142. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  102143. this.attachedMesh.scaling.copyFrom(this._tempVector);
  102144. this.attachedMesh.computeWorldMatrix();
  102145. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  102146. }
  102147. else if (this._rootMesh.rotationQuaternion) {
  102148. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  102149. }
  102150. if (this.updateGizmoPositionToMatchAttachedMesh) {
  102151. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  102152. }
  102153. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  102154. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.globalPosition;
  102155. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  102156. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  102157. }
  102158. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  102159. var dist = this._tempVector.length() * this.scaleRatio;
  102160. this._rootMesh.scaling.set(dist, dist, dist);
  102161. }
  102162. }
  102163. };
  102164. /**
  102165. * Disposes of the gizmo
  102166. */
  102167. Gizmo.prototype.dispose = function () {
  102168. this._rootMesh.dispose();
  102169. if (this._beforeRenderObserver) {
  102170. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  102171. }
  102172. };
  102173. return Gizmo;
  102174. }());
  102175. BABYLON.Gizmo = Gizmo;
  102176. })(BABYLON || (BABYLON = {}));
  102177. //# sourceMappingURL=babylon.gizmo.js.map
  102178. var BABYLON;
  102179. (function (BABYLON) {
  102180. /**
  102181. * Single axis drag gizmo
  102182. */
  102183. var AxisDragGizmo = /** @class */ (function (_super) {
  102184. __extends(AxisDragGizmo, _super);
  102185. /**
  102186. * Creates an AxisDragGizmo
  102187. * @param gizmoLayer The utility layer the gizmo will be added to
  102188. * @param dragAxis The axis which the gizmo will be able to drag on
  102189. * @param color The color of the gizmo
  102190. */
  102191. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  102192. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102193. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102194. var _this = _super.call(this, gizmoLayer) || this;
  102195. _this._pointerObserver = null;
  102196. /**
  102197. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102198. */
  102199. _this.snapDistance = 0;
  102200. /**
  102201. * Event that fires each time the gizmo snaps to a new location.
  102202. * * snapDistance is the the change in distance
  102203. */
  102204. _this.onSnapObservable = new BABYLON.Observable();
  102205. // Create Material
  102206. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102207. coloredMaterial.disableLighting = true;
  102208. coloredMaterial.emissiveColor = color;
  102209. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102210. hoverMaterial.disableLighting = true;
  102211. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102212. // Build mesh on root node
  102213. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102214. var arrowMesh = BABYLON.MeshBuilder.CreateCylinder("yPosMesh", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, gizmoLayer.utilityLayerScene);
  102215. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  102216. arrowTail.color = coloredMaterial.emissiveColor;
  102217. arrow.addChild(arrowMesh);
  102218. arrow.addChild(arrowTail);
  102219. // Position arrow pointing in its drag axis
  102220. arrowMesh.scaling.scaleInPlace(0.05);
  102221. arrowMesh.material = coloredMaterial;
  102222. arrowMesh.rotation.x = Math.PI / 2;
  102223. arrowMesh.position.z += 0.3;
  102224. arrowTail.scaling.scaleInPlace(0.26);
  102225. arrowTail.rotation.x = Math.PI / 2;
  102226. arrowTail.material = coloredMaterial;
  102227. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102228. arrow.scaling.scaleInPlace(1 / 3);
  102229. _this._rootMesh.addChild(arrow);
  102230. var currentSnapDragDistance = 0;
  102231. var tmpVector = new BABYLON.Vector3();
  102232. var tmpSnapEvent = { snapDistance: 0 };
  102233. // Add drag behavior to handle events when the gizmo is dragged
  102234. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102235. _this.dragBehavior.moveAttached = false;
  102236. _this._rootMesh.addBehavior(_this.dragBehavior);
  102237. var localDelta = new BABYLON.Vector3();
  102238. var tmpMatrix = new BABYLON.Matrix();
  102239. _this.dragBehavior.onDragObservable.add(function (event) {
  102240. if (_this.attachedMesh) {
  102241. // Convert delta to local translation if it has a parent
  102242. if (_this.attachedMesh.parent) {
  102243. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102244. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  102245. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  102246. }
  102247. else {
  102248. localDelta.copyFrom(event.delta);
  102249. }
  102250. // Snapping logic
  102251. if (_this.snapDistance == 0) {
  102252. _this.attachedMesh.position.addInPlace(localDelta);
  102253. }
  102254. else {
  102255. currentSnapDragDistance += event.dragDistance;
  102256. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102257. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  102258. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102259. localDelta.normalizeToRef(tmpVector);
  102260. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  102261. _this.attachedMesh.position.addInPlace(tmpVector);
  102262. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102263. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102264. }
  102265. }
  102266. }
  102267. });
  102268. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102269. if (_this._customMeshSet) {
  102270. return;
  102271. }
  102272. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102273. var material = isHovered ? hoverMaterial : coloredMaterial;
  102274. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102275. m.material = material;
  102276. if (m.color) {
  102277. m.color = material.emissiveColor;
  102278. }
  102279. });
  102280. });
  102281. return _this;
  102282. }
  102283. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  102284. if (this.dragBehavior) {
  102285. this.dragBehavior.enabled = value ? true : false;
  102286. }
  102287. };
  102288. /**
  102289. * Disposes of the gizmo
  102290. */
  102291. AxisDragGizmo.prototype.dispose = function () {
  102292. this.onSnapObservable.clear();
  102293. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102294. this.dragBehavior.detach();
  102295. _super.prototype.dispose.call(this);
  102296. };
  102297. return AxisDragGizmo;
  102298. }(BABYLON.Gizmo));
  102299. BABYLON.AxisDragGizmo = AxisDragGizmo;
  102300. })(BABYLON || (BABYLON = {}));
  102301. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  102302. var BABYLON;
  102303. (function (BABYLON) {
  102304. /**
  102305. * Single axis scale gizmo
  102306. */
  102307. var AxisScaleGizmo = /** @class */ (function (_super) {
  102308. __extends(AxisScaleGizmo, _super);
  102309. /**
  102310. * Creates an AxisScaleGizmo
  102311. * @param gizmoLayer The utility layer the gizmo will be added to
  102312. * @param dragAxis The axis which the gizmo will be able to scale on
  102313. * @param color The color of the gizmo
  102314. */
  102315. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  102316. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102317. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102318. var _this = _super.call(this, gizmoLayer) || this;
  102319. _this._pointerObserver = null;
  102320. /**
  102321. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102322. */
  102323. _this.snapDistance = 0;
  102324. /**
  102325. * Event that fires each time the gizmo snaps to a new location.
  102326. * * snapDistance is the the change in distance
  102327. */
  102328. _this.onSnapObservable = new BABYLON.Observable();
  102329. /**
  102330. * If the scaling operation should be done on all axis (default: false)
  102331. */
  102332. _this.uniformScaling = false;
  102333. // Create Material
  102334. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102335. _this._coloredMaterial.disableLighting = true;
  102336. _this._coloredMaterial.emissiveColor = color;
  102337. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102338. hoverMaterial.disableLighting = true;
  102339. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102340. // Build mesh on root node
  102341. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102342. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  102343. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  102344. arrowTail.color = _this._coloredMaterial.emissiveColor;
  102345. arrow.addChild(arrowMesh);
  102346. arrow.addChild(arrowTail);
  102347. // Position arrow pointing in its drag axis
  102348. arrowMesh.scaling.scaleInPlace(0.1);
  102349. arrowMesh.material = _this._coloredMaterial;
  102350. arrowMesh.rotation.x = Math.PI / 2;
  102351. arrowMesh.position.z += 0.3;
  102352. arrowTail.scaling.scaleInPlace(0.26);
  102353. arrowTail.rotation.x = Math.PI / 2;
  102354. arrowTail.material = _this._coloredMaterial;
  102355. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102356. _this._rootMesh.addChild(arrow);
  102357. arrow.scaling.scaleInPlace(1 / 3);
  102358. // Add drag behavior to handle events when the gizmo is dragged
  102359. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102360. _this.dragBehavior.moveAttached = false;
  102361. _this._rootMesh.addBehavior(_this.dragBehavior);
  102362. var currentSnapDragDistance = 0;
  102363. var tmpVector = new BABYLON.Vector3();
  102364. var tmpSnapEvent = { snapDistance: 0 };
  102365. _this.dragBehavior.onDragObservable.add(function (event) {
  102366. if (_this.attachedMesh) {
  102367. // Snapping logic
  102368. var snapped = false;
  102369. var dragSteps = 0;
  102370. if (_this.uniformScaling) {
  102371. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  102372. if (tmpVector.y < 0) {
  102373. tmpVector.scaleInPlace(-1);
  102374. }
  102375. }
  102376. else {
  102377. tmpVector.copyFrom(dragAxis);
  102378. }
  102379. if (_this.snapDistance == 0) {
  102380. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  102381. }
  102382. else {
  102383. currentSnapDragDistance += event.dragDistance;
  102384. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102385. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102386. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102387. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  102388. snapped = true;
  102389. }
  102390. else {
  102391. tmpVector.scaleInPlace(0);
  102392. }
  102393. }
  102394. _this.attachedMesh.scaling.addInPlace(tmpVector);
  102395. if (snapped) {
  102396. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102397. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102398. }
  102399. }
  102400. });
  102401. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102402. if (_this._customMeshSet) {
  102403. return;
  102404. }
  102405. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102406. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  102407. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102408. m.material = material;
  102409. if (m.color) {
  102410. m.color = material.emissiveColor;
  102411. }
  102412. });
  102413. });
  102414. return _this;
  102415. }
  102416. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  102417. if (this.dragBehavior) {
  102418. this.dragBehavior.enabled = value ? true : false;
  102419. }
  102420. };
  102421. /**
  102422. * Disposes of the gizmo
  102423. */
  102424. AxisScaleGizmo.prototype.dispose = function () {
  102425. this.onSnapObservable.clear();
  102426. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102427. this.dragBehavior.detach();
  102428. _super.prototype.dispose.call(this);
  102429. };
  102430. /**
  102431. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  102432. * @param mesh The mesh to replace the default mesh of the gizmo
  102433. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  102434. */
  102435. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  102436. var _this = this;
  102437. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  102438. _super.prototype.setCustomMesh.call(this, mesh);
  102439. if (useGizmoMaterial) {
  102440. this._rootMesh.getChildMeshes().forEach(function (m) {
  102441. m.material = _this._coloredMaterial;
  102442. if (m.color) {
  102443. m.color = _this._coloredMaterial.emissiveColor;
  102444. }
  102445. });
  102446. this._customMeshSet = false;
  102447. }
  102448. };
  102449. return AxisScaleGizmo;
  102450. }(BABYLON.Gizmo));
  102451. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  102452. })(BABYLON || (BABYLON = {}));
  102453. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  102454. var BABYLON;
  102455. (function (BABYLON) {
  102456. /**
  102457. * Single plane rotation gizmo
  102458. */
  102459. var PlaneRotationGizmo = /** @class */ (function (_super) {
  102460. __extends(PlaneRotationGizmo, _super);
  102461. /**
  102462. * Creates a PlaneRotationGizmo
  102463. * @param gizmoLayer The utility layer the gizmo will be added to
  102464. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  102465. * @param color The color of the gizmo
  102466. * @param tessellation Amount of tessellation to be used when creating rotation circles
  102467. */
  102468. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  102469. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102470. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102471. if (tessellation === void 0) { tessellation = 32; }
  102472. var _this = _super.call(this, gizmoLayer) || this;
  102473. _this._pointerObserver = null;
  102474. /**
  102475. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  102476. */
  102477. _this.snapDistance = 0;
  102478. /**
  102479. * Event that fires each time the gizmo snaps to a new location.
  102480. * * snapDistance is the the change in distance
  102481. */
  102482. _this.onSnapObservable = new BABYLON.Observable();
  102483. // Create Material
  102484. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102485. coloredMaterial.disableLighting = true;
  102486. coloredMaterial.emissiveColor = color;
  102487. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102488. hoverMaterial.disableLighting = true;
  102489. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102490. // Build mesh on root node
  102491. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102492. // Create circle out of lines
  102493. var radius = 0.8;
  102494. var points = new Array();
  102495. for (var i = 0; i < tessellation; i++) {
  102496. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  102497. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  102498. }
  102499. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  102500. rotationMesh.color = coloredMaterial.emissiveColor;
  102501. // Position arrow pointing in its drag axis
  102502. rotationMesh.scaling.scaleInPlace(0.26);
  102503. rotationMesh.material = coloredMaterial;
  102504. rotationMesh.rotation.x = Math.PI / 2;
  102505. parentMesh.addChild(rotationMesh);
  102506. parentMesh.lookAt(_this._rootMesh.position.subtract(planeNormal));
  102507. _this._rootMesh.addChild(parentMesh);
  102508. parentMesh.scaling.scaleInPlace(1 / 3);
  102509. // Add drag behavior to handle events when the gizmo is dragged
  102510. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  102511. _this.dragBehavior.moveAttached = false;
  102512. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  102513. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  102514. _this._rootMesh.addBehavior(_this.dragBehavior);
  102515. var lastDragPosition = new BABYLON.Vector3();
  102516. _this.dragBehavior.onDragStartObservable.add(function (e) {
  102517. if (_this.attachedMesh) {
  102518. lastDragPosition.copyFrom(e.dragPlanePoint);
  102519. }
  102520. });
  102521. var rotationMatrix = new BABYLON.Matrix();
  102522. var planeNormalTowardsCamera = new BABYLON.Vector3();
  102523. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  102524. var tmpSnapEvent = { snapDistance: 0 };
  102525. var currentSnapDragDistance = 0;
  102526. var tmpMatrix = new BABYLON.Matrix();
  102527. var tmpVector = new BABYLON.Vector3();
  102528. var amountToRotate = new BABYLON.Quaternion();
  102529. _this.dragBehavior.onDragObservable.add(function (event) {
  102530. if (_this.attachedMesh) {
  102531. if (!_this.attachedMesh.rotationQuaternion) {
  102532. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  102533. }
  102534. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  102535. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  102536. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  102537. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  102538. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  102539. var angle = Math.atan2(cross.length(), dot);
  102540. planeNormalTowardsCamera.copyFrom(planeNormal);
  102541. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  102542. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102543. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  102544. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  102545. }
  102546. // Flip up vector depending on which side the camera is on
  102547. if (gizmoLayer.utilityLayerScene.activeCamera) {
  102548. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  102549. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  102550. planeNormalTowardsCamera.scaleInPlace(-1);
  102551. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  102552. }
  102553. }
  102554. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  102555. if (halfCircleSide) {
  102556. angle = -angle;
  102557. }
  102558. // Snapping logic
  102559. var snapped = false;
  102560. if (_this.snapDistance != 0) {
  102561. currentSnapDragDistance += angle;
  102562. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102563. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102564. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102565. angle = _this.snapDistance * dragSteps;
  102566. snapped = true;
  102567. }
  102568. else {
  102569. angle = 0;
  102570. }
  102571. }
  102572. // If the mesh has a parent, convert needed world rotation to local rotation
  102573. tmpMatrix.reset();
  102574. if (_this.attachedMesh.parent) {
  102575. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102576. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  102577. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  102578. }
  102579. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  102580. var quaternionCoefficient = Math.sin(angle / 2);
  102581. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  102582. // 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
  102583. if (tmpMatrix.determinant() > 0) {
  102584. amountToRotate.toEulerAnglesToRef(tmpVector);
  102585. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  102586. }
  102587. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102588. // Rotate selected mesh quaternion over fixed axis
  102589. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  102590. }
  102591. else {
  102592. // Rotate selected mesh quaternion over rotated axis
  102593. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  102594. }
  102595. lastDragPosition.copyFrom(event.dragPlanePoint);
  102596. if (snapped) {
  102597. tmpSnapEvent.snapDistance = angle;
  102598. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102599. }
  102600. }
  102601. });
  102602. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102603. if (_this._customMeshSet) {
  102604. return;
  102605. }
  102606. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102607. var material = isHovered ? hoverMaterial : coloredMaterial;
  102608. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102609. m.material = material;
  102610. if (m.color) {
  102611. m.color = material.emissiveColor;
  102612. }
  102613. });
  102614. });
  102615. return _this;
  102616. }
  102617. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  102618. if (this.dragBehavior) {
  102619. this.dragBehavior.enabled = value ? true : false;
  102620. }
  102621. };
  102622. /**
  102623. * Disposes of the gizmo
  102624. */
  102625. PlaneRotationGizmo.prototype.dispose = function () {
  102626. this.onSnapObservable.clear();
  102627. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102628. this.dragBehavior.detach();
  102629. _super.prototype.dispose.call(this);
  102630. };
  102631. return PlaneRotationGizmo;
  102632. }(BABYLON.Gizmo));
  102633. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  102634. })(BABYLON || (BABYLON = {}));
  102635. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  102636. var BABYLON;
  102637. (function (BABYLON) {
  102638. /**
  102639. * Gizmo that enables dragging a mesh along 3 axis
  102640. */
  102641. var PositionGizmo = /** @class */ (function (_super) {
  102642. __extends(PositionGizmo, _super);
  102643. /**
  102644. * Creates a PositionGizmo
  102645. * @param gizmoLayer The utility layer the gizmo will be added to
  102646. */
  102647. function PositionGizmo(gizmoLayer) {
  102648. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102649. var _this = _super.call(this, gizmoLayer) || this;
  102650. /** Fires an event when any of it's sub gizmos are dragged */
  102651. _this.onDragStartObservable = new BABYLON.Observable();
  102652. /** Fires an event when any of it's sub gizmos are released from dragging */
  102653. _this.onDragEndObservable = new BABYLON.Observable();
  102654. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  102655. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  102656. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  102657. // Relay drag events
  102658. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  102659. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102660. _this.onDragStartObservable.notifyObservers({});
  102661. });
  102662. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102663. _this.onDragEndObservable.notifyObservers({});
  102664. });
  102665. });
  102666. _this.attachedMesh = null;
  102667. return _this;
  102668. }
  102669. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  102670. set: function (mesh) {
  102671. if (this.xGizmo) {
  102672. this.xGizmo.attachedMesh = mesh;
  102673. this.yGizmo.attachedMesh = mesh;
  102674. this.zGizmo.attachedMesh = mesh;
  102675. }
  102676. },
  102677. enumerable: true,
  102678. configurable: true
  102679. });
  102680. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102681. get: function () {
  102682. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102683. },
  102684. set: function (value) {
  102685. if (this.xGizmo) {
  102686. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102687. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102688. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102689. }
  102690. },
  102691. enumerable: true,
  102692. configurable: true
  102693. });
  102694. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  102695. get: function () {
  102696. return this.xGizmo.snapDistance;
  102697. },
  102698. /**
  102699. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102700. */
  102701. set: function (value) {
  102702. if (this.xGizmo) {
  102703. this.xGizmo.snapDistance = value;
  102704. this.yGizmo.snapDistance = value;
  102705. this.zGizmo.snapDistance = value;
  102706. }
  102707. },
  102708. enumerable: true,
  102709. configurable: true
  102710. });
  102711. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  102712. get: function () {
  102713. return this.xGizmo.scaleRatio;
  102714. },
  102715. /**
  102716. * Ratio for the scale of the gizmo (Default: 1)
  102717. */
  102718. set: function (value) {
  102719. if (this.xGizmo) {
  102720. this.xGizmo.scaleRatio = value;
  102721. this.yGizmo.scaleRatio = value;
  102722. this.zGizmo.scaleRatio = value;
  102723. }
  102724. },
  102725. enumerable: true,
  102726. configurable: true
  102727. });
  102728. /**
  102729. * Disposes of the gizmo
  102730. */
  102731. PositionGizmo.prototype.dispose = function () {
  102732. this.xGizmo.dispose();
  102733. this.yGizmo.dispose();
  102734. this.zGizmo.dispose();
  102735. this.onDragStartObservable.clear();
  102736. this.onDragEndObservable.clear();
  102737. };
  102738. /**
  102739. * CustomMeshes are not supported by this gizmo
  102740. * @param mesh The mesh to replace the default mesh of the gizmo
  102741. */
  102742. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  102743. 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)");
  102744. };
  102745. return PositionGizmo;
  102746. }(BABYLON.Gizmo));
  102747. BABYLON.PositionGizmo = PositionGizmo;
  102748. })(BABYLON || (BABYLON = {}));
  102749. //# sourceMappingURL=babylon.positionGizmo.js.map
  102750. var BABYLON;
  102751. (function (BABYLON) {
  102752. /**
  102753. * Gizmo that enables rotating a mesh along 3 axis
  102754. */
  102755. var RotationGizmo = /** @class */ (function (_super) {
  102756. __extends(RotationGizmo, _super);
  102757. /**
  102758. * Creates a RotationGizmo
  102759. * @param gizmoLayer The utility layer the gizmo will be added to
  102760. * @param tessellation Amount of tessellation to be used when creating rotation circles
  102761. */
  102762. function RotationGizmo(gizmoLayer, tessellation) {
  102763. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102764. if (tessellation === void 0) { tessellation = 32; }
  102765. var _this = _super.call(this, gizmoLayer) || this;
  102766. /** Fires an event when any of it's sub gizmos are dragged */
  102767. _this.onDragStartObservable = new BABYLON.Observable();
  102768. /** Fires an event when any of it's sub gizmos are released from dragging */
  102769. _this.onDragEndObservable = new BABYLON.Observable();
  102770. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  102771. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  102772. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  102773. // Relay drag events
  102774. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  102775. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102776. _this.onDragStartObservable.notifyObservers({});
  102777. });
  102778. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102779. _this.onDragEndObservable.notifyObservers({});
  102780. });
  102781. });
  102782. _this.attachedMesh = null;
  102783. return _this;
  102784. }
  102785. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  102786. set: function (mesh) {
  102787. if (this.xGizmo) {
  102788. this.xGizmo.attachedMesh = mesh;
  102789. this.yGizmo.attachedMesh = mesh;
  102790. this.zGizmo.attachedMesh = mesh;
  102791. }
  102792. },
  102793. enumerable: true,
  102794. configurable: true
  102795. });
  102796. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102797. get: function () {
  102798. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102799. },
  102800. set: function (value) {
  102801. if (this.xGizmo) {
  102802. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102803. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102804. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102805. }
  102806. },
  102807. enumerable: true,
  102808. configurable: true
  102809. });
  102810. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  102811. get: function () {
  102812. return this.xGizmo.snapDistance;
  102813. },
  102814. /**
  102815. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102816. */
  102817. set: function (value) {
  102818. if (this.xGizmo) {
  102819. this.xGizmo.snapDistance = value;
  102820. this.yGizmo.snapDistance = value;
  102821. this.zGizmo.snapDistance = value;
  102822. }
  102823. },
  102824. enumerable: true,
  102825. configurable: true
  102826. });
  102827. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  102828. get: function () {
  102829. return this.xGizmo.scaleRatio;
  102830. },
  102831. /**
  102832. * Ratio for the scale of the gizmo (Default: 1)
  102833. */
  102834. set: function (value) {
  102835. if (this.xGizmo) {
  102836. this.xGizmo.scaleRatio = value;
  102837. this.yGizmo.scaleRatio = value;
  102838. this.zGizmo.scaleRatio = value;
  102839. }
  102840. },
  102841. enumerable: true,
  102842. configurable: true
  102843. });
  102844. /**
  102845. * Disposes of the gizmo
  102846. */
  102847. RotationGizmo.prototype.dispose = function () {
  102848. this.xGizmo.dispose();
  102849. this.yGizmo.dispose();
  102850. this.zGizmo.dispose();
  102851. this.onDragStartObservable.clear();
  102852. this.onDragEndObservable.clear();
  102853. };
  102854. /**
  102855. * CustomMeshes are not supported by this gizmo
  102856. * @param mesh The mesh to replace the default mesh of the gizmo
  102857. */
  102858. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  102859. 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)");
  102860. };
  102861. return RotationGizmo;
  102862. }(BABYLON.Gizmo));
  102863. BABYLON.RotationGizmo = RotationGizmo;
  102864. })(BABYLON || (BABYLON = {}));
  102865. //# sourceMappingURL=babylon.rotationGizmo.js.map
  102866. var BABYLON;
  102867. (function (BABYLON) {
  102868. /**
  102869. * Gizmo that enables scaling a mesh along 3 axis
  102870. */
  102871. var ScaleGizmo = /** @class */ (function (_super) {
  102872. __extends(ScaleGizmo, _super);
  102873. /**
  102874. * Creates a ScaleGizmo
  102875. * @param gizmoLayer The utility layer the gizmo will be added to
  102876. */
  102877. function ScaleGizmo(gizmoLayer) {
  102878. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102879. var _this = _super.call(this, gizmoLayer) || this;
  102880. /** Fires an event when any of it's sub gizmos are dragged */
  102881. _this.onDragStartObservable = new BABYLON.Observable();
  102882. /** Fires an event when any of it's sub gizmos are released from dragging */
  102883. _this.onDragEndObservable = new BABYLON.Observable();
  102884. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  102885. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  102886. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  102887. // Create uniform scale gizmo
  102888. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  102889. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  102890. _this.uniformScaleGizmo.uniformScaling = true;
  102891. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  102892. uniformScalingMesh.scaling.scaleInPlace(0.02);
  102893. uniformScalingMesh.visibility = 0;
  102894. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  102895. octahedron.scaling.scaleInPlace(0.007);
  102896. uniformScalingMesh.addChild(octahedron);
  102897. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  102898. // Relay drag events
  102899. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  102900. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102901. _this.onDragStartObservable.notifyObservers({});
  102902. });
  102903. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102904. _this.onDragEndObservable.notifyObservers({});
  102905. });
  102906. });
  102907. _this.attachedMesh = null;
  102908. return _this;
  102909. }
  102910. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  102911. set: function (mesh) {
  102912. if (this.xGizmo) {
  102913. this.xGizmo.attachedMesh = mesh;
  102914. this.yGizmo.attachedMesh = mesh;
  102915. this.zGizmo.attachedMesh = mesh;
  102916. this.uniformScaleGizmo.attachedMesh = mesh;
  102917. }
  102918. },
  102919. enumerable: true,
  102920. configurable: true
  102921. });
  102922. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102923. get: function () {
  102924. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102925. },
  102926. set: function (value) {
  102927. if (!value) {
  102928. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  102929. }
  102930. if (this.xGizmo) {
  102931. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102932. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102933. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102934. }
  102935. },
  102936. enumerable: true,
  102937. configurable: true
  102938. });
  102939. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  102940. get: function () {
  102941. return this.xGizmo.snapDistance;
  102942. },
  102943. /**
  102944. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102945. */
  102946. set: function (value) {
  102947. if (this.xGizmo) {
  102948. this.xGizmo.snapDistance = value;
  102949. this.yGizmo.snapDistance = value;
  102950. this.zGizmo.snapDistance = value;
  102951. this.uniformScaleGizmo.snapDistance = value;
  102952. }
  102953. },
  102954. enumerable: true,
  102955. configurable: true
  102956. });
  102957. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  102958. get: function () {
  102959. return this.xGizmo.scaleRatio;
  102960. },
  102961. /**
  102962. * Ratio for the scale of the gizmo (Default: 1)
  102963. */
  102964. set: function (value) {
  102965. if (this.xGizmo) {
  102966. this.xGizmo.scaleRatio = value;
  102967. this.yGizmo.scaleRatio = value;
  102968. this.zGizmo.scaleRatio = value;
  102969. this.uniformScaleGizmo.scaleRatio = value;
  102970. }
  102971. },
  102972. enumerable: true,
  102973. configurable: true
  102974. });
  102975. /**
  102976. * Disposes of the gizmo
  102977. */
  102978. ScaleGizmo.prototype.dispose = function () {
  102979. this.xGizmo.dispose();
  102980. this.yGizmo.dispose();
  102981. this.zGizmo.dispose();
  102982. this.uniformScaleGizmo.dispose();
  102983. this.onDragStartObservable.clear();
  102984. this.onDragEndObservable.clear();
  102985. };
  102986. return ScaleGizmo;
  102987. }(BABYLON.Gizmo));
  102988. BABYLON.ScaleGizmo = ScaleGizmo;
  102989. })(BABYLON || (BABYLON = {}));
  102990. //# sourceMappingURL=babylon.scaleGizmo.js.map
  102991. var BABYLON;
  102992. (function (BABYLON) {
  102993. /**
  102994. * Bounding box gizmo
  102995. */
  102996. var BoundingBoxGizmo = /** @class */ (function (_super) {
  102997. __extends(BoundingBoxGizmo, _super);
  102998. /**
  102999. * Creates an BoundingBoxGizmo
  103000. * @param gizmoLayer The utility layer the gizmo will be added to
  103001. * @param color The color of the gizmo
  103002. */
  103003. function BoundingBoxGizmo(color, gizmoLayer) {
  103004. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103005. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  103006. var _this = _super.call(this, gizmoLayer) || this;
  103007. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  103008. _this._renderObserver = null;
  103009. _this._pointerObserver = null;
  103010. _this._scaleDragSpeed = 0.2;
  103011. _this._tmpQuaternion = new BABYLON.Quaternion();
  103012. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  103013. _this._tmpRotationMatrix = new BABYLON.Matrix();
  103014. /**
  103015. * 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)
  103016. */
  103017. _this.ignoreChildren = false;
  103018. /**
  103019. * 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)
  103020. */
  103021. _this.includeChildPredicate = null;
  103022. /**
  103023. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  103024. */
  103025. _this.rotationSphereSize = 0.1;
  103026. /**
  103027. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  103028. */
  103029. _this.scaleBoxSize = 0.1;
  103030. /**
  103031. * 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)
  103032. */
  103033. _this.fixedDragMeshScreenSize = false;
  103034. /**
  103035. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  103036. */
  103037. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  103038. /**
  103039. * Fired when a rotation sphere or scale box is dragged
  103040. */
  103041. _this.onDragStartObservable = new BABYLON.Observable();
  103042. /**
  103043. * Fired when a scale box is dragged
  103044. */
  103045. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  103046. /**
  103047. * Fired when a scale box drag is ended
  103048. */
  103049. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  103050. /**
  103051. * Fired when a rotation sphere is dragged
  103052. */
  103053. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  103054. /**
  103055. * Fired when a rotation sphere drag is ended
  103056. */
  103057. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  103058. /**
  103059. * 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)
  103060. */
  103061. _this.scalePivot = null;
  103062. _this._existingMeshScale = new BABYLON.Vector3();
  103063. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  103064. _this._updateScale = false;
  103065. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  103066. // Create Materials
  103067. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103068. coloredMaterial.disableLighting = true;
  103069. coloredMaterial.emissiveColor = color;
  103070. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103071. hoverColoredMaterial.disableLighting = true;
  103072. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103073. // Build bounding box out of lines
  103074. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103075. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  103076. var lines = [];
  103077. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  103078. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  103079. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  103080. 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));
  103081. 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));
  103082. 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));
  103083. 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));
  103084. 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));
  103085. 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));
  103086. 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));
  103087. 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));
  103088. 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));
  103089. lines.forEach(function (l) {
  103090. l.color = color;
  103091. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  103092. l.isPickable = false;
  103093. _this._lineBoundingBox.addChild(l);
  103094. });
  103095. _this._rootMesh.addChild(_this._lineBoundingBox);
  103096. // Create rotation spheres
  103097. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103098. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  103099. var _loop_1 = function (i_1) {
  103100. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  103101. sphere.rotationQuaternion = new BABYLON.Quaternion();
  103102. sphere.material = coloredMaterial;
  103103. // Drag behavior
  103104. _dragBehavior = new BABYLON.PointerDragBehavior({});
  103105. _dragBehavior.moveAttached = false;
  103106. _dragBehavior.updateDragPlane = false;
  103107. sphere.addBehavior(_dragBehavior);
  103108. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  103109. var totalTurnAmountOfDrag = 0;
  103110. _dragBehavior.onDragStartObservable.add(function (event) {
  103111. startingTurnDirection.copyFrom(sphere.forward);
  103112. totalTurnAmountOfDrag = 0;
  103113. });
  103114. _dragBehavior.onDragObservable.add(function (event) {
  103115. _this.onRotationSphereDragObservable.notifyObservers({});
  103116. if (_this.attachedMesh) {
  103117. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  103118. var worldDragDirection = startingTurnDirection;
  103119. // Project the world right on to the drag plane
  103120. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  103121. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  103122. // project drag delta on to the resulting drag axis and rotate based on that
  103123. var projectDist = -BABYLON.Vector3.Dot(dragAxis, event.delta);
  103124. // Make rotation relative to size of mesh.
  103125. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  103126. // Rotate based on axis
  103127. if (!_this.attachedMesh.rotationQuaternion) {
  103128. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  103129. }
  103130. if (!_this._anchorMesh.rotationQuaternion) {
  103131. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  103132. }
  103133. // Do not allow the object to turn more than a full circle
  103134. totalTurnAmountOfDrag += projectDist;
  103135. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  103136. if (i_1 >= 8) {
  103137. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  103138. }
  103139. else if (i_1 >= 4) {
  103140. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  103141. }
  103142. else {
  103143. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  103144. }
  103145. // Rotate around center of bounding box
  103146. _this._anchorMesh.addChild(_this.attachedMesh);
  103147. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  103148. _this._anchorMesh.removeChild(_this.attachedMesh);
  103149. }
  103150. _this.updateBoundingBox();
  103151. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  103152. }
  103153. });
  103154. // Selection/deselection
  103155. _dragBehavior.onDragStartObservable.add(function () {
  103156. _this.onDragStartObservable.notifyObservers({});
  103157. _this._selectNode(sphere);
  103158. });
  103159. _dragBehavior.onDragEndObservable.add(function () {
  103160. _this.onRotationSphereDragEndObservable.notifyObservers({});
  103161. _this._selectNode(null);
  103162. });
  103163. this_1._rotateSpheresParent.addChild(sphere);
  103164. };
  103165. var this_1 = this, _dragBehavior;
  103166. for (var i_1 = 0; i_1 < 12; i_1++) {
  103167. _loop_1(i_1);
  103168. }
  103169. _this._rootMesh.addChild(_this._rotateSpheresParent);
  103170. // Create scale cubes
  103171. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103172. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  103173. for (var i = 0; i < 2; i++) {
  103174. for (var j = 0; j < 2; j++) {
  103175. var _loop_2 = function () {
  103176. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  103177. box.material = coloredMaterial;
  103178. // Dragging logic
  103179. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  103180. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103181. _dragBehavior.moveAttached = false;
  103182. box.addBehavior(_dragBehavior);
  103183. _dragBehavior.onDragObservable.add(function (event) {
  103184. _this.onScaleBoxDragObservable.notifyObservers({});
  103185. if (_this.attachedMesh) {
  103186. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  103187. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  103188. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  103189. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  103190. _this.updateBoundingBox();
  103191. if (_this.scalePivot) {
  103192. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  103193. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  103194. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  103195. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  103196. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  103197. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  103198. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  103199. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  103200. }
  103201. else {
  103202. // Scale from the position of the opposite corner
  103203. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  103204. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  103205. }
  103206. _this._anchorMesh.addChild(_this.attachedMesh);
  103207. _this._anchorMesh.scaling.addInPlace(deltaScale);
  103208. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  103209. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  103210. }
  103211. _this._anchorMesh.removeChild(_this.attachedMesh);
  103212. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  103213. }
  103214. });
  103215. // Selection/deselection
  103216. _dragBehavior.onDragStartObservable.add(function () {
  103217. _this.onDragStartObservable.notifyObservers({});
  103218. _this._selectNode(box);
  103219. });
  103220. _dragBehavior.onDragEndObservable.add(function () {
  103221. _this.onScaleBoxDragEndObservable.notifyObservers({});
  103222. _this._selectNode(null);
  103223. });
  103224. this_2._scaleBoxesParent.addChild(box);
  103225. };
  103226. var this_2 = this, _dragBehavior;
  103227. for (var k = 0; k < 2; k++) {
  103228. _loop_2();
  103229. }
  103230. }
  103231. }
  103232. _this._rootMesh.addChild(_this._scaleBoxesParent);
  103233. // Hover color change
  103234. var pointerIds = new Array();
  103235. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103236. if (!pointerIds[pointerInfo.event.pointerId]) {
  103237. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  103238. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  103239. pointerIds[pointerInfo.event.pointerId] = mesh;
  103240. mesh.material = hoverColoredMaterial;
  103241. }
  103242. });
  103243. }
  103244. else {
  103245. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  103246. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  103247. delete pointerIds[pointerInfo.event.pointerId];
  103248. }
  103249. }
  103250. });
  103251. // Update bounding box positions
  103252. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  103253. // Only update the bouding box if scaling has changed
  103254. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  103255. _this.updateBoundingBox();
  103256. }
  103257. });
  103258. _this.updateBoundingBox();
  103259. return _this;
  103260. }
  103261. /** @hidden */
  103262. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  103263. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  103264. // Save old pivot and set pivot to 0,0,0
  103265. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  103266. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  103267. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  103268. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  103269. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  103270. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  103271. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  103272. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  103273. }
  103274. }
  103275. BoundingBoxGizmo._PivotCached++;
  103276. };
  103277. /** @hidden */
  103278. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  103279. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  103280. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  103281. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  103282. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  103283. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  103284. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  103285. }
  103286. this._PivotCached--;
  103287. };
  103288. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  103289. if (value) {
  103290. // Reset anchor mesh to match attached mesh's scale
  103291. // This is needed to avoid invalid box/sphere position on first drag
  103292. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  103293. this._anchorMesh.addChild(value);
  103294. this._anchorMesh.removeChild(value);
  103295. BoundingBoxGizmo._RestorePivotPoint(value);
  103296. this.updateBoundingBox();
  103297. }
  103298. };
  103299. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  103300. this._rotateSpheresParent.getChildMeshes()
  103301. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  103302. m.isVisible = (!selectedMesh || m == selectedMesh);
  103303. });
  103304. };
  103305. /**
  103306. * Updates the bounding box information for the Gizmo
  103307. */
  103308. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  103309. if (this.attachedMesh) {
  103310. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  103311. this._update();
  103312. // Rotate based on axis
  103313. if (!this.attachedMesh.rotationQuaternion) {
  103314. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  103315. }
  103316. if (!this._anchorMesh.rotationQuaternion) {
  103317. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  103318. }
  103319. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  103320. // Store original position and reset mesh to origin before computing the bounding box
  103321. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  103322. this._tmpVector.copyFrom(this.attachedMesh.position);
  103323. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  103324. this.attachedMesh.position.set(0, 0, 0);
  103325. // Update bounding dimensions/positions
  103326. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  103327. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  103328. // Update gizmo to match bounding box scaling and rotation
  103329. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  103330. 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);
  103331. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  103332. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  103333. this._lineBoundingBox.computeWorldMatrix();
  103334. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  103335. // restore position/rotation values
  103336. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  103337. this.attachedMesh.position.copyFrom(this._tmpVector);
  103338. }
  103339. // Update rotation sphere locations
  103340. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  103341. for (var i = 0; i < 3; i++) {
  103342. for (var j = 0; j < 2; j++) {
  103343. for (var k = 0; k < 2; k++) {
  103344. var index = ((i * 4) + (j * 2)) + k;
  103345. if (i == 0) {
  103346. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103347. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103348. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Right(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103349. }
  103350. if (i == 1) {
  103351. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  103352. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103353. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Up(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103354. }
  103355. if (i == 2) {
  103356. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  103357. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103358. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103359. }
  103360. if (this.fixedDragMeshScreenSize) {
  103361. this._rootMesh.computeWorldMatrix();
  103362. this._rotateSpheresParent.computeWorldMatrix();
  103363. rotateSpheres[index].computeWorldMatrix();
  103364. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103365. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103366. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103367. }
  103368. else {
  103369. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  103370. }
  103371. }
  103372. }
  103373. }
  103374. // Update scale box locations
  103375. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  103376. for (var i = 0; i < 2; i++) {
  103377. for (var j = 0; j < 2; j++) {
  103378. for (var k = 0; k < 2; k++) {
  103379. var index = ((i * 4) + (j * 2)) + k;
  103380. if (scaleBoxes[index]) {
  103381. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103382. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103383. if (this.fixedDragMeshScreenSize) {
  103384. this._rootMesh.computeWorldMatrix();
  103385. this._scaleBoxesParent.computeWorldMatrix();
  103386. scaleBoxes[index].computeWorldMatrix();
  103387. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103388. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103389. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103390. }
  103391. else {
  103392. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  103393. }
  103394. }
  103395. }
  103396. }
  103397. }
  103398. if (this.attachedMesh) {
  103399. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  103400. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  103401. }
  103402. };
  103403. /**
  103404. * Enables rotation on the specified axis and disables rotation on the others
  103405. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  103406. */
  103407. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  103408. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  103409. if (i < 4) {
  103410. m.setEnabled(axis.indexOf("x") != -1);
  103411. }
  103412. else if (i < 8) {
  103413. m.setEnabled(axis.indexOf("y") != -1);
  103414. }
  103415. else {
  103416. m.setEnabled(axis.indexOf("z") != -1);
  103417. }
  103418. });
  103419. };
  103420. /**
  103421. * Disposes of the gizmo
  103422. */
  103423. BoundingBoxGizmo.prototype.dispose = function () {
  103424. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103425. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  103426. this._lineBoundingBox.dispose();
  103427. this._rotateSpheresParent.dispose();
  103428. this._scaleBoxesParent.dispose();
  103429. _super.prototype.dispose.call(this);
  103430. };
  103431. /**
  103432. * 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)
  103433. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  103434. * @returns the bounding box mesh with the passed in mesh as a child
  103435. */
  103436. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  103437. var makeNotPickable = function (root) {
  103438. root.isPickable = false;
  103439. root.getChildMeshes().forEach(function (c) {
  103440. makeNotPickable(c);
  103441. });
  103442. };
  103443. makeNotPickable(mesh);
  103444. // Reset position to get boudning box from origin with no rotation
  103445. if (!mesh.rotationQuaternion) {
  103446. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  103447. }
  103448. var oldPos = mesh.position.clone();
  103449. var oldRot = mesh.rotationQuaternion.clone();
  103450. mesh.rotationQuaternion.set(0, 0, 0, 1);
  103451. mesh.position.set(0, 0, 0);
  103452. // Update bounding dimensions/positions
  103453. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  103454. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  103455. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  103456. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  103457. // Restore original positions
  103458. mesh.addChild(box);
  103459. mesh.rotationQuaternion.copyFrom(oldRot);
  103460. mesh.position.copyFrom(oldPos);
  103461. // Reverse parenting
  103462. mesh.removeChild(box);
  103463. box.addChild(mesh);
  103464. box.visibility = 0;
  103465. return box;
  103466. };
  103467. /**
  103468. * CustomMeshes are not supported by this gizmo
  103469. * @param mesh The mesh to replace the default mesh of the gizmo
  103470. */
  103471. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  103472. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  103473. };
  103474. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  103475. // store/remove pivot point should only be applied during their outermost calls
  103476. BoundingBoxGizmo._PivotCached = 0;
  103477. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  103478. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  103479. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  103480. return BoundingBoxGizmo;
  103481. }(BABYLON.Gizmo));
  103482. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  103483. })(BABYLON || (BABYLON = {}));
  103484. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  103485. var BABYLON;
  103486. (function (BABYLON) {
  103487. /**
  103488. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  103489. */
  103490. var GizmoManager = /** @class */ (function () {
  103491. /**
  103492. * Instatiates a gizmo manager
  103493. * @param scene the scene to overlay the gizmos on top of
  103494. */
  103495. function GizmoManager(scene) {
  103496. var _this = this;
  103497. this.scene = scene;
  103498. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  103499. this._pointerObserver = null;
  103500. this._attachedMesh = null;
  103501. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  103502. /**
  103503. * When bounding box gizmo is enabled, this can be used to track drag/end events
  103504. */
  103505. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  103506. /**
  103507. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  103508. */
  103509. this.attachableMeshes = null;
  103510. /**
  103511. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  103512. */
  103513. this.usePointerToAttachGizmos = true;
  103514. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103515. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  103516. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103517. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  103518. // Instatiate/dispose gizmos based on pointer actions
  103519. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  103520. if (!_this.usePointerToAttachGizmos) {
  103521. return;
  103522. }
  103523. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  103524. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  103525. var node = pointerInfo.pickInfo.pickedMesh;
  103526. if (_this.attachableMeshes == null) {
  103527. // Attach to the most parent node
  103528. while (node && node.parent != null) {
  103529. node = node.parent;
  103530. }
  103531. }
  103532. else {
  103533. // Attach to the parent node that is an attachableMesh
  103534. var found = false;
  103535. _this.attachableMeshes.forEach(function (mesh) {
  103536. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  103537. node = mesh;
  103538. found = true;
  103539. }
  103540. });
  103541. if (!found) {
  103542. node = null;
  103543. }
  103544. }
  103545. if (node instanceof BABYLON.AbstractMesh) {
  103546. if (_this._attachedMesh != node) {
  103547. _this.attachToMesh(node);
  103548. }
  103549. }
  103550. else {
  103551. _this.attachToMesh(null);
  103552. }
  103553. }
  103554. else {
  103555. _this.attachToMesh(null);
  103556. }
  103557. }
  103558. });
  103559. }
  103560. /**
  103561. * Attaches a set of gizmos to the specified mesh
  103562. * @param mesh The mesh the gizmo's should be attached to
  103563. */
  103564. GizmoManager.prototype.attachToMesh = function (mesh) {
  103565. if (this._attachedMesh) {
  103566. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103567. }
  103568. this._attachedMesh = mesh;
  103569. for (var key in this.gizmos) {
  103570. var gizmo = (this.gizmos[key]);
  103571. if (gizmo && this._gizmosEnabled[key]) {
  103572. gizmo.attachedMesh = mesh;
  103573. }
  103574. }
  103575. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  103576. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103577. }
  103578. };
  103579. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  103580. get: function () {
  103581. return this._gizmosEnabled.positionGizmo;
  103582. },
  103583. /**
  103584. * If the position gizmo is enabled
  103585. */
  103586. set: function (value) {
  103587. if (value) {
  103588. if (!this.gizmos.positionGizmo) {
  103589. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  103590. }
  103591. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  103592. }
  103593. else if (this.gizmos.positionGizmo) {
  103594. this.gizmos.positionGizmo.attachedMesh = null;
  103595. }
  103596. this._gizmosEnabled.positionGizmo = value;
  103597. },
  103598. enumerable: true,
  103599. configurable: true
  103600. });
  103601. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  103602. get: function () {
  103603. return this._gizmosEnabled.rotationGizmo;
  103604. },
  103605. /**
  103606. * If the rotation gizmo is enabled
  103607. */
  103608. set: function (value) {
  103609. if (value) {
  103610. if (!this.gizmos.rotationGizmo) {
  103611. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  103612. }
  103613. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  103614. }
  103615. else if (this.gizmos.rotationGizmo) {
  103616. this.gizmos.rotationGizmo.attachedMesh = null;
  103617. }
  103618. this._gizmosEnabled.rotationGizmo = value;
  103619. },
  103620. enumerable: true,
  103621. configurable: true
  103622. });
  103623. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  103624. get: function () {
  103625. return this._gizmosEnabled.scaleGizmo;
  103626. },
  103627. /**
  103628. * If the scale gizmo is enabled
  103629. */
  103630. set: function (value) {
  103631. if (value) {
  103632. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  103633. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  103634. }
  103635. else if (this.gizmos.scaleGizmo) {
  103636. this.gizmos.scaleGizmo.attachedMesh = null;
  103637. }
  103638. this._gizmosEnabled.scaleGizmo = value;
  103639. },
  103640. enumerable: true,
  103641. configurable: true
  103642. });
  103643. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  103644. get: function () {
  103645. return this._gizmosEnabled.boundingBoxGizmo;
  103646. },
  103647. /**
  103648. * If the boundingBox gizmo is enabled
  103649. */
  103650. set: function (value) {
  103651. if (value) {
  103652. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  103653. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  103654. if (this._attachedMesh) {
  103655. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103656. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103657. }
  103658. }
  103659. else if (this.gizmos.boundingBoxGizmo) {
  103660. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  103661. }
  103662. this._gizmosEnabled.boundingBoxGizmo = value;
  103663. },
  103664. enumerable: true,
  103665. configurable: true
  103666. });
  103667. /**
  103668. * Disposes of the gizmo manager
  103669. */
  103670. GizmoManager.prototype.dispose = function () {
  103671. this.scene.onPointerObservable.remove(this._pointerObserver);
  103672. for (var key in this.gizmos) {
  103673. var gizmo = (this.gizmos[key]);
  103674. if (gizmo) {
  103675. gizmo.dispose();
  103676. }
  103677. }
  103678. this._defaultKeepDepthUtilityLayer.dispose();
  103679. this._defaultUtilityLayer.dispose();
  103680. this.boundingBoxDragBehavior.detach();
  103681. };
  103682. return GizmoManager;
  103683. }());
  103684. BABYLON.GizmoManager = GizmoManager;
  103685. })(BABYLON || (BABYLON = {}));
  103686. //# sourceMappingURL=babylon.gizmoManager.js.map
  103687. var BABYLON;
  103688. (function (BABYLON) {
  103689. /**
  103690. * Defines a target to use with MorphTargetManager
  103691. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  103692. */
  103693. var MorphTarget = /** @class */ (function () {
  103694. /**
  103695. * Creates a new MorphTarget
  103696. * @param name defines the name of the target
  103697. * @param influence defines the influence to use
  103698. */
  103699. function MorphTarget(
  103700. /** defines the name of the target */
  103701. name, influence, scene) {
  103702. if (influence === void 0) { influence = 0; }
  103703. if (scene === void 0) { scene = null; }
  103704. this.name = name;
  103705. /**
  103706. * Gets or sets the list of animations
  103707. */
  103708. this.animations = new Array();
  103709. this._positions = null;
  103710. this._normals = null;
  103711. this._tangents = null;
  103712. /**
  103713. * Observable raised when the influence changes
  103714. */
  103715. this.onInfluenceChanged = new BABYLON.Observable();
  103716. /** @hidden */
  103717. this._onDataLayoutChanged = new BABYLON.Observable();
  103718. this._animationPropertiesOverride = null;
  103719. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  103720. this.influence = influence;
  103721. }
  103722. Object.defineProperty(MorphTarget.prototype, "influence", {
  103723. /**
  103724. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  103725. */
  103726. get: function () {
  103727. return this._influence;
  103728. },
  103729. set: function (influence) {
  103730. if (this._influence === influence) {
  103731. return;
  103732. }
  103733. var previous = this._influence;
  103734. this._influence = influence;
  103735. if (this.onInfluenceChanged.hasObservers) {
  103736. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  103737. }
  103738. },
  103739. enumerable: true,
  103740. configurable: true
  103741. });
  103742. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  103743. /**
  103744. * Gets or sets the animation properties override
  103745. */
  103746. get: function () {
  103747. if (!this._animationPropertiesOverride && this._scene) {
  103748. return this._scene.animationPropertiesOverride;
  103749. }
  103750. return this._animationPropertiesOverride;
  103751. },
  103752. set: function (value) {
  103753. this._animationPropertiesOverride = value;
  103754. },
  103755. enumerable: true,
  103756. configurable: true
  103757. });
  103758. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  103759. /**
  103760. * Gets a boolean defining if the target contains position data
  103761. */
  103762. get: function () {
  103763. return !!this._positions;
  103764. },
  103765. enumerable: true,
  103766. configurable: true
  103767. });
  103768. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  103769. /**
  103770. * Gets a boolean defining if the target contains normal data
  103771. */
  103772. get: function () {
  103773. return !!this._normals;
  103774. },
  103775. enumerable: true,
  103776. configurable: true
  103777. });
  103778. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  103779. /**
  103780. * Gets a boolean defining if the target contains tangent data
  103781. */
  103782. get: function () {
  103783. return !!this._tangents;
  103784. },
  103785. enumerable: true,
  103786. configurable: true
  103787. });
  103788. /**
  103789. * Affects position data to this target
  103790. * @param data defines the position data to use
  103791. */
  103792. MorphTarget.prototype.setPositions = function (data) {
  103793. var hadPositions = this.hasPositions;
  103794. this._positions = data;
  103795. if (hadPositions !== this.hasPositions) {
  103796. this._onDataLayoutChanged.notifyObservers(undefined);
  103797. }
  103798. };
  103799. /**
  103800. * Gets the position data stored in this target
  103801. * @returns a FloatArray containing the position data (or null if not present)
  103802. */
  103803. MorphTarget.prototype.getPositions = function () {
  103804. return this._positions;
  103805. };
  103806. /**
  103807. * Affects normal data to this target
  103808. * @param data defines the normal data to use
  103809. */
  103810. MorphTarget.prototype.setNormals = function (data) {
  103811. var hadNormals = this.hasNormals;
  103812. this._normals = data;
  103813. if (hadNormals !== this.hasNormals) {
  103814. this._onDataLayoutChanged.notifyObservers(undefined);
  103815. }
  103816. };
  103817. /**
  103818. * Gets the normal data stored in this target
  103819. * @returns a FloatArray containing the normal data (or null if not present)
  103820. */
  103821. MorphTarget.prototype.getNormals = function () {
  103822. return this._normals;
  103823. };
  103824. /**
  103825. * Affects tangent data to this target
  103826. * @param data defines the tangent data to use
  103827. */
  103828. MorphTarget.prototype.setTangents = function (data) {
  103829. var hadTangents = this.hasTangents;
  103830. this._tangents = data;
  103831. if (hadTangents !== this.hasTangents) {
  103832. this._onDataLayoutChanged.notifyObservers(undefined);
  103833. }
  103834. };
  103835. /**
  103836. * Gets the tangent data stored in this target
  103837. * @returns a FloatArray containing the tangent data (or null if not present)
  103838. */
  103839. MorphTarget.prototype.getTangents = function () {
  103840. return this._tangents;
  103841. };
  103842. /**
  103843. * Serializes the current target into a Serialization object
  103844. * @returns the serialized object
  103845. */
  103846. MorphTarget.prototype.serialize = function () {
  103847. var serializationObject = {};
  103848. serializationObject.name = this.name;
  103849. serializationObject.influence = this.influence;
  103850. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  103851. if (this.hasNormals) {
  103852. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  103853. }
  103854. if (this.hasTangents) {
  103855. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  103856. }
  103857. // Animations
  103858. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  103859. return serializationObject;
  103860. };
  103861. // Statics
  103862. /**
  103863. * Creates a new target from serialized data
  103864. * @param serializationObject defines the serialized data to use
  103865. * @returns a new MorphTarget
  103866. */
  103867. MorphTarget.Parse = function (serializationObject) {
  103868. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  103869. result.setPositions(serializationObject.positions);
  103870. if (serializationObject.normals) {
  103871. result.setNormals(serializationObject.normals);
  103872. }
  103873. if (serializationObject.tangents) {
  103874. result.setTangents(serializationObject.tangents);
  103875. }
  103876. // Animations
  103877. if (serializationObject.animations) {
  103878. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  103879. var parsedAnimation = serializationObject.animations[animationIndex];
  103880. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  103881. }
  103882. }
  103883. return result;
  103884. };
  103885. /**
  103886. * Creates a MorphTarget from mesh data
  103887. * @param mesh defines the source mesh
  103888. * @param name defines the name to use for the new target
  103889. * @param influence defines the influence to attach to the target
  103890. * @returns a new MorphTarget
  103891. */
  103892. MorphTarget.FromMesh = function (mesh, name, influence) {
  103893. if (!name) {
  103894. name = mesh.name;
  103895. }
  103896. var result = new MorphTarget(name, influence, mesh.getScene());
  103897. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  103898. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  103899. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  103900. }
  103901. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  103902. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  103903. }
  103904. return result;
  103905. };
  103906. return MorphTarget;
  103907. }());
  103908. BABYLON.MorphTarget = MorphTarget;
  103909. })(BABYLON || (BABYLON = {}));
  103910. //# sourceMappingURL=babylon.morphTarget.js.map
  103911. var BABYLON;
  103912. (function (BABYLON) {
  103913. /**
  103914. * This class is used to deform meshes using morphing between different targets
  103915. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  103916. */
  103917. var MorphTargetManager = /** @class */ (function () {
  103918. /**
  103919. * Creates a new MorphTargetManager
  103920. * @param scene defines the current scene
  103921. */
  103922. function MorphTargetManager(scene) {
  103923. if (scene === void 0) { scene = null; }
  103924. this._targets = new Array();
  103925. this._targetInfluenceChangedObservers = new Array();
  103926. this._targetDataLayoutChangedObservers = new Array();
  103927. this._activeTargets = new BABYLON.SmartArray(16);
  103928. this._supportsNormals = false;
  103929. this._supportsTangents = false;
  103930. this._vertexCount = 0;
  103931. this._uniqueId = 0;
  103932. this._tempInfluences = new Array();
  103933. if (!scene) {
  103934. scene = BABYLON.Engine.LastCreatedScene;
  103935. }
  103936. this._scene = scene;
  103937. if (this._scene) {
  103938. this._scene.morphTargetManagers.push(this);
  103939. this._uniqueId = this._scene.getUniqueId();
  103940. }
  103941. }
  103942. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  103943. /**
  103944. * Gets the unique ID of this manager
  103945. */
  103946. get: function () {
  103947. return this._uniqueId;
  103948. },
  103949. enumerable: true,
  103950. configurable: true
  103951. });
  103952. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  103953. /**
  103954. * Gets the number of vertices handled by this manager
  103955. */
  103956. get: function () {
  103957. return this._vertexCount;
  103958. },
  103959. enumerable: true,
  103960. configurable: true
  103961. });
  103962. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  103963. /**
  103964. * Gets a boolean indicating if this manager supports morphing of normals
  103965. */
  103966. get: function () {
  103967. return this._supportsNormals;
  103968. },
  103969. enumerable: true,
  103970. configurable: true
  103971. });
  103972. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  103973. /**
  103974. * Gets a boolean indicating if this manager supports morphing of tangents
  103975. */
  103976. get: function () {
  103977. return this._supportsTangents;
  103978. },
  103979. enumerable: true,
  103980. configurable: true
  103981. });
  103982. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  103983. /**
  103984. * Gets the number of targets stored in this manager
  103985. */
  103986. get: function () {
  103987. return this._targets.length;
  103988. },
  103989. enumerable: true,
  103990. configurable: true
  103991. });
  103992. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  103993. /**
  103994. * Gets the number of influencers (ie. the number of targets with influences > 0)
  103995. */
  103996. get: function () {
  103997. return this._activeTargets.length;
  103998. },
  103999. enumerable: true,
  104000. configurable: true
  104001. });
  104002. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  104003. /**
  104004. * Gets the list of influences (one per target)
  104005. */
  104006. get: function () {
  104007. return this._influences;
  104008. },
  104009. enumerable: true,
  104010. configurable: true
  104011. });
  104012. /**
  104013. * Gets the active target at specified index. An active target is a target with an influence > 0
  104014. * @param index defines the index to check
  104015. * @returns the requested target
  104016. */
  104017. MorphTargetManager.prototype.getActiveTarget = function (index) {
  104018. return this._activeTargets.data[index];
  104019. };
  104020. /**
  104021. * Gets the target at specified index
  104022. * @param index defines the index to check
  104023. * @returns the requested target
  104024. */
  104025. MorphTargetManager.prototype.getTarget = function (index) {
  104026. return this._targets[index];
  104027. };
  104028. /**
  104029. * Add a new target to this manager
  104030. * @param target defines the target to add
  104031. */
  104032. MorphTargetManager.prototype.addTarget = function (target) {
  104033. var _this = this;
  104034. this._targets.push(target);
  104035. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  104036. _this._syncActiveTargets(needUpdate);
  104037. }));
  104038. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  104039. _this._syncActiveTargets(true);
  104040. }));
  104041. this._syncActiveTargets(true);
  104042. };
  104043. /**
  104044. * Removes a target from the manager
  104045. * @param target defines the target to remove
  104046. */
  104047. MorphTargetManager.prototype.removeTarget = function (target) {
  104048. var index = this._targets.indexOf(target);
  104049. if (index >= 0) {
  104050. this._targets.splice(index, 1);
  104051. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  104052. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  104053. this._syncActiveTargets(true);
  104054. }
  104055. };
  104056. /**
  104057. * Serializes the current manager into a Serialization object
  104058. * @returns the serialized object
  104059. */
  104060. MorphTargetManager.prototype.serialize = function () {
  104061. var serializationObject = {};
  104062. serializationObject.id = this.uniqueId;
  104063. serializationObject.targets = [];
  104064. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  104065. var target = _a[_i];
  104066. serializationObject.targets.push(target.serialize());
  104067. }
  104068. return serializationObject;
  104069. };
  104070. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  104071. var influenceCount = 0;
  104072. this._activeTargets.reset();
  104073. this._supportsNormals = true;
  104074. this._supportsTangents = true;
  104075. this._vertexCount = 0;
  104076. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  104077. var target = _a[_i];
  104078. if (target.influence === 0) {
  104079. continue;
  104080. }
  104081. this._activeTargets.push(target);
  104082. this._tempInfluences[influenceCount++] = target.influence;
  104083. this._supportsNormals = this._supportsNormals && target.hasNormals;
  104084. this._supportsTangents = this._supportsTangents && target.hasTangents;
  104085. var positions = target.getPositions();
  104086. if (positions) {
  104087. var vertexCount = positions.length / 3;
  104088. if (this._vertexCount === 0) {
  104089. this._vertexCount = vertexCount;
  104090. }
  104091. else if (this._vertexCount !== vertexCount) {
  104092. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  104093. return;
  104094. }
  104095. }
  104096. }
  104097. if (!this._influences || this._influences.length !== influenceCount) {
  104098. this._influences = new Float32Array(influenceCount);
  104099. }
  104100. for (var index = 0; index < influenceCount; index++) {
  104101. this._influences[index] = this._tempInfluences[index];
  104102. }
  104103. if (needUpdate) {
  104104. this.synchronize();
  104105. }
  104106. };
  104107. /**
  104108. * Syncrhonize the targets with all the meshes using this morph target manager
  104109. */
  104110. MorphTargetManager.prototype.synchronize = function () {
  104111. if (!this._scene) {
  104112. return;
  104113. }
  104114. // Flag meshes as dirty to resync with the active targets
  104115. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  104116. var mesh = _a[_i];
  104117. if (mesh.morphTargetManager === this) {
  104118. mesh._syncGeometryWithMorphTargetManager();
  104119. }
  104120. }
  104121. };
  104122. // Statics
  104123. /**
  104124. * Creates a new MorphTargetManager from serialized data
  104125. * @param serializationObject defines the serialized data
  104126. * @param scene defines the hosting scene
  104127. * @returns the new MorphTargetManager
  104128. */
  104129. MorphTargetManager.Parse = function (serializationObject, scene) {
  104130. var result = new MorphTargetManager(scene);
  104131. result._uniqueId = serializationObject.id;
  104132. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  104133. var targetData = _a[_i];
  104134. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  104135. }
  104136. return result;
  104137. };
  104138. return MorphTargetManager;
  104139. }());
  104140. BABYLON.MorphTargetManager = MorphTargetManager;
  104141. })(BABYLON || (BABYLON = {}));
  104142. //# sourceMappingURL=babylon.morphTargetManager.js.map
  104143. var BABYLON;
  104144. (function (BABYLON) {
  104145. /**
  104146. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  104147. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104148. */
  104149. var Octree = /** @class */ (function () {
  104150. /**
  104151. * Creates a octree
  104152. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104153. * @param creationFunc function to be used to instatiate the octree
  104154. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  104155. * @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.)
  104156. */
  104157. function Octree(creationFunc, maxBlockCapacity,
  104158. /** 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.) */
  104159. maxDepth) {
  104160. if (maxDepth === void 0) { maxDepth = 2; }
  104161. this.maxDepth = maxDepth;
  104162. /**
  104163. * Content stored in the octree
  104164. */
  104165. this.dynamicContent = new Array();
  104166. this._maxBlockCapacity = maxBlockCapacity || 64;
  104167. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  104168. this._creationFunc = creationFunc;
  104169. }
  104170. // Methods
  104171. /**
  104172. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  104173. * @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);
  104174. * @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);
  104175. * @param entries meshes to be added to the octree blocks
  104176. */
  104177. Octree.prototype.update = function (worldMin, worldMax, entries) {
  104178. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  104179. };
  104180. /**
  104181. * Adds a mesh to the octree
  104182. * @param entry Mesh to add to the octree
  104183. */
  104184. Octree.prototype.addMesh = function (entry) {
  104185. for (var index = 0; index < this.blocks.length; index++) {
  104186. var block = this.blocks[index];
  104187. block.addEntry(entry);
  104188. }
  104189. };
  104190. /**
  104191. * Selects an array of meshes within the frustum
  104192. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  104193. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  104194. * @returns array of meshes within the frustum
  104195. */
  104196. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  104197. this._selectionContent.reset();
  104198. for (var index = 0; index < this.blocks.length; index++) {
  104199. var block = this.blocks[index];
  104200. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  104201. }
  104202. if (allowDuplicate) {
  104203. this._selectionContent.concat(this.dynamicContent);
  104204. }
  104205. else {
  104206. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104207. }
  104208. return this._selectionContent;
  104209. };
  104210. /**
  104211. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  104212. * @param sphereCenter defines the bounding sphere center
  104213. * @param sphereRadius defines the bounding sphere radius
  104214. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104215. * @returns an array of objects that intersect the sphere
  104216. */
  104217. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  104218. this._selectionContent.reset();
  104219. for (var index = 0; index < this.blocks.length; index++) {
  104220. var block = this.blocks[index];
  104221. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  104222. }
  104223. if (allowDuplicate) {
  104224. this._selectionContent.concat(this.dynamicContent);
  104225. }
  104226. else {
  104227. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104228. }
  104229. return this._selectionContent;
  104230. };
  104231. /**
  104232. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  104233. * @param ray defines the ray to test with
  104234. * @returns array of intersected objects
  104235. */
  104236. Octree.prototype.intersectsRay = function (ray) {
  104237. this._selectionContent.reset();
  104238. for (var index = 0; index < this.blocks.length; index++) {
  104239. var block = this.blocks[index];
  104240. block.intersectsRay(ray, this._selectionContent);
  104241. }
  104242. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104243. return this._selectionContent;
  104244. };
  104245. /**
  104246. * @hidden
  104247. */
  104248. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  104249. target.blocks = new Array();
  104250. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  104251. // Segmenting space
  104252. for (var x = 0; x < 2; x++) {
  104253. for (var y = 0; y < 2; y++) {
  104254. for (var z = 0; z < 2; z++) {
  104255. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  104256. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  104257. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  104258. block.addEntries(entries);
  104259. target.blocks.push(block);
  104260. }
  104261. }
  104262. }
  104263. };
  104264. /**
  104265. * Adds a mesh into the octree block if it intersects the block
  104266. */
  104267. Octree.CreationFuncForMeshes = function (entry, block) {
  104268. var boundingInfo = entry.getBoundingInfo();
  104269. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  104270. block.entries.push(entry);
  104271. }
  104272. };
  104273. /**
  104274. * Adds a submesh into the octree block if it intersects the block
  104275. */
  104276. Octree.CreationFuncForSubMeshes = function (entry, block) {
  104277. var boundingInfo = entry.getBoundingInfo();
  104278. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  104279. block.entries.push(entry);
  104280. }
  104281. };
  104282. return Octree;
  104283. }());
  104284. BABYLON.Octree = Octree;
  104285. })(BABYLON || (BABYLON = {}));
  104286. //# sourceMappingURL=babylon.octree.js.map
  104287. var BABYLON;
  104288. (function (BABYLON) {
  104289. /**
  104290. * Class used to store a cell in an octree
  104291. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104292. */
  104293. var OctreeBlock = /** @class */ (function () {
  104294. /**
  104295. * Creates a new block
  104296. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  104297. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  104298. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  104299. * @param depth defines the current depth of this block in the octree
  104300. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  104301. * @param creationFunc defines a callback to call when an element is added to the block
  104302. */
  104303. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  104304. /**
  104305. * Gets the content of the current block
  104306. */
  104307. this.entries = new Array();
  104308. this._boundingVectors = new Array();
  104309. this._capacity = capacity;
  104310. this._depth = depth;
  104311. this._maxDepth = maxDepth;
  104312. this._creationFunc = creationFunc;
  104313. this._minPoint = minPoint;
  104314. this._maxPoint = maxPoint;
  104315. this._boundingVectors.push(minPoint.clone());
  104316. this._boundingVectors.push(maxPoint.clone());
  104317. this._boundingVectors.push(minPoint.clone());
  104318. this._boundingVectors[2].x = maxPoint.x;
  104319. this._boundingVectors.push(minPoint.clone());
  104320. this._boundingVectors[3].y = maxPoint.y;
  104321. this._boundingVectors.push(minPoint.clone());
  104322. this._boundingVectors[4].z = maxPoint.z;
  104323. this._boundingVectors.push(maxPoint.clone());
  104324. this._boundingVectors[5].z = minPoint.z;
  104325. this._boundingVectors.push(maxPoint.clone());
  104326. this._boundingVectors[6].x = minPoint.x;
  104327. this._boundingVectors.push(maxPoint.clone());
  104328. this._boundingVectors[7].y = minPoint.y;
  104329. }
  104330. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  104331. // Property
  104332. /**
  104333. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  104334. */
  104335. get: function () {
  104336. return this._capacity;
  104337. },
  104338. enumerable: true,
  104339. configurable: true
  104340. });
  104341. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  104342. /**
  104343. * Gets the minimum vector (in world space) of the block's bounding box
  104344. */
  104345. get: function () {
  104346. return this._minPoint;
  104347. },
  104348. enumerable: true,
  104349. configurable: true
  104350. });
  104351. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  104352. /**
  104353. * Gets the maximum vector (in world space) of the block's bounding box
  104354. */
  104355. get: function () {
  104356. return this._maxPoint;
  104357. },
  104358. enumerable: true,
  104359. configurable: true
  104360. });
  104361. // Methods
  104362. /**
  104363. * Add a new element to this block
  104364. * @param entry defines the element to add
  104365. */
  104366. OctreeBlock.prototype.addEntry = function (entry) {
  104367. if (this.blocks) {
  104368. for (var index = 0; index < this.blocks.length; index++) {
  104369. var block = this.blocks[index];
  104370. block.addEntry(entry);
  104371. }
  104372. return;
  104373. }
  104374. this._creationFunc(entry, this);
  104375. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  104376. this.createInnerBlocks();
  104377. }
  104378. };
  104379. /**
  104380. * Add an array of elements to this block
  104381. * @param entries defines the array of elements to add
  104382. */
  104383. OctreeBlock.prototype.addEntries = function (entries) {
  104384. for (var index = 0; index < entries.length; index++) {
  104385. var mesh = entries[index];
  104386. this.addEntry(mesh);
  104387. }
  104388. };
  104389. /**
  104390. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  104391. * @param frustumPlanes defines the frustum planes to test
  104392. * @param selection defines the array to store current content if selection is positive
  104393. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104394. */
  104395. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  104396. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  104397. if (this.blocks) {
  104398. for (var index = 0; index < this.blocks.length; index++) {
  104399. var block = this.blocks[index];
  104400. block.select(frustumPlanes, selection, allowDuplicate);
  104401. }
  104402. return;
  104403. }
  104404. if (allowDuplicate) {
  104405. selection.concat(this.entries);
  104406. }
  104407. else {
  104408. selection.concatWithNoDuplicate(this.entries);
  104409. }
  104410. }
  104411. };
  104412. /**
  104413. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  104414. * @param sphereCenter defines the bounding sphere center
  104415. * @param sphereRadius defines the bounding sphere radius
  104416. * @param selection defines the array to store current content if selection is positive
  104417. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104418. */
  104419. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  104420. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  104421. if (this.blocks) {
  104422. for (var index = 0; index < this.blocks.length; index++) {
  104423. var block = this.blocks[index];
  104424. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  104425. }
  104426. return;
  104427. }
  104428. if (allowDuplicate) {
  104429. selection.concat(this.entries);
  104430. }
  104431. else {
  104432. selection.concatWithNoDuplicate(this.entries);
  104433. }
  104434. }
  104435. };
  104436. /**
  104437. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  104438. * @param ray defines the ray to test with
  104439. * @param selection defines the array to store current content if selection is positive
  104440. */
  104441. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  104442. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  104443. if (this.blocks) {
  104444. for (var index = 0; index < this.blocks.length; index++) {
  104445. var block = this.blocks[index];
  104446. block.intersectsRay(ray, selection);
  104447. }
  104448. return;
  104449. }
  104450. selection.concatWithNoDuplicate(this.entries);
  104451. }
  104452. };
  104453. /**
  104454. * Subdivide the content into child blocks (this block will then be empty)
  104455. */
  104456. OctreeBlock.prototype.createInnerBlocks = function () {
  104457. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  104458. };
  104459. return OctreeBlock;
  104460. }());
  104461. BABYLON.OctreeBlock = OctreeBlock;
  104462. })(BABYLON || (BABYLON = {}));
  104463. //# sourceMappingURL=babylon.octreeBlock.js.map
  104464. var BABYLON;
  104465. (function (BABYLON) {
  104466. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  104467. if (maxCapacity === void 0) { maxCapacity = 64; }
  104468. if (maxDepth === void 0) { maxDepth = 2; }
  104469. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104470. if (!component) {
  104471. component = new OctreeSceneComponent(this);
  104472. this._addComponent(component);
  104473. }
  104474. if (!this._selectionOctree) {
  104475. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  104476. }
  104477. var worldExtends = this.getWorldExtends();
  104478. // Update octree
  104479. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  104480. return this._selectionOctree;
  104481. };
  104482. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  104483. get: function () {
  104484. return this._selectionOctree;
  104485. },
  104486. enumerable: true,
  104487. configurable: true
  104488. });
  104489. /**
  104490. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  104491. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  104492. * @param maxCapacity defines the maximum size of each block (64 by default)
  104493. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  104494. * @returns the new octree
  104495. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  104496. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104497. */
  104498. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  104499. if (maxCapacity === void 0) { maxCapacity = 64; }
  104500. if (maxDepth === void 0) { maxDepth = 2; }
  104501. var scene = this.getScene();
  104502. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104503. if (!component) {
  104504. component = new OctreeSceneComponent(scene);
  104505. scene._addComponent(component);
  104506. }
  104507. if (!this._submeshesOctree) {
  104508. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  104509. }
  104510. this.computeWorldMatrix(true);
  104511. var boundingInfo = this.getBoundingInfo();
  104512. // Update octree
  104513. var bbox = boundingInfo.boundingBox;
  104514. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  104515. return this._submeshesOctree;
  104516. };
  104517. /**
  104518. * Defines the octree scene component responsible to manage any octrees
  104519. * in a given scene.
  104520. */
  104521. var OctreeSceneComponent = /** @class */ (function () {
  104522. /**
  104523. * Creates a new instance of the component for the given scene
  104524. * @param scene Defines the scene to register the component in
  104525. */
  104526. function OctreeSceneComponent(scene) {
  104527. /**
  104528. * The component name helpfull to identify the component in the list of scene components.
  104529. */
  104530. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  104531. /**
  104532. * Indicates if the meshes have been checked to make sure they are isEnabled()
  104533. */
  104534. this.checksIsEnabled = true;
  104535. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  104536. this.scene = scene;
  104537. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  104538. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  104539. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  104540. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  104541. }
  104542. /**
  104543. * Registers the component in a given scene
  104544. */
  104545. OctreeSceneComponent.prototype.register = function () {
  104546. var _this = this;
  104547. this.scene.onMeshRemovedObservable.add(function (mesh) {
  104548. var sceneOctree = _this.scene.selectionOctree;
  104549. if (sceneOctree !== undefined && sceneOctree !== null) {
  104550. var index = sceneOctree.dynamicContent.indexOf(mesh);
  104551. if (index !== -1) {
  104552. sceneOctree.dynamicContent.splice(index, 1);
  104553. }
  104554. }
  104555. });
  104556. this.scene.onMeshImportedObservable.add(function (mesh) {
  104557. var sceneOctree = _this.scene.selectionOctree;
  104558. if (sceneOctree !== undefined && sceneOctree !== null) {
  104559. sceneOctree.addMesh(mesh);
  104560. }
  104561. });
  104562. };
  104563. /**
  104564. * Return the list of active meshes
  104565. * @returns the list of active meshes
  104566. */
  104567. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  104568. if (this.scene._selectionOctree) {
  104569. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  104570. return selection;
  104571. }
  104572. return this.scene._getDefaultMeshCandidates();
  104573. };
  104574. /**
  104575. * Return the list of active sub meshes
  104576. * @param mesh The mesh to get the candidates sub meshes from
  104577. * @returns the list of active sub meshes
  104578. */
  104579. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  104580. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  104581. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  104582. return intersections;
  104583. }
  104584. return this.scene._getDefaultSubMeshCandidates(mesh);
  104585. };
  104586. /**
  104587. * Return the list of sub meshes intersecting with a given local ray
  104588. * @param mesh defines the mesh to find the submesh for
  104589. * @param localRay defines the ray in local space
  104590. * @returns the list of intersecting sub meshes
  104591. */
  104592. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  104593. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  104594. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  104595. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  104596. return intersections;
  104597. }
  104598. return this.scene._getDefaultSubMeshCandidates(mesh);
  104599. };
  104600. /**
  104601. * Return the list of sub meshes colliding with a collider
  104602. * @param mesh defines the mesh to find the submesh for
  104603. * @param collider defines the collider to evaluate the collision against
  104604. * @returns the list of colliding sub meshes
  104605. */
  104606. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  104607. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  104608. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  104609. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  104610. return intersections;
  104611. }
  104612. return this.scene._getDefaultSubMeshCandidates(mesh);
  104613. };
  104614. /**
  104615. * Rebuilds the elements related to this component in case of
  104616. * context lost for instance.
  104617. */
  104618. OctreeSceneComponent.prototype.rebuild = function () {
  104619. // Nothing to do here.
  104620. };
  104621. /**
  104622. * Disposes the component and the associated ressources.
  104623. */
  104624. OctreeSceneComponent.prototype.dispose = function () {
  104625. // Nothing to do here.
  104626. };
  104627. return OctreeSceneComponent;
  104628. }());
  104629. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  104630. })(BABYLON || (BABYLON = {}));
  104631. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  104632. var BABYLON;
  104633. (function (BABYLON) {
  104634. /**
  104635. * Postprocess used to generate anaglyphic rendering
  104636. */
  104637. var AnaglyphPostProcess = /** @class */ (function (_super) {
  104638. __extends(AnaglyphPostProcess, _super);
  104639. /**
  104640. * Creates a new AnaglyphPostProcess
  104641. * @param name defines postprocess name
  104642. * @param options defines creation options or target ratio scale
  104643. * @param rigCameras defines cameras using this postprocess
  104644. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  104645. * @param engine defines hosting engine
  104646. * @param reusable defines if the postprocess will be reused multiple times per frame
  104647. */
  104648. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  104649. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  104650. _this._passedProcess = rigCameras[0]._rigPostProcess;
  104651. _this.onApplyObservable.add(function (effect) {
  104652. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  104653. });
  104654. return _this;
  104655. }
  104656. return AnaglyphPostProcess;
  104657. }(BABYLON.PostProcess));
  104658. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  104659. })(BABYLON || (BABYLON = {}));
  104660. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  104661. var BABYLON;
  104662. (function (BABYLON) {
  104663. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  104664. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104665. });
  104666. /**
  104667. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  104668. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104669. */
  104670. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  104671. __extends(AnaglyphArcRotateCamera, _super);
  104672. /**
  104673. * Creates a new AnaglyphArcRotateCamera
  104674. * @param name defines camera name
  104675. * @param alpha defines alpha angle (in radians)
  104676. * @param beta defines beta angle (in radians)
  104677. * @param radius defines radius
  104678. * @param target defines camera target
  104679. * @param interaxialDistance defines distance between each color axis
  104680. * @param scene defines the hosting scene
  104681. */
  104682. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  104683. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  104684. _this.interaxialDistance = interaxialDistance;
  104685. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104686. return _this;
  104687. }
  104688. /**
  104689. * Gets camera class name
  104690. * @returns AnaglyphArcRotateCamera
  104691. */
  104692. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  104693. return "AnaglyphArcRotateCamera";
  104694. };
  104695. return AnaglyphArcRotateCamera;
  104696. }(BABYLON.ArcRotateCamera));
  104697. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  104698. })(BABYLON || (BABYLON = {}));
  104699. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  104700. var BABYLON;
  104701. (function (BABYLON) {
  104702. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  104703. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104704. });
  104705. /**
  104706. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  104707. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104708. */
  104709. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  104710. __extends(AnaglyphFreeCamera, _super);
  104711. /**
  104712. * Creates a new AnaglyphFreeCamera
  104713. * @param name defines camera name
  104714. * @param position defines initial position
  104715. * @param interaxialDistance defines distance between each color axis
  104716. * @param scene defines the hosting scene
  104717. */
  104718. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  104719. var _this = _super.call(this, name, position, scene) || this;
  104720. _this.interaxialDistance = interaxialDistance;
  104721. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104722. return _this;
  104723. }
  104724. /**
  104725. * Gets camera class name
  104726. * @returns AnaglyphFreeCamera
  104727. */
  104728. AnaglyphFreeCamera.prototype.getClassName = function () {
  104729. return "AnaglyphFreeCamera";
  104730. };
  104731. return AnaglyphFreeCamera;
  104732. }(BABYLON.FreeCamera));
  104733. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  104734. })(BABYLON || (BABYLON = {}));
  104735. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  104736. var BABYLON;
  104737. (function (BABYLON) {
  104738. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  104739. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104740. });
  104741. /**
  104742. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  104743. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104744. */
  104745. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  104746. __extends(AnaglyphGamepadCamera, _super);
  104747. /**
  104748. * Creates a new AnaglyphGamepadCamera
  104749. * @param name defines camera name
  104750. * @param position defines initial position
  104751. * @param interaxialDistance defines distance between each color axis
  104752. * @param scene defines the hosting scene
  104753. */
  104754. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  104755. var _this = _super.call(this, name, position, scene) || this;
  104756. _this.interaxialDistance = interaxialDistance;
  104757. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104758. return _this;
  104759. }
  104760. /**
  104761. * Gets camera class name
  104762. * @returns AnaglyphGamepadCamera
  104763. */
  104764. AnaglyphGamepadCamera.prototype.getClassName = function () {
  104765. return "AnaglyphGamepadCamera";
  104766. };
  104767. return AnaglyphGamepadCamera;
  104768. }(BABYLON.GamepadCamera));
  104769. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  104770. })(BABYLON || (BABYLON = {}));
  104771. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  104772. var BABYLON;
  104773. (function (BABYLON) {
  104774. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  104775. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104776. });
  104777. /**
  104778. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  104779. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104780. */
  104781. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  104782. __extends(AnaglyphUniversalCamera, _super);
  104783. /**
  104784. * Creates a new AnaglyphUniversalCamera
  104785. * @param name defines camera name
  104786. * @param position defines initial position
  104787. * @param interaxialDistance defines distance between each color axis
  104788. * @param scene defines the hosting scene
  104789. */
  104790. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  104791. var _this = _super.call(this, name, position, scene) || this;
  104792. _this.interaxialDistance = interaxialDistance;
  104793. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104794. return _this;
  104795. }
  104796. /**
  104797. * Gets camera class name
  104798. * @returns AnaglyphUniversalCamera
  104799. */
  104800. AnaglyphUniversalCamera.prototype.getClassName = function () {
  104801. return "AnaglyphUniversalCamera";
  104802. };
  104803. return AnaglyphUniversalCamera;
  104804. }(BABYLON.UniversalCamera));
  104805. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  104806. })(BABYLON || (BABYLON = {}));
  104807. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  104808. var BABYLON;
  104809. (function (BABYLON) {
  104810. /**
  104811. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  104812. */
  104813. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  104814. __extends(StereoscopicInterlacePostProcess, _super);
  104815. /**
  104816. * Initializes a StereoscopicInterlacePostProcess
  104817. * @param name The name of the effect.
  104818. * @param rigCameras The rig cameras to be appled to the post process
  104819. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  104820. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104821. * @param engine The engine which the post process will be applied. (default: current engine)
  104822. * @param reusable If the post process can be reused on the same frame. (default: false)
  104823. */
  104824. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  104825. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  104826. _this._passedProcess = rigCameras[0]._rigPostProcess;
  104827. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  104828. _this.onSizeChangedObservable.add(function () {
  104829. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  104830. });
  104831. _this.onApplyObservable.add(function (effect) {
  104832. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  104833. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  104834. });
  104835. return _this;
  104836. }
  104837. return StereoscopicInterlacePostProcess;
  104838. }(BABYLON.PostProcess));
  104839. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  104840. })(BABYLON || (BABYLON = {}));
  104841. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  104842. var BABYLON;
  104843. (function (BABYLON) {
  104844. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  104845. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104846. });
  104847. /**
  104848. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  104849. * @see http://doc.babylonjs.com/features/cameras
  104850. */
  104851. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  104852. __extends(StereoscopicArcRotateCamera, _super);
  104853. /**
  104854. * Creates a new StereoscopicArcRotateCamera
  104855. * @param name defines camera name
  104856. * @param alpha defines alpha angle (in radians)
  104857. * @param beta defines beta angle (in radians)
  104858. * @param radius defines radius
  104859. * @param target defines camera target
  104860. * @param interaxialDistance defines distance between each color axis
  104861. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104862. * @param scene defines the hosting scene
  104863. */
  104864. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  104865. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  104866. _this.interaxialDistance = interaxialDistance;
  104867. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104868. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104869. return _this;
  104870. }
  104871. /**
  104872. * Gets camera class name
  104873. * @returns StereoscopicArcRotateCamera
  104874. */
  104875. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  104876. return "StereoscopicArcRotateCamera";
  104877. };
  104878. return StereoscopicArcRotateCamera;
  104879. }(BABYLON.ArcRotateCamera));
  104880. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  104881. })(BABYLON || (BABYLON = {}));
  104882. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  104883. var BABYLON;
  104884. (function (BABYLON) {
  104885. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  104886. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104887. });
  104888. /**
  104889. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  104890. * @see http://doc.babylonjs.com/features/cameras
  104891. */
  104892. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  104893. __extends(StereoscopicFreeCamera, _super);
  104894. /**
  104895. * Creates a new StereoscopicFreeCamera
  104896. * @param name defines camera name
  104897. * @param position defines initial position
  104898. * @param interaxialDistance defines distance between each color axis
  104899. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104900. * @param scene defines the hosting scene
  104901. */
  104902. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104903. var _this = _super.call(this, name, position, scene) || this;
  104904. _this.interaxialDistance = interaxialDistance;
  104905. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104906. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104907. return _this;
  104908. }
  104909. /**
  104910. * Gets camera class name
  104911. * @returns StereoscopicFreeCamera
  104912. */
  104913. StereoscopicFreeCamera.prototype.getClassName = function () {
  104914. return "StereoscopicFreeCamera";
  104915. };
  104916. return StereoscopicFreeCamera;
  104917. }(BABYLON.FreeCamera));
  104918. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  104919. })(BABYLON || (BABYLON = {}));
  104920. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  104921. var BABYLON;
  104922. (function (BABYLON) {
  104923. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  104924. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104925. });
  104926. /**
  104927. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  104928. * @see http://doc.babylonjs.com/features/cameras
  104929. */
  104930. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  104931. __extends(StereoscopicGamepadCamera, _super);
  104932. /**
  104933. * Creates a new StereoscopicGamepadCamera
  104934. * @param name defines camera name
  104935. * @param position defines initial position
  104936. * @param interaxialDistance defines distance between each color axis
  104937. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104938. * @param scene defines the hosting scene
  104939. */
  104940. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104941. var _this = _super.call(this, name, position, scene) || this;
  104942. _this.interaxialDistance = interaxialDistance;
  104943. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104944. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104945. return _this;
  104946. }
  104947. /**
  104948. * Gets camera class name
  104949. * @returns StereoscopicGamepadCamera
  104950. */
  104951. StereoscopicGamepadCamera.prototype.getClassName = function () {
  104952. return "StereoscopicGamepadCamera";
  104953. };
  104954. return StereoscopicGamepadCamera;
  104955. }(BABYLON.GamepadCamera));
  104956. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  104957. })(BABYLON || (BABYLON = {}));
  104958. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  104959. var BABYLON;
  104960. (function (BABYLON) {
  104961. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  104962. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104963. });
  104964. /**
  104965. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  104966. * @see http://doc.babylonjs.com/features/cameras
  104967. */
  104968. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  104969. __extends(StereoscopicUniversalCamera, _super);
  104970. /**
  104971. * Creates a new StereoscopicUniversalCamera
  104972. * @param name defines camera name
  104973. * @param position defines initial position
  104974. * @param interaxialDistance defines distance between each color axis
  104975. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104976. * @param scene defines the hosting scene
  104977. */
  104978. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104979. var _this = _super.call(this, name, position, scene) || this;
  104980. _this.interaxialDistance = interaxialDistance;
  104981. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104982. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104983. return _this;
  104984. }
  104985. /**
  104986. * Gets camera class name
  104987. * @returns StereoscopicUniversalCamera
  104988. */
  104989. StereoscopicUniversalCamera.prototype.getClassName = function () {
  104990. return "StereoscopicUniversalCamera";
  104991. };
  104992. return StereoscopicUniversalCamera;
  104993. }(BABYLON.UniversalCamera));
  104994. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  104995. })(BABYLON || (BABYLON = {}));
  104996. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  104997. var BABYLON;
  104998. (function (BABYLON) {
  104999. /**
  105000. * VRDistortionCorrectionPostProcess used for mobile VR
  105001. */
  105002. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  105003. __extends(VRDistortionCorrectionPostProcess, _super);
  105004. /**
  105005. * Initializes the VRDistortionCorrectionPostProcess
  105006. * @param name The name of the effect.
  105007. * @param camera The camera to apply the render pass to.
  105008. * @param isRightEye If this is for the right eye distortion
  105009. * @param vrMetrics All the required metrics for the VR camera
  105010. */
  105011. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  105012. var _this = _super.call(this, name, "vrDistortionCorrection", [
  105013. 'LensCenter',
  105014. 'Scale',
  105015. 'ScaleIn',
  105016. 'HmdWarpParam'
  105017. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  105018. _this._isRightEye = isRightEye;
  105019. _this._distortionFactors = vrMetrics.distortionK;
  105020. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  105021. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  105022. _this.adaptScaleToCurrentViewport = true;
  105023. _this.onSizeChangedObservable.add(function () {
  105024. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  105025. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  105026. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  105027. });
  105028. _this.onApplyObservable.add(function (effect) {
  105029. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  105030. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  105031. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  105032. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  105033. });
  105034. return _this;
  105035. }
  105036. return VRDistortionCorrectionPostProcess;
  105037. }(BABYLON.PostProcess));
  105038. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  105039. })(BABYLON || (BABYLON = {}));
  105040. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  105041. var BABYLON;
  105042. (function (BABYLON) {
  105043. /**
  105044. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  105045. * Screen rotation is taken into account.
  105046. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105047. */
  105048. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  105049. /**
  105050. * Instantiates a new input
  105051. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105052. */
  105053. function FreeCameraDeviceOrientationInput() {
  105054. var _this = this;
  105055. this._screenOrientationAngle = 0;
  105056. this._screenQuaternion = new BABYLON.Quaternion();
  105057. this._alpha = 0;
  105058. this._beta = 0;
  105059. this._gamma = 0;
  105060. this._orientationChanged = function () {
  105061. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && (window.screen.orientation)['angle'] ? (window.screen.orientation).angle : 0));
  105062. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  105063. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  105064. };
  105065. this._deviceOrientation = function (evt) {
  105066. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  105067. _this._beta = evt.beta !== null ? evt.beta : 0;
  105068. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  105069. };
  105070. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  105071. this._orientationChanged();
  105072. }
  105073. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  105074. /**
  105075. * Define the camera controlled by the input.
  105076. */
  105077. get: function () {
  105078. return this._camera;
  105079. },
  105080. set: function (camera) {
  105081. this._camera = camera;
  105082. if (this._camera != null && !this._camera.rotationQuaternion) {
  105083. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  105084. }
  105085. },
  105086. enumerable: true,
  105087. configurable: true
  105088. });
  105089. /**
  105090. * Attach the input controls to a specific dom element to get the input from.
  105091. * @param element Defines the element the controls should be listened from
  105092. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105093. */
  105094. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  105095. window.addEventListener("orientationchange", this._orientationChanged);
  105096. window.addEventListener("deviceorientation", this._deviceOrientation);
  105097. //In certain cases, the attach control is called AFTER orientation was changed,
  105098. //So this is needed.
  105099. this._orientationChanged();
  105100. };
  105101. /**
  105102. * Detach the current controls from the specified dom element.
  105103. * @param element Defines the element to stop listening the inputs from
  105104. */
  105105. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  105106. window.removeEventListener("orientationchange", this._orientationChanged);
  105107. window.removeEventListener("deviceorientation", this._deviceOrientation);
  105108. };
  105109. /**
  105110. * Update the current camera state depending on the inputs that have been used this frame.
  105111. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105112. */
  105113. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  105114. //if no device orientation provided, don't update the rotation.
  105115. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  105116. if (!this._alpha) {
  105117. return;
  105118. }
  105119. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  105120. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  105121. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  105122. //Mirror on XY Plane
  105123. this._camera.rotationQuaternion.z *= -1;
  105124. this._camera.rotationQuaternion.w *= -1;
  105125. };
  105126. /**
  105127. * Gets the class name of the current intput.
  105128. * @returns the class name
  105129. */
  105130. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  105131. return "FreeCameraDeviceOrientationInput";
  105132. };
  105133. /**
  105134. * Get the friendly name associated with the input class.
  105135. * @returns the input friendly name
  105136. */
  105137. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  105138. return "deviceOrientation";
  105139. };
  105140. return FreeCameraDeviceOrientationInput;
  105141. }());
  105142. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  105143. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  105144. })(BABYLON || (BABYLON = {}));
  105145. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  105146. var BABYLON;
  105147. (function (BABYLON) {
  105148. /**
  105149. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  105150. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105151. */
  105152. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  105153. /**
  105154. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  105155. */
  105156. function ArcRotateCameraVRDeviceOrientationInput() {
  105157. /**
  105158. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  105159. */
  105160. this.alphaCorrection = 1;
  105161. /**
  105162. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  105163. */
  105164. this.gammaCorrection = 1;
  105165. this._alpha = 0;
  105166. this._gamma = 0;
  105167. this._dirty = false;
  105168. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  105169. }
  105170. /**
  105171. * Attach the input controls to a specific dom element to get the input from.
  105172. * @param element Defines the element the controls should be listened from
  105173. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105174. */
  105175. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  105176. this.camera.attachControl(element, noPreventDefault);
  105177. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  105178. };
  105179. /** @hidden */
  105180. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  105181. if (evt.alpha !== null) {
  105182. this._alpha = (+evt.alpha | 0) * this.alphaCorrection;
  105183. }
  105184. if (evt.gamma !== null) {
  105185. this._gamma = (+evt.gamma | 0) * this.gammaCorrection;
  105186. }
  105187. this._dirty = true;
  105188. };
  105189. /**
  105190. * Update the current camera state depending on the inputs that have been used this frame.
  105191. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105192. */
  105193. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  105194. if (this._dirty) {
  105195. this._dirty = false;
  105196. if (this._gamma < 0) {
  105197. this._gamma = 180 + this._gamma;
  105198. }
  105199. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  105200. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  105201. }
  105202. };
  105203. /**
  105204. * Detach the current controls from the specified dom element.
  105205. * @param element Defines the element to stop listening the inputs from
  105206. */
  105207. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  105208. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  105209. };
  105210. /**
  105211. * Gets the class name of the current intput.
  105212. * @returns the class name
  105213. */
  105214. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  105215. return "ArcRotateCameraVRDeviceOrientationInput";
  105216. };
  105217. /**
  105218. * Get the friendly name associated with the input class.
  105219. * @returns the input friendly name
  105220. */
  105221. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  105222. return "VRDeviceOrientation";
  105223. };
  105224. return ArcRotateCameraVRDeviceOrientationInput;
  105225. }());
  105226. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  105227. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  105228. })(BABYLON || (BABYLON = {}));
  105229. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  105230. var BABYLON;
  105231. (function (BABYLON) {
  105232. /**
  105233. * This represents all the required metrics to create a VR camera.
  105234. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  105235. */
  105236. var VRCameraMetrics = /** @class */ (function () {
  105237. function VRCameraMetrics() {
  105238. /**
  105239. * Define if the current vr camera should compensate the distortion of the lense or not.
  105240. */
  105241. this.compensateDistortion = true;
  105242. }
  105243. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  105244. /**
  105245. * Gets the rendering aspect ratio based on the provided resolutions.
  105246. */
  105247. get: function () {
  105248. return this.hResolution / (2 * this.vResolution);
  105249. },
  105250. enumerable: true,
  105251. configurable: true
  105252. });
  105253. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  105254. /**
  105255. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  105256. */
  105257. get: function () {
  105258. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  105259. },
  105260. enumerable: true,
  105261. configurable: true
  105262. });
  105263. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  105264. /**
  105265. * @hidden
  105266. */
  105267. get: function () {
  105268. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  105269. var h = (4 * meters) / this.hScreenSize;
  105270. return BABYLON.Matrix.Translation(h, 0, 0);
  105271. },
  105272. enumerable: true,
  105273. configurable: true
  105274. });
  105275. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  105276. /**
  105277. * @hidden
  105278. */
  105279. get: function () {
  105280. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  105281. var h = (4 * meters) / this.hScreenSize;
  105282. return BABYLON.Matrix.Translation(-h, 0, 0);
  105283. },
  105284. enumerable: true,
  105285. configurable: true
  105286. });
  105287. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  105288. /**
  105289. * @hidden
  105290. */
  105291. get: function () {
  105292. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  105293. },
  105294. enumerable: true,
  105295. configurable: true
  105296. });
  105297. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  105298. /**
  105299. * @hidden
  105300. */
  105301. get: function () {
  105302. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  105303. },
  105304. enumerable: true,
  105305. configurable: true
  105306. });
  105307. /**
  105308. * Get the default VRMetrics based on the most generic setup.
  105309. * @returns the default vr metrics
  105310. */
  105311. VRCameraMetrics.GetDefault = function () {
  105312. var result = new VRCameraMetrics();
  105313. result.hResolution = 1280;
  105314. result.vResolution = 800;
  105315. result.hScreenSize = 0.149759993;
  105316. result.vScreenSize = 0.0935999975;
  105317. result.vScreenCenter = 0.0467999987;
  105318. result.eyeToScreenDistance = 0.0410000011;
  105319. result.lensSeparationDistance = 0.0635000020;
  105320. result.interpupillaryDistance = 0.0640000030;
  105321. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  105322. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  105323. result.postProcessScaleFactor = 1.714605507808412;
  105324. result.lensCenterOffset = 0.151976421;
  105325. return result;
  105326. };
  105327. return VRCameraMetrics;
  105328. }());
  105329. BABYLON.VRCameraMetrics = VRCameraMetrics;
  105330. })(BABYLON || (BABYLON = {}));
  105331. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  105332. var BABYLON;
  105333. (function (BABYLON) {
  105334. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  105335. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105336. });
  105337. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  105338. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105339. });
  105340. /**
  105341. * This represents a WebVR camera.
  105342. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  105343. * @example http://doc.babylonjs.com/how_to/webvr_camera
  105344. */
  105345. var WebVRFreeCamera = /** @class */ (function (_super) {
  105346. __extends(WebVRFreeCamera, _super);
  105347. /**
  105348. * Instantiates a WebVRFreeCamera.
  105349. * @param name The name of the WebVRFreeCamera
  105350. * @param position The starting anchor position for the camera
  105351. * @param scene The scene the camera belongs to
  105352. * @param webVROptions a set of customizable options for the webVRCamera
  105353. */
  105354. function WebVRFreeCamera(name, position, scene, webVROptions) {
  105355. if (webVROptions === void 0) { webVROptions = {}; }
  105356. var _this = _super.call(this, name, position, scene) || this;
  105357. _this.webVROptions = webVROptions;
  105358. /**
  105359. * @hidden
  105360. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  105361. */
  105362. _this._vrDevice = null;
  105363. /**
  105364. * The rawPose of the vrDevice.
  105365. */
  105366. _this.rawPose = null;
  105367. _this._specsVersion = "1.1";
  105368. _this._attached = false;
  105369. _this._descendants = [];
  105370. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  105371. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  105372. /** @hidden */
  105373. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  105374. _this._standingMatrix = null;
  105375. /**
  105376. * Represents device position in babylon space.
  105377. */
  105378. _this.devicePosition = BABYLON.Vector3.Zero();
  105379. /**
  105380. * Represents device rotation in babylon space.
  105381. */
  105382. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  105383. /**
  105384. * The scale of the device to be used when translating from device space to babylon space.
  105385. */
  105386. _this.deviceScaleFactor = 1;
  105387. _this._deviceToWorld = BABYLON.Matrix.Identity();
  105388. _this._worldToDevice = BABYLON.Matrix.Identity();
  105389. /**
  105390. * References to the webVR controllers for the vrDevice.
  105391. */
  105392. _this.controllers = [];
  105393. /**
  105394. * Emits an event when a controller is attached.
  105395. */
  105396. _this.onControllersAttachedObservable = new BABYLON.Observable();
  105397. /**
  105398. * Emits an event when a controller's mesh has been loaded;
  105399. */
  105400. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  105401. /**
  105402. * Emits an event when the HMD's pose has been updated.
  105403. */
  105404. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  105405. _this._poseSet = false;
  105406. /**
  105407. * If the rig cameras be used as parent instead of this camera.
  105408. */
  105409. _this.rigParenting = true;
  105410. _this._defaultHeight = undefined;
  105411. _this._htmlElementAttached = null;
  105412. _this._detachIfAttached = function () {
  105413. var vrDisplay = _this.getEngine().getVRDevice();
  105414. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  105415. _this.detachControl(_this._htmlElementAttached);
  105416. }
  105417. };
  105418. _this._workingVector = BABYLON.Vector3.Zero();
  105419. _this._oneVector = BABYLON.Vector3.One();
  105420. _this._workingMatrix = BABYLON.Matrix.Identity();
  105421. _this._tmpMatrix = new BABYLON.Matrix();
  105422. _this._cache.position = BABYLON.Vector3.Zero();
  105423. if (webVROptions.defaultHeight) {
  105424. _this._defaultHeight = webVROptions.defaultHeight;
  105425. _this.position.y = _this._defaultHeight;
  105426. }
  105427. _this.minZ = 0.1;
  105428. //legacy support - the compensation boolean was removed.
  105429. if (arguments.length === 5) {
  105430. _this.webVROptions = arguments[4];
  105431. }
  105432. // default webVR options
  105433. if (_this.webVROptions.trackPosition == undefined) {
  105434. _this.webVROptions.trackPosition = true;
  105435. }
  105436. if (_this.webVROptions.controllerMeshes == undefined) {
  105437. _this.webVROptions.controllerMeshes = true;
  105438. }
  105439. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  105440. _this.webVROptions.defaultLightingOnControllers = true;
  105441. }
  105442. _this.rotationQuaternion = new BABYLON.Quaternion();
  105443. if (_this.webVROptions && _this.webVROptions.positionScale) {
  105444. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  105445. }
  105446. //enable VR
  105447. var engine = _this.getEngine();
  105448. _this._onVREnabled = function (success) { if (success) {
  105449. _this.initControllers();
  105450. } };
  105451. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  105452. engine.initWebVR().add(function (event) {
  105453. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  105454. return;
  105455. }
  105456. _this._vrDevice = event.vrDisplay;
  105457. //reset the rig parameters.
  105458. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  105459. if (_this._attached) {
  105460. _this.getEngine().enableVR();
  105461. }
  105462. });
  105463. if (typeof (VRFrameData) !== "undefined") {
  105464. _this._frameData = new VRFrameData();
  105465. }
  105466. /**
  105467. * The idea behind the following lines:
  105468. * objects that have the camera as parent should actually have the rig cameras as a parent.
  105469. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  105470. * the second will not show it correctly.
  105471. *
  105472. * To solve this - each object that has the camera as parent will be added to a protected array.
  105473. * When the rig camera renders, it will take this array and set all of those to be its children.
  105474. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  105475. * Amazing!
  105476. */
  105477. scene.onBeforeCameraRenderObservable.add(function (camera) {
  105478. if (camera.parent === _this && _this.rigParenting) {
  105479. _this._descendants = _this.getDescendants(true, function (n) {
  105480. // don't take the cameras or the controllers!
  105481. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  105482. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  105483. return !isController && !isRigCamera;
  105484. });
  105485. _this._descendants.forEach(function (node) {
  105486. node.parent = camera;
  105487. });
  105488. }
  105489. });
  105490. scene.onAfterCameraRenderObservable.add(function (camera) {
  105491. if (camera.parent === _this && _this.rigParenting) {
  105492. _this._descendants.forEach(function (node) {
  105493. node.parent = _this;
  105494. });
  105495. }
  105496. });
  105497. return _this;
  105498. }
  105499. /**
  105500. * Gets the device distance from the ground in meters.
  105501. * @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.
  105502. */
  105503. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  105504. if (this._standingMatrix) {
  105505. // Add standing matrix offset to get real offset from ground in room
  105506. this._standingMatrix.getTranslationToRef(this._workingVector);
  105507. return this._deviceRoomPosition.y + this._workingVector.y;
  105508. }
  105509. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  105510. return this._defaultHeight || 0;
  105511. };
  105512. /**
  105513. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105514. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  105515. */
  105516. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  105517. var _this = this;
  105518. if (callback === void 0) { callback = function (bool) { }; }
  105519. // Use standing matrix if available
  105520. this.getEngine().initWebVRAsync().then(function (result) {
  105521. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  105522. callback(false);
  105523. }
  105524. else {
  105525. _this._standingMatrix = new BABYLON.Matrix();
  105526. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  105527. if (!_this.getScene().useRightHandedSystem) {
  105528. if (_this._standingMatrix) {
  105529. _this._standingMatrix.toggleModelMatrixHandInPlace();
  105530. }
  105531. }
  105532. callback(true);
  105533. }
  105534. });
  105535. };
  105536. /**
  105537. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105538. * @returns A promise with a boolean set to if the standing matrix is supported.
  105539. */
  105540. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  105541. var _this = this;
  105542. return new Promise(function (res, rej) {
  105543. _this.useStandingMatrix(function (supported) {
  105544. res(supported);
  105545. });
  105546. });
  105547. };
  105548. /**
  105549. * Disposes the camera
  105550. */
  105551. WebVRFreeCamera.prototype.dispose = function () {
  105552. this._detachIfAttached();
  105553. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  105554. if (this._updateCacheWhenTrackingDisabledObserver) {
  105555. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  105556. }
  105557. _super.prototype.dispose.call(this);
  105558. };
  105559. /**
  105560. * Gets a vrController by name.
  105561. * @param name The name of the controller to retreive
  105562. * @returns the controller matching the name specified or null if not found
  105563. */
  105564. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  105565. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  105566. var gp = _a[_i];
  105567. if (gp.hand === name) {
  105568. return gp;
  105569. }
  105570. }
  105571. return null;
  105572. };
  105573. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  105574. /**
  105575. * The controller corrisponding to the users left hand.
  105576. */
  105577. get: function () {
  105578. if (!this._leftController) {
  105579. this._leftController = this.getControllerByName("left");
  105580. }
  105581. return this._leftController;
  105582. },
  105583. enumerable: true,
  105584. configurable: true
  105585. });
  105586. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  105587. /**
  105588. * The controller corrisponding to the users right hand.
  105589. */
  105590. get: function () {
  105591. if (!this._rightController) {
  105592. this._rightController = this.getControllerByName("right");
  105593. }
  105594. return this._rightController;
  105595. },
  105596. enumerable: true,
  105597. configurable: true
  105598. });
  105599. /**
  105600. * Casts a ray forward from the vrCamera's gaze.
  105601. * @param length Length of the ray (default: 100)
  105602. * @returns the ray corrisponding to the gaze
  105603. */
  105604. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  105605. if (length === void 0) { length = 100; }
  105606. if (this.leftCamera) {
  105607. // Use left eye to avoid computation to compute center on every call
  105608. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  105609. }
  105610. else {
  105611. return _super.prototype.getForwardRay.call(this, length);
  105612. }
  105613. };
  105614. /**
  105615. * @hidden
  105616. * Updates the camera based on device's frame data
  105617. */
  105618. WebVRFreeCamera.prototype._checkInputs = function () {
  105619. if (this._vrDevice && this._vrDevice.isPresenting) {
  105620. this._vrDevice.getFrameData(this._frameData);
  105621. this.updateFromDevice(this._frameData.pose);
  105622. }
  105623. _super.prototype._checkInputs.call(this);
  105624. };
  105625. /**
  105626. * Updates the poseControlled values based on the input device pose.
  105627. * @param poseData Pose coming from the device
  105628. */
  105629. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  105630. if (poseData && poseData.orientation) {
  105631. this.rawPose = poseData;
  105632. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  105633. if (this.getScene().useRightHandedSystem) {
  105634. this._deviceRoomRotationQuaternion.z *= -1;
  105635. this._deviceRoomRotationQuaternion.w *= -1;
  105636. }
  105637. if (this.webVROptions.trackPosition && this.rawPose.position) {
  105638. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  105639. if (this.getScene().useRightHandedSystem) {
  105640. this._deviceRoomPosition.z *= -1;
  105641. }
  105642. }
  105643. this._poseSet = true;
  105644. }
  105645. };
  105646. /**
  105647. * WebVR's attach control will start broadcasting frames to the device.
  105648. * Note that in certain browsers (chrome for example) this function must be called
  105649. * within a user-interaction callback. Example:
  105650. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  105651. *
  105652. * @param element html element to attach the vrDevice to
  105653. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  105654. */
  105655. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  105656. _super.prototype.attachControl.call(this, element, noPreventDefault);
  105657. this._attached = true;
  105658. this._htmlElementAttached = element;
  105659. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  105660. if (this._vrDevice) {
  105661. this.getEngine().enableVR();
  105662. }
  105663. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  105664. };
  105665. /**
  105666. * Detaches the camera from the html element and disables VR
  105667. *
  105668. * @param element html element to detach from
  105669. */
  105670. WebVRFreeCamera.prototype.detachControl = function (element) {
  105671. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  105672. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  105673. _super.prototype.detachControl.call(this, element);
  105674. this._attached = false;
  105675. this.getEngine().disableVR();
  105676. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  105677. };
  105678. /**
  105679. * @returns the name of this class
  105680. */
  105681. WebVRFreeCamera.prototype.getClassName = function () {
  105682. return "WebVRFreeCamera";
  105683. };
  105684. /**
  105685. * Calls resetPose on the vrDisplay
  105686. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  105687. */
  105688. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  105689. //uses the vrDisplay's "resetPose()".
  105690. //pitch and roll won't be affected.
  105691. this._vrDevice.resetPose();
  105692. };
  105693. /**
  105694. * @hidden
  105695. * Updates the rig cameras (left and right eye)
  105696. */
  105697. WebVRFreeCamera.prototype._updateRigCameras = function () {
  105698. var camLeft = this._rigCameras[0];
  105699. var camRight = this._rigCameras[1];
  105700. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  105701. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  105702. camLeft.position.copyFrom(this._deviceRoomPosition);
  105703. camRight.position.copyFrom(this._deviceRoomPosition);
  105704. };
  105705. // Remove translation from 6dof headset if trackposition is set to false
  105706. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  105707. if (isViewMatrix === void 0) { isViewMatrix = false; }
  105708. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  105709. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  105710. if (!isViewMatrix) {
  105711. this._tmpMatrix.invert();
  105712. }
  105713. this._tmpMatrix.multiplyToRef(matrix, matrix);
  105714. }
  105715. };
  105716. /**
  105717. * @hidden
  105718. * Updates the cached values of the camera
  105719. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  105720. */
  105721. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  105722. var _this = this;
  105723. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  105724. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  105725. if (!this.updateCacheCalled) {
  105726. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  105727. this.updateCacheCalled = true;
  105728. this.update();
  105729. }
  105730. // Set working vector to the device position in room space rotated by the new rotation
  105731. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  105732. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  105733. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  105734. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  105735. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  105736. // Add translation from anchor position
  105737. this._deviceToWorld.getTranslationToRef(this._workingVector);
  105738. this._workingVector.addInPlace(this.position);
  105739. this._workingVector.subtractInPlace(this._cache.position);
  105740. this._deviceToWorld.setTranslation(this._workingVector);
  105741. // Set an inverted matrix to be used when updating the camera
  105742. this._deviceToWorld.invertToRef(this._worldToDevice);
  105743. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  105744. this.controllers.forEach(function (controller) {
  105745. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  105746. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  105747. controller.update();
  105748. });
  105749. }
  105750. if (!ignoreParentClass) {
  105751. _super.prototype._updateCache.call(this);
  105752. }
  105753. this.updateCacheCalled = false;
  105754. };
  105755. /**
  105756. * @hidden
  105757. * Get current device position in babylon world
  105758. */
  105759. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  105760. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  105761. };
  105762. /**
  105763. * Updates the current device position and rotation in the babylon world
  105764. */
  105765. WebVRFreeCamera.prototype.update = function () {
  105766. this._computeDevicePosition();
  105767. // Get current device rotation in babylon world
  105768. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  105769. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  105770. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  105771. if (this._poseSet) {
  105772. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  105773. }
  105774. _super.prototype.update.call(this);
  105775. };
  105776. /**
  105777. * @hidden
  105778. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  105779. * @returns an identity matrix
  105780. */
  105781. WebVRFreeCamera.prototype._getViewMatrix = function () {
  105782. return BABYLON.Matrix.Identity();
  105783. };
  105784. /**
  105785. * This function is called by the two RIG cameras.
  105786. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  105787. */
  105788. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  105789. // Update the parent camera prior to using a child camera to avoid desynchronization
  105790. var parentCamera = this._cameraRigParams["parentCamera"];
  105791. parentCamera._updateCache();
  105792. //WebVR 1.1
  105793. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  105794. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  105795. if (!this.getScene().useRightHandedSystem) {
  105796. this._webvrViewMatrix.toggleModelMatrixHandInPlace();
  105797. }
  105798. // update the camera rotation matrix
  105799. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  105800. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  105801. // Computing target and final matrix
  105802. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  105803. // should the view matrix be updated with scale and position offset?
  105804. if (parentCamera.deviceScaleFactor !== 1) {
  105805. this._webvrViewMatrix.invert();
  105806. // scale the position, if set
  105807. if (parentCamera.deviceScaleFactor) {
  105808. this._webvrViewMatrix.multiplyAtIndex(12, parentCamera.deviceScaleFactor);
  105809. this._webvrViewMatrix.multiplyAtIndex(13, parentCamera.deviceScaleFactor);
  105810. this._webvrViewMatrix.multiplyAtIndex(14, parentCamera.deviceScaleFactor);
  105811. }
  105812. this._webvrViewMatrix.invert();
  105813. }
  105814. // Remove translation from 6dof headset if trackposition is set to false
  105815. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  105816. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  105817. // Compute global position
  105818. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  105819. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  105820. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  105821. this._workingMatrix.getTranslationToRef(this._globalPosition);
  105822. this._markSyncedWithParent();
  105823. return this._webvrViewMatrix;
  105824. };
  105825. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  105826. var parentCamera = this.parent;
  105827. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  105828. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  105829. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  105830. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  105831. //babylon compatible matrix
  105832. if (!this.getScene().useRightHandedSystem) {
  105833. this._projectionMatrix.toggleProjectionMatrixHandInPlace();
  105834. }
  105835. return this._projectionMatrix;
  105836. };
  105837. /**
  105838. * Initializes the controllers and their meshes
  105839. */
  105840. WebVRFreeCamera.prototype.initControllers = function () {
  105841. var _this = this;
  105842. this.controllers = [];
  105843. var manager = this.getScene().gamepadManager;
  105844. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  105845. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  105846. var webVrController = gamepad;
  105847. if (webVrController.defaultModel) {
  105848. webVrController.defaultModel.setEnabled(false);
  105849. }
  105850. if (webVrController.hand === "right") {
  105851. _this._rightController = null;
  105852. }
  105853. if (webVrController.hand === "left") {
  105854. _this._leftController = null;
  105855. }
  105856. var controllerIndex = _this.controllers.indexOf(webVrController);
  105857. if (controllerIndex !== -1) {
  105858. _this.controllers.splice(controllerIndex, 1);
  105859. }
  105860. }
  105861. });
  105862. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  105863. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  105864. var webVrController_1 = gamepad;
  105865. if (!_this.webVROptions.trackPosition) {
  105866. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  105867. // Cache must be updated before rendering controllers to avoid them being one frame behind
  105868. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  105869. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  105870. _this._updateCache();
  105871. });
  105872. }
  105873. }
  105874. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  105875. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  105876. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  105877. if (_this.webVROptions.controllerMeshes) {
  105878. if (webVrController_1.defaultModel) {
  105879. webVrController_1.defaultModel.setEnabled(true);
  105880. }
  105881. else {
  105882. // Load the meshes
  105883. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  105884. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  105885. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  105886. if (_this.webVROptions.defaultLightingOnControllers) {
  105887. if (!_this._lightOnControllers) {
  105888. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  105889. }
  105890. var activateLightOnSubMeshes_1 = function (mesh, light) {
  105891. var children = mesh.getChildren();
  105892. if (children && children.length !== 0) {
  105893. children.forEach(function (mesh) {
  105894. light.includedOnlyMeshes.push(mesh);
  105895. activateLightOnSubMeshes_1(mesh, light);
  105896. });
  105897. }
  105898. };
  105899. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  105900. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  105901. }
  105902. });
  105903. }
  105904. }
  105905. webVrController_1.attachToPoseControlledCamera(_this);
  105906. // since this is async - sanity check. Is the controller already stored?
  105907. if (_this.controllers.indexOf(webVrController_1) === -1) {
  105908. //add to the controllers array
  105909. _this.controllers.push(webVrController_1);
  105910. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  105911. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  105912. // So we're overriding setting left & right manually to be sure
  105913. var firstViveWandDetected = false;
  105914. for (var i = 0; i < _this.controllers.length; i++) {
  105915. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  105916. if (!firstViveWandDetected) {
  105917. firstViveWandDetected = true;
  105918. _this.controllers[i].hand = "left";
  105919. }
  105920. else {
  105921. _this.controllers[i].hand = "right";
  105922. }
  105923. }
  105924. }
  105925. //did we find enough controllers? Great! let the developer know.
  105926. if (_this.controllers.length >= 2) {
  105927. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  105928. }
  105929. }
  105930. }
  105931. });
  105932. };
  105933. return WebVRFreeCamera;
  105934. }(BABYLON.FreeCamera));
  105935. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  105936. })(BABYLON || (BABYLON = {}));
  105937. //# sourceMappingURL=babylon.webVRCamera.js.map
  105938. var BABYLON;
  105939. (function (BABYLON) {
  105940. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  105941. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  105942. });
  105943. // We're mainly based on the logic defined into the FreeCamera code
  105944. /**
  105945. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  105946. * being tilted forward or back and left or right.
  105947. */
  105948. var DeviceOrientationCamera = /** @class */ (function (_super) {
  105949. __extends(DeviceOrientationCamera, _super);
  105950. /**
  105951. * Creates a new device orientation camera
  105952. * @param name The name of the camera
  105953. * @param position The start position camera
  105954. * @param scene The scene the camera belongs to
  105955. */
  105956. function DeviceOrientationCamera(name, position, scene) {
  105957. var _this = _super.call(this, name, position, scene) || this;
  105958. _this._quaternionCache = new BABYLON.Quaternion();
  105959. _this.inputs.addDeviceOrientation();
  105960. return _this;
  105961. }
  105962. /**
  105963. * Gets the current instance class name ("DeviceOrientationCamera").
  105964. * This helps avoiding instanceof at run time.
  105965. * @returns the class name
  105966. */
  105967. DeviceOrientationCamera.prototype.getClassName = function () {
  105968. return "DeviceOrientationCamera";
  105969. };
  105970. /**
  105971. * @hidden
  105972. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  105973. */
  105974. DeviceOrientationCamera.prototype._checkInputs = function () {
  105975. _super.prototype._checkInputs.call(this);
  105976. this._quaternionCache.copyFrom(this.rotationQuaternion);
  105977. if (this._initialQuaternion) {
  105978. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  105979. }
  105980. };
  105981. /**
  105982. * Reset the camera to its default orientation on the specified axis only.
  105983. * @param axis The axis to reset
  105984. */
  105985. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  105986. var _this = this;
  105987. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  105988. //can only work if this camera has a rotation quaternion already.
  105989. if (!this.rotationQuaternion) {
  105990. return;
  105991. }
  105992. if (!this._initialQuaternion) {
  105993. this._initialQuaternion = new BABYLON.Quaternion();
  105994. }
  105995. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  105996. ['x', 'y', 'z'].forEach(function (axisName) {
  105997. if (!axis[axisName]) {
  105998. _this._initialQuaternion[axisName] = 0;
  105999. }
  106000. else {
  106001. _this._initialQuaternion[axisName] *= -1;
  106002. }
  106003. });
  106004. this._initialQuaternion.normalize();
  106005. //force rotation update
  106006. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  106007. };
  106008. return DeviceOrientationCamera;
  106009. }(BABYLON.FreeCamera));
  106010. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  106011. })(BABYLON || (BABYLON = {}));
  106012. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  106013. var BABYLON;
  106014. (function (BABYLON) {
  106015. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  106016. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  106017. });
  106018. /**
  106019. * Camera used to simulate VR rendering (based on FreeCamera)
  106020. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106021. */
  106022. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  106023. __extends(VRDeviceOrientationFreeCamera, _super);
  106024. /**
  106025. * Creates a new VRDeviceOrientationFreeCamera
  106026. * @param name defines camera name
  106027. * @param position defines the start position of the camera
  106028. * @param scene defines the scene the camera belongs to
  106029. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106030. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106031. */
  106032. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  106033. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106034. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106035. var _this = _super.call(this, name, position, scene) || this;
  106036. vrCameraMetrics.compensateDistortion = compensateDistortion;
  106037. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  106038. return _this;
  106039. }
  106040. /**
  106041. * Gets camera class name
  106042. * @returns VRDeviceOrientationFreeCamera
  106043. */
  106044. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  106045. return "VRDeviceOrientationFreeCamera";
  106046. };
  106047. return VRDeviceOrientationFreeCamera;
  106048. }(BABYLON.DeviceOrientationCamera));
  106049. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  106050. })(BABYLON || (BABYLON = {}));
  106051. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  106052. var BABYLON;
  106053. (function (BABYLON) {
  106054. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  106055. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  106056. });
  106057. /**
  106058. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  106059. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106060. */
  106061. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  106062. __extends(VRDeviceOrientationArcRotateCamera, _super);
  106063. /**
  106064. * Creates a new VRDeviceOrientationArcRotateCamera
  106065. * @param name defines camera name
  106066. * @param alpha defines the camera rotation along the logitudinal axis
  106067. * @param beta defines the camera rotation along the latitudinal axis
  106068. * @param radius defines the camera distance from its target
  106069. * @param target defines the camera target
  106070. * @param scene defines the scene the camera belongs to
  106071. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106072. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106073. */
  106074. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  106075. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106076. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106077. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106078. vrCameraMetrics.compensateDistortion = compensateDistortion;
  106079. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  106080. _this.inputs.addVRDeviceOrientation();
  106081. return _this;
  106082. }
  106083. /**
  106084. * Gets camera class name
  106085. * @returns VRDeviceOrientationArcRotateCamera
  106086. */
  106087. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  106088. return "VRDeviceOrientationArcRotateCamera";
  106089. };
  106090. return VRDeviceOrientationArcRotateCamera;
  106091. }(BABYLON.ArcRotateCamera));
  106092. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  106093. })(BABYLON || (BABYLON = {}));
  106094. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  106095. var BABYLON;
  106096. (function (BABYLON) {
  106097. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  106098. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  106099. });
  106100. /**
  106101. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  106102. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106103. */
  106104. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  106105. __extends(VRDeviceOrientationGamepadCamera, _super);
  106106. /**
  106107. * Creates a new VRDeviceOrientationGamepadCamera
  106108. * @param name defines camera name
  106109. * @param position defines the start position of the camera
  106110. * @param scene defines the scene the camera belongs to
  106111. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106112. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106113. */
  106114. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  106115. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106116. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106117. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  106118. _this.inputs.addGamepad();
  106119. return _this;
  106120. }
  106121. /**
  106122. * Gets camera class name
  106123. * @returns VRDeviceOrientationGamepadCamera
  106124. */
  106125. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  106126. return "VRDeviceOrientationGamepadCamera";
  106127. };
  106128. return VRDeviceOrientationGamepadCamera;
  106129. }(BABYLON.VRDeviceOrientationFreeCamera));
  106130. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  106131. })(BABYLON || (BABYLON = {}));
  106132. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  106133. var BABYLON;
  106134. (function (BABYLON) {
  106135. var VRExperienceHelperGazer = /** @class */ (function () {
  106136. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  106137. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  106138. this.scene = scene;
  106139. /** @hidden */
  106140. this._pointerDownOnMeshAsked = false;
  106141. /** @hidden */
  106142. this._isActionableMesh = false;
  106143. /** @hidden */
  106144. this._teleportationRequestInitiated = false;
  106145. /** @hidden */
  106146. this._teleportationBackRequestInitiated = false;
  106147. /** @hidden */
  106148. this._rotationRightAsked = false;
  106149. /** @hidden */
  106150. this._rotationLeftAsked = false;
  106151. /** @hidden */
  106152. this._dpadPressed = true;
  106153. /** @hidden */
  106154. this._activePointer = false;
  106155. this._id = VRExperienceHelperGazer._idCounter++;
  106156. // Gaze tracker
  106157. if (!gazeTrackerToClone) {
  106158. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  106159. this._gazeTracker.bakeCurrentTransformIntoVertices();
  106160. this._gazeTracker.isPickable = false;
  106161. this._gazeTracker.isVisible = false;
  106162. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  106163. targetMat.specularColor = BABYLON.Color3.Black();
  106164. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  106165. targetMat.backFaceCulling = false;
  106166. this._gazeTracker.material = targetMat;
  106167. }
  106168. else {
  106169. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  106170. }
  106171. }
  106172. /** @hidden */
  106173. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  106174. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  106175. };
  106176. /** @hidden */
  106177. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  106178. this._pointerDownOnMeshAsked = true;
  106179. if (this._currentHit) {
  106180. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  106181. }
  106182. };
  106183. /** @hidden */
  106184. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  106185. if (this._currentHit) {
  106186. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  106187. }
  106188. this._pointerDownOnMeshAsked = false;
  106189. };
  106190. /** @hidden */
  106191. VRExperienceHelperGazer.prototype._activatePointer = function () {
  106192. this._activePointer = true;
  106193. };
  106194. /** @hidden */
  106195. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  106196. this._activePointer = false;
  106197. };
  106198. /** @hidden */
  106199. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  106200. if (distance === void 0) { distance = 100; }
  106201. };
  106202. VRExperienceHelperGazer.prototype.dispose = function () {
  106203. this._interactionsEnabled = false;
  106204. this._teleportationEnabled = false;
  106205. if (this._gazeTracker) {
  106206. this._gazeTracker.dispose();
  106207. }
  106208. };
  106209. VRExperienceHelperGazer._idCounter = 0;
  106210. return VRExperienceHelperGazer;
  106211. }());
  106212. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  106213. __extends(VRExperienceHelperControllerGazer, _super);
  106214. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  106215. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  106216. _this.webVRController = webVRController;
  106217. // Laser pointer
  106218. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  106219. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  106220. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  106221. laserPointerMaterial.alpha = 0.6;
  106222. _this._laserPointer.material = laserPointerMaterial;
  106223. _this._laserPointer.rotation.x = Math.PI / 2;
  106224. _this._laserPointer.position.z = -0.5;
  106225. _this._laserPointer.isVisible = false;
  106226. _this._laserPointer.isPickable = false;
  106227. if (!webVRController.mesh) {
  106228. // Create an empty mesh that is used prior to loading the high quality model
  106229. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  106230. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  106231. preloadPointerPose.rotation.x = -0.7;
  106232. preloadMesh.addChild(preloadPointerPose);
  106233. webVRController.attachToMesh(preloadMesh);
  106234. }
  106235. _this._setLaserPointerParent(webVRController.mesh);
  106236. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  106237. _this._setLaserPointerParent(mesh);
  106238. });
  106239. return _this;
  106240. }
  106241. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  106242. return this.webVRController.getForwardRay(length);
  106243. };
  106244. /** @hidden */
  106245. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  106246. _super.prototype._activatePointer.call(this);
  106247. this._laserPointer.isVisible = true;
  106248. };
  106249. /** @hidden */
  106250. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  106251. _super.prototype._deactivatePointer.call(this);
  106252. this._laserPointer.isVisible = false;
  106253. };
  106254. /** @hidden */
  106255. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  106256. this._laserPointer.material.emissiveColor = color;
  106257. };
  106258. /** @hidden */
  106259. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  106260. var makeNotPick = function (root) {
  106261. root.isPickable = false;
  106262. root.getChildMeshes().forEach(function (c) {
  106263. makeNotPick(c);
  106264. });
  106265. };
  106266. makeNotPick(mesh);
  106267. var meshChildren = mesh.getChildren(undefined, false);
  106268. var laserParent = mesh;
  106269. this.webVRController._pointingPoseNode = null;
  106270. for (var i = 0; i < meshChildren.length; i++) {
  106271. if (meshChildren[i].name && meshChildren[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  106272. laserParent = meshChildren[i];
  106273. this.webVRController._pointingPoseNode = laserParent;
  106274. break;
  106275. }
  106276. }
  106277. this._laserPointer.parent = laserParent;
  106278. };
  106279. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  106280. if (distance === void 0) { distance = 100; }
  106281. this._laserPointer.scaling.y = distance;
  106282. this._laserPointer.position.z = -distance / 2;
  106283. };
  106284. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  106285. _super.prototype.dispose.call(this);
  106286. this._laserPointer.dispose();
  106287. if (this._meshAttachedObserver) {
  106288. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  106289. }
  106290. };
  106291. return VRExperienceHelperControllerGazer;
  106292. }(VRExperienceHelperGazer));
  106293. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  106294. __extends(VRExperienceHelperCameraGazer, _super);
  106295. function VRExperienceHelperCameraGazer(getCamera, scene) {
  106296. var _this = _super.call(this, scene) || this;
  106297. _this.getCamera = getCamera;
  106298. return _this;
  106299. }
  106300. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  106301. var camera = this.getCamera();
  106302. if (camera) {
  106303. return camera.getForwardRay(length);
  106304. }
  106305. else {
  106306. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  106307. }
  106308. };
  106309. return VRExperienceHelperCameraGazer;
  106310. }(VRExperienceHelperGazer));
  106311. /**
  106312. * Helps to quickly add VR support to an existing scene.
  106313. * See http://doc.babylonjs.com/how_to/webvr_helper
  106314. */
  106315. var VRExperienceHelper = /** @class */ (function () {
  106316. /**
  106317. * Instantiates a VRExperienceHelper.
  106318. * Helps to quickly add VR support to an existing scene.
  106319. * @param scene The scene the VRExperienceHelper belongs to.
  106320. * @param webVROptions Options to modify the vr experience helper's behavior.
  106321. */
  106322. function VRExperienceHelper(scene,
  106323. /** Options to modify the vr experience helper's behavior. */
  106324. webVROptions) {
  106325. if (webVROptions === void 0) { webVROptions = {}; }
  106326. var _this = this;
  106327. this.webVROptions = webVROptions;
  106328. // Can the system support WebVR, even if a headset isn't plugged in?
  106329. this._webVRsupported = false;
  106330. // If WebVR is supported, is a headset plugged in and are we ready to present?
  106331. this._webVRready = false;
  106332. // Are we waiting for the requestPresent callback to complete?
  106333. this._webVRrequesting = false;
  106334. // Are we presenting to the headset right now? (this is the vrDevice state)
  106335. this._webVRpresenting = false;
  106336. // Are we presenting in the fullscreen fallback?
  106337. this._fullscreenVRpresenting = false;
  106338. /**
  106339. * Observable raised when entering VR.
  106340. */
  106341. this.onEnteringVRObservable = new BABYLON.Observable();
  106342. /**
  106343. * Observable raised when exiting VR.
  106344. */
  106345. this.onExitingVRObservable = new BABYLON.Observable();
  106346. /**
  106347. * Observable raised when controller mesh is loaded.
  106348. */
  106349. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  106350. this._useCustomVRButton = false;
  106351. this._teleportationRequested = false;
  106352. this._teleportActive = false;
  106353. this._floorMeshesCollection = [];
  106354. this._rotationAllowed = true;
  106355. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  106356. this._isDefaultTeleportationTarget = true;
  106357. this._teleportationFillColor = "#444444";
  106358. this._teleportationBorderColor = "#FFFFFF";
  106359. this._rotationAngle = 0;
  106360. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  106361. this._padSensibilityUp = 0.65;
  106362. this._padSensibilityDown = 0.35;
  106363. this._leftController = null;
  106364. this._rightController = null;
  106365. /**
  106366. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  106367. */
  106368. this.onNewMeshSelected = new BABYLON.Observable();
  106369. /**
  106370. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  106371. */
  106372. this.onNewMeshPicked = new BABYLON.Observable();
  106373. /**
  106374. * Observable raised before camera teleportation
  106375. */
  106376. this.onBeforeCameraTeleport = new BABYLON.Observable();
  106377. /**
  106378. * Observable raised after camera teleportation
  106379. */
  106380. this.onAfterCameraTeleport = new BABYLON.Observable();
  106381. /**
  106382. * Observable raised when current selected mesh gets unselected
  106383. */
  106384. this.onSelectedMeshUnselected = new BABYLON.Observable();
  106385. /**
  106386. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  106387. */
  106388. this.teleportationEnabled = true;
  106389. this._teleportationInitialized = false;
  106390. this._interactionsEnabled = false;
  106391. this._interactionsRequested = false;
  106392. this._displayGaze = true;
  106393. this._displayLaserPointer = true;
  106394. /**
  106395. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  106396. */
  106397. this.updateGazeTrackerScale = true;
  106398. this._onResize = function () {
  106399. _this.moveButtonToBottomRight();
  106400. if (_this._fullscreenVRpresenting && _this._webVRready) {
  106401. _this.exitVR();
  106402. }
  106403. };
  106404. this._onFullscreenChange = function () {
  106405. if (document.fullscreen !== undefined) {
  106406. _this._fullscreenVRpresenting = document.fullscreen;
  106407. }
  106408. else if (document.mozFullScreen !== undefined) {
  106409. _this._fullscreenVRpresenting = document.mozFullScreen;
  106410. }
  106411. else if (document.webkitIsFullScreen !== undefined) {
  106412. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  106413. }
  106414. else if (document.msIsFullScreen !== undefined) {
  106415. _this._fullscreenVRpresenting = document.msIsFullScreen;
  106416. }
  106417. else if (document.msFullscreenElement !== undefined) {
  106418. _this._fullscreenVRpresenting = document.msFullscreenElement;
  106419. }
  106420. if (!_this._fullscreenVRpresenting && _this._canvas) {
  106421. _this.exitVR();
  106422. if (!_this._useCustomVRButton) {
  106423. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  106424. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  106425. }
  106426. }
  106427. };
  106428. this._cachedAngularSensibility = { angularSensibilityX: null, angularSensibilityY: null, angularSensibility: null };
  106429. this.beforeRender = function () {
  106430. if (_this._leftController && _this._leftController._activePointer) {
  106431. _this._castRayAndSelectObject(_this._leftController);
  106432. }
  106433. if (_this._rightController && _this._rightController._activePointer) {
  106434. _this._castRayAndSelectObject(_this._rightController);
  106435. }
  106436. if (_this._noControllerIsActive) {
  106437. _this._castRayAndSelectObject(_this._cameraGazer);
  106438. }
  106439. else {
  106440. _this._cameraGazer._gazeTracker.isVisible = false;
  106441. }
  106442. };
  106443. this._onNewGamepadConnected = function (gamepad) {
  106444. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  106445. if (gamepad.leftStick) {
  106446. gamepad.onleftstickchanged(function (stickValues) {
  106447. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  106448. // Listening to classic/xbox gamepad only if no VR controller is active
  106449. if ((!_this._leftController && !_this._rightController) ||
  106450. ((_this._leftController && !_this._leftController._activePointer) &&
  106451. (_this._rightController && !_this._rightController._activePointer))) {
  106452. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  106453. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  106454. }
  106455. }
  106456. });
  106457. }
  106458. if (gamepad.rightStick) {
  106459. gamepad.onrightstickchanged(function (stickValues) {
  106460. if (_this._teleportationInitialized) {
  106461. _this._checkRotate(stickValues, _this._cameraGazer);
  106462. }
  106463. });
  106464. }
  106465. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  106466. gamepad.onbuttondown(function (buttonPressed) {
  106467. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  106468. _this._cameraGazer._selectionPointerDown();
  106469. }
  106470. });
  106471. gamepad.onbuttonup(function (buttonPressed) {
  106472. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  106473. _this._cameraGazer._selectionPointerUp();
  106474. }
  106475. });
  106476. }
  106477. }
  106478. else {
  106479. var webVRController = gamepad;
  106480. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  106481. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  106482. _this._rightController = controller;
  106483. }
  106484. else {
  106485. _this._leftController = controller;
  106486. }
  106487. _this._tryEnableInteractionOnController(controller);
  106488. }
  106489. };
  106490. // 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
  106491. this._tryEnableInteractionOnController = function (controller) {
  106492. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  106493. _this._enableInteractionOnController(controller);
  106494. }
  106495. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  106496. _this._enableTeleportationOnController(controller);
  106497. }
  106498. };
  106499. this._onNewGamepadDisconnected = function (gamepad) {
  106500. if (gamepad instanceof BABYLON.WebVRController) {
  106501. if (gamepad.hand === "left" && _this._leftController != null) {
  106502. _this._leftController.dispose();
  106503. _this._leftController = null;
  106504. }
  106505. if (gamepad.hand === "right" && _this._rightController != null) {
  106506. _this._rightController.dispose();
  106507. _this._rightController = null;
  106508. }
  106509. }
  106510. };
  106511. this._workingVector = BABYLON.Vector3.Zero();
  106512. this._workingQuaternion = BABYLON.Quaternion.Identity();
  106513. this._workingMatrix = BABYLON.Matrix.Identity();
  106514. this._scene = scene;
  106515. this._canvas = scene.getEngine().getRenderingCanvas();
  106516. // Parse options
  106517. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  106518. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  106519. }
  106520. if (webVROptions.createDeviceOrientationCamera === undefined) {
  106521. webVROptions.createDeviceOrientationCamera = true;
  106522. }
  106523. if (webVROptions.laserToggle === undefined) {
  106524. webVROptions.laserToggle = true;
  106525. }
  106526. if (webVROptions.defaultHeight === undefined) {
  106527. webVROptions.defaultHeight = 1.7;
  106528. }
  106529. if (webVROptions.useCustomVRButton) {
  106530. this._useCustomVRButton = true;
  106531. if (webVROptions.customVRButton) {
  106532. this._btnVR = webVROptions.customVRButton;
  106533. }
  106534. }
  106535. if (webVROptions.rayLength) {
  106536. this._rayLength = webVROptions.rayLength;
  106537. }
  106538. this._defaultHeight = webVROptions.defaultHeight;
  106539. if (webVROptions.positionScale) {
  106540. this._rayLength *= webVROptions.positionScale;
  106541. this._defaultHeight *= webVROptions.positionScale;
  106542. }
  106543. this._hasEnteredVR = false;
  106544. // Set position
  106545. if (this._scene.activeCamera) {
  106546. this._position = this._scene.activeCamera.position.clone();
  106547. }
  106548. else {
  106549. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  106550. }
  106551. // Set non-vr camera
  106552. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  106553. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  106554. // Copy data from existing camera
  106555. if (this._scene.activeCamera) {
  106556. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  106557. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  106558. // Set rotation from previous camera
  106559. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  106560. var targetCamera = this._scene.activeCamera;
  106561. if (targetCamera.rotationQuaternion) {
  106562. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  106563. }
  106564. else {
  106565. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  106566. }
  106567. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  106568. }
  106569. }
  106570. this._scene.activeCamera = this._deviceOrientationCamera;
  106571. if (this._canvas) {
  106572. this._scene.activeCamera.attachControl(this._canvas);
  106573. }
  106574. }
  106575. else {
  106576. this._existingCamera = this._scene.activeCamera;
  106577. }
  106578. // Create VR cameras
  106579. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106580. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  106581. this._vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  106582. }
  106583. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  106584. this._webVRCamera.useStandingMatrix();
  106585. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  106586. // Create default button
  106587. if (!this._useCustomVRButton) {
  106588. this._btnVR = document.createElement("BUTTON");
  106589. this._btnVR.className = "babylonVRicon";
  106590. this._btnVR.id = "babylonVRiconbtn";
  106591. this._btnVR.title = "Click to switch to VR";
  106592. 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) }";
  106593. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  106594. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  106595. // css += ".babylonVRicon.vrdisplaysupported { }";
  106596. // css += ".babylonVRicon.vrdisplayready { }";
  106597. // css += ".babylonVRicon.vrdisplayrequesting { }";
  106598. var style = document.createElement('style');
  106599. style.appendChild(document.createTextNode(css));
  106600. document.getElementsByTagName('head')[0].appendChild(style);
  106601. this.moveButtonToBottomRight();
  106602. }
  106603. // VR button click event
  106604. if (this._btnVR) {
  106605. this._btnVR.addEventListener("click", function () {
  106606. if (!_this.isInVRMode) {
  106607. _this.enterVR();
  106608. }
  106609. else {
  106610. _this.exitVR();
  106611. }
  106612. });
  106613. }
  106614. // Window events
  106615. window.addEventListener("resize", this._onResize);
  106616. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  106617. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  106618. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  106619. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  106620. document.onmsfullscreenchange = this._onFullscreenChange;
  106621. // Display vr button when headset is connected
  106622. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106623. this.displayVRButton();
  106624. }
  106625. else {
  106626. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  106627. if (e.vrDisplay) {
  106628. _this.displayVRButton();
  106629. }
  106630. });
  106631. }
  106632. // Exiting VR mode using 'ESC' key on desktop
  106633. this._onKeyDown = function (event) {
  106634. if (event.keyCode === 27 && _this.isInVRMode) {
  106635. _this.exitVR();
  106636. }
  106637. };
  106638. document.addEventListener("keydown", this._onKeyDown);
  106639. // Exiting VR mode double tapping the touch screen
  106640. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  106641. if (_this.isInVRMode) {
  106642. _this.exitVR();
  106643. if (_this._fullscreenVRpresenting) {
  106644. _this._scene.getEngine().switchFullscreen(true);
  106645. }
  106646. }
  106647. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  106648. // Listen for WebVR display changes
  106649. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  106650. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  106651. this._onVRRequestPresentStart = function () {
  106652. _this._webVRrequesting = true;
  106653. _this.updateButtonVisibility();
  106654. };
  106655. this._onVRRequestPresentComplete = function (success) {
  106656. _this._webVRrequesting = false;
  106657. _this.updateButtonVisibility();
  106658. };
  106659. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  106660. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  106661. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  106662. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  106663. scene.onDisposeObservable.add(function () {
  106664. _this.dispose();
  106665. });
  106666. // Gamepad connection events
  106667. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  106668. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  106669. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  106670. this.updateButtonVisibility();
  106671. //create easing functions
  106672. this._circleEase = new BABYLON.CircleEase();
  106673. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  106674. if (this.webVROptions.floorMeshes) {
  106675. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  106676. }
  106677. }
  106678. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  106679. /** Return this.onEnteringVRObservable
  106680. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  106681. */
  106682. get: function () {
  106683. return this.onEnteringVRObservable;
  106684. },
  106685. enumerable: true,
  106686. configurable: true
  106687. });
  106688. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  106689. /** Return this.onExitingVRObservable
  106690. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  106691. */
  106692. get: function () {
  106693. return this.onExitingVRObservable;
  106694. },
  106695. enumerable: true,
  106696. configurable: true
  106697. });
  106698. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  106699. /** Return this.onControllerMeshLoadedObservable
  106700. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  106701. */
  106702. get: function () {
  106703. return this.onControllerMeshLoadedObservable;
  106704. },
  106705. enumerable: true,
  106706. configurable: true
  106707. });
  106708. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  106709. /**
  106710. * The mesh used to display where the user is going to teleport.
  106711. */
  106712. get: function () {
  106713. return this._teleportationTarget;
  106714. },
  106715. /**
  106716. * Sets the mesh to be used to display where the user is going to teleport.
  106717. */
  106718. set: function (value) {
  106719. if (value) {
  106720. value.name = "teleportationTarget";
  106721. this._isDefaultTeleportationTarget = false;
  106722. this._teleportationTarget = value;
  106723. }
  106724. },
  106725. enumerable: true,
  106726. configurable: true
  106727. });
  106728. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  106729. /**
  106730. * 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
  106731. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  106732. * See http://doc.babylonjs.com/resources/baking_transformations
  106733. */
  106734. get: function () {
  106735. return this._cameraGazer._gazeTracker;
  106736. },
  106737. set: function (value) {
  106738. if (value) {
  106739. // Dispose of existing meshes
  106740. if (this._cameraGazer._gazeTracker) {
  106741. this._cameraGazer._gazeTracker.dispose();
  106742. }
  106743. if (this._leftController && this._leftController._gazeTracker) {
  106744. this._leftController._gazeTracker.dispose();
  106745. }
  106746. if (this._rightController && this._rightController._gazeTracker) {
  106747. this._rightController._gazeTracker.dispose();
  106748. }
  106749. // Set and create gaze trackers on head and controllers
  106750. this._cameraGazer._gazeTracker = value;
  106751. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  106752. this._cameraGazer._gazeTracker.isPickable = false;
  106753. this._cameraGazer._gazeTracker.isVisible = false;
  106754. this._cameraGazer._gazeTracker.name = "gazeTracker";
  106755. if (this._leftController) {
  106756. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  106757. }
  106758. if (this._rightController) {
  106759. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  106760. }
  106761. }
  106762. },
  106763. enumerable: true,
  106764. configurable: true
  106765. });
  106766. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  106767. /**
  106768. * The gaze tracking mesh corresponding to the left controller
  106769. */
  106770. get: function () {
  106771. if (this._leftController) {
  106772. return this._leftController._gazeTracker;
  106773. }
  106774. return null;
  106775. },
  106776. enumerable: true,
  106777. configurable: true
  106778. });
  106779. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  106780. /**
  106781. * The gaze tracking mesh corresponding to the right controller
  106782. */
  106783. get: function () {
  106784. if (this._rightController) {
  106785. return this._rightController._gazeTracker;
  106786. }
  106787. return null;
  106788. },
  106789. enumerable: true,
  106790. configurable: true
  106791. });
  106792. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  106793. /**
  106794. * If the ray of the gaze should be displayed.
  106795. */
  106796. get: function () {
  106797. return this._displayGaze;
  106798. },
  106799. /**
  106800. * Sets if the ray of the gaze should be displayed.
  106801. */
  106802. set: function (value) {
  106803. this._displayGaze = value;
  106804. if (!value) {
  106805. this._cameraGazer._gazeTracker.isVisible = false;
  106806. if (this._leftController) {
  106807. this._leftController._gazeTracker.isVisible = false;
  106808. }
  106809. if (this._rightController) {
  106810. this._rightController._gazeTracker.isVisible = false;
  106811. }
  106812. }
  106813. },
  106814. enumerable: true,
  106815. configurable: true
  106816. });
  106817. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  106818. /**
  106819. * If the ray of the LaserPointer should be displayed.
  106820. */
  106821. get: function () {
  106822. return this._displayLaserPointer;
  106823. },
  106824. /**
  106825. * Sets if the ray of the LaserPointer should be displayed.
  106826. */
  106827. set: function (value) {
  106828. this._displayLaserPointer = value;
  106829. if (!value) {
  106830. if (this._rightController) {
  106831. this._rightController._deactivatePointer();
  106832. this._rightController._gazeTracker.isVisible = false;
  106833. }
  106834. if (this._leftController) {
  106835. this._leftController._deactivatePointer();
  106836. this._leftController._gazeTracker.isVisible = false;
  106837. }
  106838. }
  106839. else {
  106840. if (this._rightController) {
  106841. this._rightController._activatePointer();
  106842. }
  106843. if (this._leftController) {
  106844. this._leftController._activatePointer();
  106845. }
  106846. }
  106847. },
  106848. enumerable: true,
  106849. configurable: true
  106850. });
  106851. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  106852. /**
  106853. * The deviceOrientationCamera used as the camera when not in VR.
  106854. */
  106855. get: function () {
  106856. return this._deviceOrientationCamera;
  106857. },
  106858. enumerable: true,
  106859. configurable: true
  106860. });
  106861. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  106862. /**
  106863. * Based on the current WebVR support, returns the current VR camera used.
  106864. */
  106865. get: function () {
  106866. if (this._webVRready) {
  106867. return this._webVRCamera;
  106868. }
  106869. else {
  106870. return this._scene.activeCamera;
  106871. }
  106872. },
  106873. enumerable: true,
  106874. configurable: true
  106875. });
  106876. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  106877. /**
  106878. * The webVRCamera which is used when in VR.
  106879. */
  106880. get: function () {
  106881. return this._webVRCamera;
  106882. },
  106883. enumerable: true,
  106884. configurable: true
  106885. });
  106886. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  106887. /**
  106888. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  106889. */
  106890. get: function () {
  106891. return this._vrDeviceOrientationCamera;
  106892. },
  106893. enumerable: true,
  106894. configurable: true
  106895. });
  106896. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  106897. get: function () {
  106898. var result = this._cameraGazer._teleportationRequestInitiated
  106899. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  106900. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  106901. return result;
  106902. },
  106903. enumerable: true,
  106904. configurable: true
  106905. });
  106906. // Raised when one of the controller has loaded successfully its associated default mesh
  106907. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  106908. if (this._leftController && this._leftController.webVRController == webVRController) {
  106909. if (webVRController.mesh) {
  106910. this._leftController._setLaserPointerParent(webVRController.mesh);
  106911. }
  106912. }
  106913. if (this._rightController && this._rightController.webVRController == webVRController) {
  106914. if (webVRController.mesh) {
  106915. this._rightController._setLaserPointerParent(webVRController.mesh);
  106916. }
  106917. }
  106918. try {
  106919. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  106920. }
  106921. catch (err) {
  106922. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  106923. }
  106924. };
  106925. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  106926. /**
  106927. * Gets a value indicating if we are currently in VR mode.
  106928. */
  106929. get: function () {
  106930. return this._webVRpresenting || this._fullscreenVRpresenting;
  106931. },
  106932. enumerable: true,
  106933. configurable: true
  106934. });
  106935. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  106936. var vrDisplay = this._scene.getEngine().getVRDevice();
  106937. if (vrDisplay) {
  106938. var wasPresenting = this._webVRpresenting;
  106939. this._webVRpresenting = vrDisplay.isPresenting;
  106940. if (wasPresenting && !this._webVRpresenting) {
  106941. this.exitVR();
  106942. }
  106943. }
  106944. else {
  106945. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  106946. }
  106947. this.updateButtonVisibility();
  106948. };
  106949. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  106950. this._webVRsupported = eventArgs.vrSupported;
  106951. this._webVRready = !!eventArgs.vrDisplay;
  106952. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  106953. this.updateButtonVisibility();
  106954. };
  106955. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  106956. if (this._canvas && !this._useCustomVRButton) {
  106957. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  106958. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  106959. }
  106960. };
  106961. VRExperienceHelper.prototype.displayVRButton = function () {
  106962. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  106963. document.body.appendChild(this._btnVR);
  106964. this._btnVRDisplayed = true;
  106965. }
  106966. };
  106967. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  106968. if (!this._btnVR || this._useCustomVRButton) {
  106969. return;
  106970. }
  106971. this._btnVR.className = "babylonVRicon";
  106972. if (this.isInVRMode) {
  106973. this._btnVR.className += " vrdisplaypresenting";
  106974. }
  106975. else {
  106976. if (this._webVRready) {
  106977. this._btnVR.className += " vrdisplayready";
  106978. }
  106979. if (this._webVRsupported) {
  106980. this._btnVR.className += " vrdisplaysupported";
  106981. }
  106982. if (this._webVRrequesting) {
  106983. this._btnVR.className += " vrdisplayrequesting";
  106984. }
  106985. }
  106986. };
  106987. /**
  106988. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  106989. * Otherwise, will use the fullscreen API.
  106990. */
  106991. VRExperienceHelper.prototype.enterVR = function () {
  106992. if (this.onEnteringVRObservable) {
  106993. try {
  106994. this.onEnteringVRObservable.notifyObservers(this);
  106995. }
  106996. catch (err) {
  106997. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  106998. }
  106999. }
  107000. if (this._scene.activeCamera) {
  107001. this._position = this._scene.activeCamera.position.clone();
  107002. if (this.vrDeviceOrientationCamera) {
  107003. this.vrDeviceOrientationCamera.rotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles();
  107004. this.vrDeviceOrientationCamera.angularSensibility = 2000;
  107005. }
  107006. if (this.webVRCamera) {
  107007. var currentYRotation = this.webVRCamera.deviceRotationQuaternion.toEulerAngles().y;
  107008. var desiredYRotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles().y;
  107009. var delta = desiredYRotation - currentYRotation;
  107010. var currentGlobalRotation = this.webVRCamera.rotationQuaternion.toEulerAngles().y;
  107011. this.webVRCamera.rotationQuaternion = BABYLON.Quaternion.FromEulerAngles(0, currentGlobalRotation + delta, 0);
  107012. }
  107013. // make sure that we return to the last active camera
  107014. this._existingCamera = this._scene.activeCamera;
  107015. // Remove and cache angular sensability to avoid camera rotation when in VR
  107016. if (this._existingCamera.angularSensibilityX) {
  107017. this._cachedAngularSensibility.angularSensibilityX = this._existingCamera.angularSensibilityX;
  107018. this._existingCamera.angularSensibilityX = Number.MAX_VALUE;
  107019. }
  107020. if (this._existingCamera.angularSensibilityY) {
  107021. this._cachedAngularSensibility.angularSensibilityY = this._existingCamera.angularSensibilityY;
  107022. this._existingCamera.angularSensibilityY = Number.MAX_VALUE;
  107023. }
  107024. if (this._existingCamera.angularSensibility) {
  107025. this._cachedAngularSensibility.angularSensibility = this._existingCamera.angularSensibility;
  107026. this._existingCamera.angularSensibility = Number.MAX_VALUE;
  107027. }
  107028. }
  107029. if (this._webVRrequesting) {
  107030. return;
  107031. }
  107032. // If WebVR is supported and a headset is connected
  107033. if (this._webVRready) {
  107034. if (!this._webVRpresenting) {
  107035. this._webVRCamera.position = this._position;
  107036. this._scene.activeCamera = this._webVRCamera;
  107037. }
  107038. }
  107039. else if (this._vrDeviceOrientationCamera) {
  107040. this._vrDeviceOrientationCamera.position = this._position;
  107041. if (this._scene.activeCamera) {
  107042. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  107043. }
  107044. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  107045. this._scene.getEngine().switchFullscreen(true);
  107046. this.updateButtonVisibility();
  107047. }
  107048. if (this._scene.activeCamera && this._canvas) {
  107049. this._scene.activeCamera.attachControl(this._canvas);
  107050. }
  107051. if (this._interactionsEnabled) {
  107052. this._scene.registerBeforeRender(this.beforeRender);
  107053. }
  107054. this._hasEnteredVR = true;
  107055. };
  107056. /**
  107057. * Attempt to exit VR, or fullscreen.
  107058. */
  107059. VRExperienceHelper.prototype.exitVR = function () {
  107060. if (this._hasEnteredVR) {
  107061. if (this.onExitingVRObservable) {
  107062. try {
  107063. this.onExitingVRObservable.notifyObservers(this);
  107064. }
  107065. catch (err) {
  107066. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  107067. }
  107068. }
  107069. if (this._webVRpresenting) {
  107070. this._scene.getEngine().disableVR();
  107071. }
  107072. if (this._scene.activeCamera) {
  107073. this._position = this._scene.activeCamera.position.clone();
  107074. }
  107075. if (this.vrDeviceOrientationCamera) {
  107076. this.vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  107077. }
  107078. if (this._deviceOrientationCamera) {
  107079. this._deviceOrientationCamera.position = this._position;
  107080. this._scene.activeCamera = this._deviceOrientationCamera;
  107081. if (this._canvas) {
  107082. this._scene.activeCamera.attachControl(this._canvas);
  107083. }
  107084. // Restore angular sensibility
  107085. if (this._cachedAngularSensibility.angularSensibilityX) {
  107086. this._deviceOrientationCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  107087. this._cachedAngularSensibility.angularSensibilityX = null;
  107088. }
  107089. if (this._cachedAngularSensibility.angularSensibilityY) {
  107090. this._deviceOrientationCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  107091. this._cachedAngularSensibility.angularSensibilityY = null;
  107092. }
  107093. if (this._cachedAngularSensibility.angularSensibility) {
  107094. this._deviceOrientationCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  107095. this._cachedAngularSensibility.angularSensibility = null;
  107096. }
  107097. }
  107098. else if (this._existingCamera) {
  107099. this._existingCamera.position = this._position;
  107100. this._scene.activeCamera = this._existingCamera;
  107101. // Restore angular sensibility
  107102. if (this._cachedAngularSensibility.angularSensibilityX) {
  107103. this._existingCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  107104. this._cachedAngularSensibility.angularSensibilityX = null;
  107105. }
  107106. if (this._cachedAngularSensibility.angularSensibilityY) {
  107107. this._existingCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  107108. this._cachedAngularSensibility.angularSensibilityY = null;
  107109. }
  107110. if (this._cachedAngularSensibility.angularSensibility) {
  107111. this._existingCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  107112. this._cachedAngularSensibility.angularSensibility = null;
  107113. }
  107114. }
  107115. this.updateButtonVisibility();
  107116. if (this._interactionsEnabled) {
  107117. this._scene.unregisterBeforeRender(this.beforeRender);
  107118. this._cameraGazer._gazeTracker.isVisible = false;
  107119. if (this._leftController) {
  107120. this._leftController._gazeTracker.isVisible = false;
  107121. }
  107122. if (this._rightController) {
  107123. this._rightController._gazeTracker.isVisible = false;
  107124. }
  107125. }
  107126. // resize to update width and height when exiting vr exits fullscreen
  107127. this._scene.getEngine().resize();
  107128. this._hasEnteredVR = false;
  107129. }
  107130. };
  107131. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  107132. /**
  107133. * The position of the vr experience helper.
  107134. */
  107135. get: function () {
  107136. return this._position;
  107137. },
  107138. /**
  107139. * Sets the position of the vr experience helper.
  107140. */
  107141. set: function (value) {
  107142. this._position = value;
  107143. if (this._scene.activeCamera) {
  107144. this._scene.activeCamera.position = value;
  107145. }
  107146. },
  107147. enumerable: true,
  107148. configurable: true
  107149. });
  107150. /**
  107151. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  107152. */
  107153. VRExperienceHelper.prototype.enableInteractions = function () {
  107154. var _this = this;
  107155. if (!this._interactionsEnabled) {
  107156. this._interactionsRequested = true;
  107157. if (this._leftController) {
  107158. this._enableInteractionOnController(this._leftController);
  107159. }
  107160. if (this._rightController) {
  107161. this._enableInteractionOnController(this._rightController);
  107162. }
  107163. this.raySelectionPredicate = function (mesh) {
  107164. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  107165. };
  107166. this.meshSelectionPredicate = function (mesh) {
  107167. return true;
  107168. };
  107169. this._raySelectionPredicate = function (mesh) {
  107170. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  107171. && mesh.name.indexOf("teleportationTarget") === -1
  107172. && mesh.name.indexOf("torusTeleportation") === -1)) {
  107173. return _this.raySelectionPredicate(mesh);
  107174. }
  107175. return false;
  107176. };
  107177. this._interactionsEnabled = true;
  107178. }
  107179. };
  107180. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  107181. get: function () {
  107182. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  107183. },
  107184. enumerable: true,
  107185. configurable: true
  107186. });
  107187. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  107188. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  107189. if (this._floorMeshesCollection[i].id === mesh.id) {
  107190. return true;
  107191. }
  107192. }
  107193. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  107194. return true;
  107195. }
  107196. return false;
  107197. };
  107198. /**
  107199. * Adds a floor mesh to be used for teleportation.
  107200. * @param floorMesh the mesh to be used for teleportation.
  107201. */
  107202. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  107203. if (!this._floorMeshesCollection) {
  107204. return;
  107205. }
  107206. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  107207. return;
  107208. }
  107209. this._floorMeshesCollection.push(floorMesh);
  107210. };
  107211. /**
  107212. * Removes a floor mesh from being used for teleportation.
  107213. * @param floorMesh the mesh to be removed.
  107214. */
  107215. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  107216. if (!this._floorMeshesCollection) {
  107217. return;
  107218. }
  107219. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  107220. if (meshIndex !== -1) {
  107221. this._floorMeshesCollection.splice(meshIndex, 1);
  107222. }
  107223. };
  107224. /**
  107225. * Enables interactions and teleportation using the VR controllers and gaze.
  107226. * @param vrTeleportationOptions options to modify teleportation behavior.
  107227. */
  107228. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  107229. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  107230. if (!this._teleportationInitialized) {
  107231. this._teleportationRequested = true;
  107232. this.enableInteractions();
  107233. if (vrTeleportationOptions.floorMeshName) {
  107234. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  107235. }
  107236. if (vrTeleportationOptions.floorMeshes) {
  107237. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  107238. }
  107239. if (this._leftController != null) {
  107240. this._enableTeleportationOnController(this._leftController);
  107241. }
  107242. if (this._rightController != null) {
  107243. this._enableTeleportationOnController(this._rightController);
  107244. }
  107245. // Creates an image processing post process for the vignette not relying
  107246. // on the main scene configuration for image processing to reduce setup and spaces
  107247. // (gamma/linear) conflicts.
  107248. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  107249. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  107250. imageProcessingConfiguration.vignetteEnabled = true;
  107251. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  107252. this._webVRCamera.detachPostProcess(this._postProcessMove);
  107253. this._teleportationInitialized = true;
  107254. if (this._isDefaultTeleportationTarget) {
  107255. this._createTeleportationCircles();
  107256. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  107257. }
  107258. }
  107259. };
  107260. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  107261. var _this = this;
  107262. var controllerMesh = controller.webVRController.mesh;
  107263. if (controllerMesh) {
  107264. controller._interactionsEnabled = true;
  107265. controller._activatePointer();
  107266. if (this.webVROptions.laserToggle) {
  107267. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  107268. // Enabling / disabling laserPointer
  107269. if (_this._displayLaserPointer && stateObject.value === 1) {
  107270. if (controller._activePointer) {
  107271. controller._deactivatePointer();
  107272. }
  107273. else {
  107274. controller._activatePointer();
  107275. }
  107276. if (_this.displayGaze) {
  107277. controller._gazeTracker.isVisible = controller._activePointer;
  107278. }
  107279. }
  107280. });
  107281. }
  107282. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  107283. var gazer = controller;
  107284. if (_this._noControllerIsActive) {
  107285. gazer = _this._cameraGazer;
  107286. }
  107287. if (!gazer._pointerDownOnMeshAsked) {
  107288. if (stateObject.value > _this._padSensibilityUp) {
  107289. gazer._selectionPointerDown();
  107290. }
  107291. }
  107292. else if (stateObject.value < _this._padSensibilityDown) {
  107293. gazer._selectionPointerUp();
  107294. }
  107295. });
  107296. }
  107297. };
  107298. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  107299. // Dont teleport if another gaze already requested teleportation
  107300. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  107301. return;
  107302. }
  107303. if (!gazer._teleportationRequestInitiated) {
  107304. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  107305. gazer._activatePointer();
  107306. gazer._teleportationRequestInitiated = true;
  107307. }
  107308. }
  107309. else {
  107310. // Listening to the proper controller values changes to confirm teleportation
  107311. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  107312. if (this._teleportActive) {
  107313. this.teleportCamera(this._haloCenter);
  107314. }
  107315. gazer._teleportationRequestInitiated = false;
  107316. }
  107317. }
  107318. };
  107319. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  107320. // Only rotate when user is not currently selecting a teleportation location
  107321. if (gazer._teleportationRequestInitiated) {
  107322. return;
  107323. }
  107324. if (!gazer._rotationLeftAsked) {
  107325. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  107326. gazer._rotationLeftAsked = true;
  107327. if (this._rotationAllowed) {
  107328. this._rotateCamera(false);
  107329. }
  107330. }
  107331. }
  107332. else {
  107333. if (stateObject.x > -this._padSensibilityDown) {
  107334. gazer._rotationLeftAsked = false;
  107335. }
  107336. }
  107337. if (!gazer._rotationRightAsked) {
  107338. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  107339. gazer._rotationRightAsked = true;
  107340. if (this._rotationAllowed) {
  107341. this._rotateCamera(true);
  107342. }
  107343. }
  107344. }
  107345. else {
  107346. if (stateObject.x < this._padSensibilityDown) {
  107347. gazer._rotationRightAsked = false;
  107348. }
  107349. }
  107350. };
  107351. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  107352. // Only teleport backwards when user is not currently selecting a teleportation location
  107353. if (gazer._teleportationRequestInitiated) {
  107354. return;
  107355. }
  107356. // Teleport backwards
  107357. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  107358. if (!gazer._teleportationBackRequestInitiated) {
  107359. if (!this.currentVRCamera) {
  107360. return;
  107361. }
  107362. // Get rotation and position of the current camera
  107363. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  107364. var position = this.currentVRCamera.position;
  107365. // If the camera has device position, use that instead
  107366. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  107367. rotation = this.currentVRCamera.deviceRotationQuaternion;
  107368. position = this.currentVRCamera.devicePosition;
  107369. }
  107370. // Get matrix with only the y rotation of the device rotation
  107371. rotation.toEulerAnglesToRef(this._workingVector);
  107372. this._workingVector.z = 0;
  107373. this._workingVector.x = 0;
  107374. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  107375. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  107376. // Rotate backwards ray by device rotation to cast at the ground behind the user
  107377. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  107378. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  107379. var ray = new BABYLON.Ray(position, this._workingVector);
  107380. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  107381. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  107382. this.teleportCamera(hit.pickedPoint);
  107383. }
  107384. gazer._teleportationBackRequestInitiated = true;
  107385. }
  107386. }
  107387. else {
  107388. gazer._teleportationBackRequestInitiated = false;
  107389. }
  107390. };
  107391. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  107392. var _this = this;
  107393. var controllerMesh = controller.webVRController.mesh;
  107394. if (controllerMesh) {
  107395. if (!controller._interactionsEnabled) {
  107396. this._enableInteractionOnController(controller);
  107397. }
  107398. controller._interactionsEnabled = true;
  107399. controller._teleportationEnabled = true;
  107400. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  107401. controller._dpadPressed = false;
  107402. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  107403. controller._dpadPressed = stateObject.pressed;
  107404. if (!controller._dpadPressed) {
  107405. controller._rotationLeftAsked = false;
  107406. controller._rotationRightAsked = false;
  107407. controller._teleportationBackRequestInitiated = false;
  107408. }
  107409. });
  107410. }
  107411. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  107412. if (_this.teleportationEnabled) {
  107413. _this._checkTeleportBackwards(stateObject, controller);
  107414. _this._checkTeleportWithRay(stateObject, controller);
  107415. }
  107416. _this._checkRotate(stateObject, controller);
  107417. });
  107418. }
  107419. };
  107420. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  107421. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  107422. this._teleportationTarget.isPickable = false;
  107423. var length = 512;
  107424. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  107425. dynamicTexture.hasAlpha = true;
  107426. var context = dynamicTexture.getContext();
  107427. var centerX = length / 2;
  107428. var centerY = length / 2;
  107429. var radius = 200;
  107430. context.beginPath();
  107431. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  107432. context.fillStyle = this._teleportationFillColor;
  107433. context.fill();
  107434. context.lineWidth = 10;
  107435. context.strokeStyle = this._teleportationBorderColor;
  107436. context.stroke();
  107437. context.closePath();
  107438. dynamicTexture.update();
  107439. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  107440. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  107441. this._teleportationTarget.material = teleportationCircleMaterial;
  107442. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  107443. torus.isPickable = false;
  107444. torus.parent = this._teleportationTarget;
  107445. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  107446. var keys = [];
  107447. keys.push({
  107448. frame: 0,
  107449. value: 0
  107450. });
  107451. keys.push({
  107452. frame: 30,
  107453. value: 0.4
  107454. });
  107455. keys.push({
  107456. frame: 60,
  107457. value: 0
  107458. });
  107459. animationInnerCircle.setKeys(keys);
  107460. var easingFunction = new BABYLON.SineEase();
  107461. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  107462. animationInnerCircle.setEasingFunction(easingFunction);
  107463. torus.animations = [];
  107464. torus.animations.push(animationInnerCircle);
  107465. this._scene.beginAnimation(torus, 0, 60, true);
  107466. this._hideTeleportationTarget();
  107467. };
  107468. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  107469. this._teleportActive = true;
  107470. if (this._teleportationInitialized) {
  107471. this._teleportationTarget.isVisible = true;
  107472. if (this._isDefaultTeleportationTarget) {
  107473. this._teleportationTarget.getChildren()[0].isVisible = true;
  107474. }
  107475. }
  107476. };
  107477. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  107478. this._teleportActive = false;
  107479. if (this._teleportationInitialized) {
  107480. this._teleportationTarget.isVisible = false;
  107481. if (this._isDefaultTeleportationTarget) {
  107482. this._teleportationTarget.getChildren()[0].isVisible = false;
  107483. }
  107484. }
  107485. };
  107486. VRExperienceHelper.prototype._rotateCamera = function (right) {
  107487. var _this = this;
  107488. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107489. return;
  107490. }
  107491. if (right) {
  107492. this._rotationAngle++;
  107493. }
  107494. else {
  107495. this._rotationAngle--;
  107496. }
  107497. this.currentVRCamera.animations = [];
  107498. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  107499. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107500. var animationRotationKeys = [];
  107501. animationRotationKeys.push({
  107502. frame: 0,
  107503. value: this.currentVRCamera.rotationQuaternion
  107504. });
  107505. animationRotationKeys.push({
  107506. frame: 6,
  107507. value: target
  107508. });
  107509. animationRotation.setKeys(animationRotationKeys);
  107510. animationRotation.setEasingFunction(this._circleEase);
  107511. this.currentVRCamera.animations.push(animationRotation);
  107512. this._postProcessMove.animations = [];
  107513. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107514. var vignetteWeightKeys = [];
  107515. vignetteWeightKeys.push({
  107516. frame: 0,
  107517. value: 0
  107518. });
  107519. vignetteWeightKeys.push({
  107520. frame: 3,
  107521. value: 4
  107522. });
  107523. vignetteWeightKeys.push({
  107524. frame: 6,
  107525. value: 0
  107526. });
  107527. animationPP.setKeys(vignetteWeightKeys);
  107528. animationPP.setEasingFunction(this._circleEase);
  107529. this._postProcessMove.animations.push(animationPP);
  107530. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107531. var vignetteStretchKeys = [];
  107532. vignetteStretchKeys.push({
  107533. frame: 0,
  107534. value: 0
  107535. });
  107536. vignetteStretchKeys.push({
  107537. frame: 3,
  107538. value: 10
  107539. });
  107540. vignetteStretchKeys.push({
  107541. frame: 6,
  107542. value: 0
  107543. });
  107544. animationPP2.setKeys(vignetteStretchKeys);
  107545. animationPP2.setEasingFunction(this._circleEase);
  107546. this._postProcessMove.animations.push(animationPP2);
  107547. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  107548. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  107549. this._postProcessMove.samples = 4;
  107550. this._webVRCamera.attachPostProcess(this._postProcessMove);
  107551. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  107552. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  107553. });
  107554. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  107555. };
  107556. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  107557. if (hit.pickedPoint) {
  107558. if (gazer._teleportationRequestInitiated) {
  107559. this._displayTeleportationTarget();
  107560. this._haloCenter.copyFrom(hit.pickedPoint);
  107561. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  107562. }
  107563. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  107564. if (pickNormal) {
  107565. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  107566. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  107567. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  107568. }
  107569. this._teleportationTarget.position.y += 0.1;
  107570. }
  107571. };
  107572. /**
  107573. * Teleports the users feet to the desired location
  107574. * @param location The location where the user's feet should be placed
  107575. */
  107576. VRExperienceHelper.prototype.teleportCamera = function (location) {
  107577. var _this = this;
  107578. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107579. return;
  107580. }
  107581. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  107582. // offset of the headset from the anchor.
  107583. if (this.webVRCamera.leftCamera) {
  107584. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  107585. this._workingVector.subtractInPlace(this.webVRCamera.position);
  107586. location.subtractToRef(this._workingVector, this._workingVector);
  107587. }
  107588. else {
  107589. this._workingVector.copyFrom(location);
  107590. }
  107591. // Add height to account for user's height offset
  107592. if (this.isInVRMode) {
  107593. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  107594. }
  107595. else {
  107596. this._workingVector.y += this._defaultHeight;
  107597. }
  107598. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  107599. // Create animation from the camera's position to the new location
  107600. this.currentVRCamera.animations = [];
  107601. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107602. var animationCameraTeleportationKeys = [{
  107603. frame: 0,
  107604. value: this.currentVRCamera.position
  107605. },
  107606. {
  107607. frame: 11,
  107608. value: this._workingVector
  107609. }
  107610. ];
  107611. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  107612. animationCameraTeleportation.setEasingFunction(this._circleEase);
  107613. this.currentVRCamera.animations.push(animationCameraTeleportation);
  107614. this._postProcessMove.animations = [];
  107615. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107616. var vignetteWeightKeys = [];
  107617. vignetteWeightKeys.push({
  107618. frame: 0,
  107619. value: 0
  107620. });
  107621. vignetteWeightKeys.push({
  107622. frame: 5,
  107623. value: 8
  107624. });
  107625. vignetteWeightKeys.push({
  107626. frame: 11,
  107627. value: 0
  107628. });
  107629. animationPP.setKeys(vignetteWeightKeys);
  107630. this._postProcessMove.animations.push(animationPP);
  107631. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107632. var vignetteStretchKeys = [];
  107633. vignetteStretchKeys.push({
  107634. frame: 0,
  107635. value: 0
  107636. });
  107637. vignetteStretchKeys.push({
  107638. frame: 5,
  107639. value: 10
  107640. });
  107641. vignetteStretchKeys.push({
  107642. frame: 11,
  107643. value: 0
  107644. });
  107645. animationPP2.setKeys(vignetteStretchKeys);
  107646. this._postProcessMove.animations.push(animationPP2);
  107647. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  107648. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  107649. this._webVRCamera.attachPostProcess(this._postProcessMove);
  107650. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  107651. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  107652. });
  107653. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  107654. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  107655. });
  107656. this._hideTeleportationTarget();
  107657. };
  107658. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  107659. if (normal) {
  107660. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  107661. if (angle < Math.PI / 2) {
  107662. normal.scaleInPlace(-1);
  107663. }
  107664. }
  107665. return normal;
  107666. };
  107667. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  107668. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107669. return;
  107670. }
  107671. var ray = gazer._getForwardRay(this._rayLength);
  107672. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  107673. if (hit) {
  107674. // Populate the contrllers mesh that can be used for drag/drop
  107675. if (gazer._laserPointer) {
  107676. hit.originMesh = gazer._laserPointer.parent;
  107677. }
  107678. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  107679. }
  107680. gazer._currentHit = hit;
  107681. // Moving the gazeTracker on the mesh face targetted
  107682. if (hit && hit.pickedPoint) {
  107683. if (this._displayGaze) {
  107684. var multiplier = 1;
  107685. gazer._gazeTracker.isVisible = true;
  107686. if (gazer._isActionableMesh) {
  107687. multiplier = 3;
  107688. }
  107689. if (this.updateGazeTrackerScale) {
  107690. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  107691. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  107692. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  107693. }
  107694. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  107695. // To avoid z-fighting
  107696. var deltaFighting = 0.002;
  107697. if (pickNormal) {
  107698. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  107699. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  107700. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  107701. }
  107702. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  107703. if (gazer._gazeTracker.position.x < 0) {
  107704. gazer._gazeTracker.position.x += deltaFighting;
  107705. }
  107706. else {
  107707. gazer._gazeTracker.position.x -= deltaFighting;
  107708. }
  107709. if (gazer._gazeTracker.position.y < 0) {
  107710. gazer._gazeTracker.position.y += deltaFighting;
  107711. }
  107712. else {
  107713. gazer._gazeTracker.position.y -= deltaFighting;
  107714. }
  107715. if (gazer._gazeTracker.position.z < 0) {
  107716. gazer._gazeTracker.position.z += deltaFighting;
  107717. }
  107718. else {
  107719. gazer._gazeTracker.position.z -= deltaFighting;
  107720. }
  107721. }
  107722. // Changing the size of the laser pointer based on the distance from the targetted point
  107723. gazer._updatePointerDistance(hit.distance);
  107724. }
  107725. else {
  107726. gazer._updatePointerDistance();
  107727. gazer._gazeTracker.isVisible = false;
  107728. }
  107729. if (hit && hit.pickedMesh) {
  107730. // The object selected is the floor, we're in a teleportation scenario
  107731. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  107732. // Moving the teleportation area to this targetted point
  107733. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  107734. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  107735. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107736. }
  107737. gazer._currentMeshSelected = null;
  107738. if (gazer._teleportationRequestInitiated) {
  107739. this._moveTeleportationSelectorTo(hit, gazer, ray);
  107740. }
  107741. return;
  107742. }
  107743. // If not, we're in a selection scenario
  107744. //this._teleportationAllowed = false;
  107745. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  107746. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  107747. this.onNewMeshPicked.notifyObservers(hit);
  107748. gazer._currentMeshSelected = hit.pickedMesh;
  107749. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  107750. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  107751. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  107752. gazer._isActionableMesh = true;
  107753. }
  107754. else {
  107755. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107756. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107757. gazer._isActionableMesh = false;
  107758. }
  107759. try {
  107760. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  107761. }
  107762. catch (err) {
  107763. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  107764. }
  107765. }
  107766. else {
  107767. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107768. gazer._currentMeshSelected = null;
  107769. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107770. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107771. }
  107772. }
  107773. }
  107774. else {
  107775. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107776. gazer._currentMeshSelected = null;
  107777. //this._teleportationAllowed = false;
  107778. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107779. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107780. }
  107781. };
  107782. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  107783. if (mesh) {
  107784. this.onSelectedMeshUnselected.notifyObservers(mesh);
  107785. }
  107786. };
  107787. /**
  107788. * Sets the color of the laser ray from the vr controllers.
  107789. * @param color new color for the ray.
  107790. */
  107791. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  107792. if (this._leftController) {
  107793. this._leftController._setLaserPointerColor(color);
  107794. }
  107795. if (this._rightController) {
  107796. this._rightController._setLaserPointerColor(color);
  107797. }
  107798. };
  107799. /**
  107800. * Sets the color of the ray from the vr headsets gaze.
  107801. * @param color new color for the ray.
  107802. */
  107803. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  107804. if (!this._cameraGazer._gazeTracker.material) {
  107805. return;
  107806. }
  107807. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  107808. if (this._leftController) {
  107809. this._leftController._gazeTracker.material.emissiveColor = color;
  107810. }
  107811. if (this._rightController) {
  107812. this._rightController._gazeTracker.material.emissiveColor = color;
  107813. }
  107814. };
  107815. /**
  107816. * Exits VR and disposes of the vr experience helper
  107817. */
  107818. VRExperienceHelper.prototype.dispose = function () {
  107819. if (this.isInVRMode) {
  107820. this.exitVR();
  107821. }
  107822. if (this._postProcessMove) {
  107823. this._postProcessMove.dispose();
  107824. }
  107825. if (this._webVRCamera) {
  107826. this._webVRCamera.dispose();
  107827. }
  107828. if (this._vrDeviceOrientationCamera) {
  107829. this._vrDeviceOrientationCamera.dispose();
  107830. }
  107831. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  107832. document.body.removeChild(this._btnVR);
  107833. }
  107834. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  107835. this._deviceOrientationCamera.dispose();
  107836. }
  107837. if (this._cameraGazer) {
  107838. this._cameraGazer.dispose();
  107839. }
  107840. if (this._leftController) {
  107841. this._leftController.dispose();
  107842. }
  107843. if (this._rightController) {
  107844. this._rightController.dispose();
  107845. }
  107846. if (this._teleportationTarget) {
  107847. this._teleportationTarget.dispose();
  107848. }
  107849. this._floorMeshesCollection = [];
  107850. document.removeEventListener("keydown", this._onKeyDown);
  107851. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  107852. window.removeEventListener("resize", this._onResize);
  107853. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  107854. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  107855. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  107856. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  107857. document.onmsfullscreenchange = null;
  107858. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  107859. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  107860. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  107861. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  107862. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  107863. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  107864. this._scene.unregisterBeforeRender(this.beforeRender);
  107865. };
  107866. /**
  107867. * Gets the name of the VRExperienceHelper class
  107868. * @returns "VRExperienceHelper"
  107869. */
  107870. VRExperienceHelper.prototype.getClassName = function () {
  107871. return "VRExperienceHelper";
  107872. };
  107873. return VRExperienceHelper;
  107874. }());
  107875. BABYLON.VRExperienceHelper = VRExperienceHelper;
  107876. })(BABYLON || (BABYLON = {}));
  107877. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  107878. var BABYLON;
  107879. (function (BABYLON) {
  107880. /**
  107881. * WebXR Camera which holds the views for the xrSession
  107882. * @see https://doc.babylonjs.com/how_to/webxr
  107883. */
  107884. var WebXRCamera = /** @class */ (function (_super) {
  107885. __extends(WebXRCamera, _super);
  107886. /**
  107887. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  107888. * @param name the name of the camera
  107889. * @param scene the scene to add the camera to
  107890. */
  107891. function WebXRCamera(name, scene) {
  107892. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  107893. // Initial camera configuration
  107894. _this.minZ = 0;
  107895. _this.rotationQuaternion = new BABYLON.Quaternion();
  107896. _this.cameraRigMode = BABYLON.Camera.RIG_MODE_CUSTOM;
  107897. _this.updateUpVectorFromRotation = true;
  107898. _this._updateNumberOfRigCameras(1);
  107899. return _this;
  107900. }
  107901. WebXRCamera.prototype._updateNumberOfRigCameras = function (viewCount) {
  107902. if (viewCount === void 0) { viewCount = 1; }
  107903. while (this.rigCameras.length < viewCount) {
  107904. var newCamera = new BABYLON.TargetCamera("view: " + this.rigCameras.length, BABYLON.Vector3.Zero(), this.getScene());
  107905. newCamera.minZ = 0;
  107906. newCamera.parent = this;
  107907. newCamera.rotationQuaternion = new BABYLON.Quaternion();
  107908. this.rigCameras.push(newCamera);
  107909. }
  107910. while (this.rigCameras.length > viewCount) {
  107911. var removedCamera = this.rigCameras.pop();
  107912. if (removedCamera) {
  107913. removedCamera.dispose();
  107914. }
  107915. }
  107916. };
  107917. /** @hidden */
  107918. WebXRCamera.prototype._updateForDualEyeDebugging = function (pupilDistance) {
  107919. if (pupilDistance === void 0) { pupilDistance = 0.01; }
  107920. // Create initial camera rigs
  107921. this._updateNumberOfRigCameras(2);
  107922. this.rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  107923. this.rigCameras[0].position.x = -pupilDistance / 2;
  107924. this.rigCameras[0].outputRenderTarget = null;
  107925. this.rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  107926. this.rigCameras[1].position.x = pupilDistance / 2;
  107927. this.rigCameras[1].outputRenderTarget = null;
  107928. };
  107929. /**
  107930. * Updates the cameras position from the current pose information of the XR session
  107931. * @param xrSessionManager the session containing pose information
  107932. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  107933. */
  107934. WebXRCamera.prototype.updateFromXRSessionManager = function (xrSessionManager) {
  107935. var _this = this;
  107936. // Ensure all frame data is available
  107937. if (!xrSessionManager._currentXRFrame || !xrSessionManager._currentXRFrame.getDevicePose) {
  107938. return false;
  107939. }
  107940. var pose = xrSessionManager._currentXRFrame.getDevicePose(xrSessionManager._frameOfReference);
  107941. if (!pose || !pose.poseModelMatrix) {
  107942. return false;
  107943. }
  107944. // Update the parent cameras matrix
  107945. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.poseModelMatrix, 0, 1, WebXRCamera._TmpMatrix);
  107946. if (!this._scene.useRightHandedSystem) {
  107947. WebXRCamera._TmpMatrix.toggleModelMatrixHandInPlace();
  107948. }
  107949. WebXRCamera._TmpMatrix.getTranslationToRef(this.position);
  107950. WebXRCamera._TmpMatrix.getRotationMatrixToRef(WebXRCamera._TmpMatrix);
  107951. BABYLON.Quaternion.FromRotationMatrixToRef(WebXRCamera._TmpMatrix, this.rotationQuaternion);
  107952. this.computeWorldMatrix();
  107953. // Update camera rigs
  107954. this._updateNumberOfRigCameras(xrSessionManager._currentXRFrame.views.length);
  107955. xrSessionManager._currentXRFrame.views.forEach(function (view, i) {
  107956. // Update view/projection matrix
  107957. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.getViewMatrix(view), 0, 1, _this.rigCameras[i]._computedViewMatrix);
  107958. BABYLON.Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, _this.rigCameras[i]._projectionMatrix);
  107959. if (!_this._scene.useRightHandedSystem) {
  107960. _this.rigCameras[i]._computedViewMatrix.toggleModelMatrixHandInPlace();
  107961. _this.rigCameras[i]._projectionMatrix.toggleProjectionMatrixHandInPlace();
  107962. }
  107963. // Update viewport
  107964. var viewport = xrSessionManager._xrSession.baseLayer.getViewport(view);
  107965. var width = xrSessionManager._xrSession.baseLayer.framebufferWidth;
  107966. var height = xrSessionManager._xrSession.baseLayer.framebufferHeight;
  107967. _this.rigCameras[i].viewport.width = viewport.width / width;
  107968. _this.rigCameras[i].viewport.height = viewport.height / height;
  107969. _this.rigCameras[i].viewport.x = viewport.x / width;
  107970. _this.rigCameras[i].viewport.y = viewport.y / height;
  107971. // Set cameras to render to the session's render target
  107972. _this.rigCameras[i].outputRenderTarget = xrSessionManager._sessionRenderTargetTexture;
  107973. });
  107974. return true;
  107975. };
  107976. WebXRCamera._TmpMatrix = new BABYLON.Matrix();
  107977. return WebXRCamera;
  107978. }(BABYLON.FreeCamera));
  107979. BABYLON.WebXRCamera = WebXRCamera;
  107980. })(BABYLON || (BABYLON = {}));
  107981. //# sourceMappingURL=babylon.webXRCamera.js.map
  107982. var BABYLON;
  107983. (function (BABYLON) {
  107984. /**
  107985. * Manages an XRSession
  107986. * @see https://doc.babylonjs.com/how_to/webxr
  107987. */
  107988. var WebXRSessionManager = /** @class */ (function () {
  107989. /**
  107990. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  107991. * @param scene The scene which the session should be created for
  107992. */
  107993. function WebXRSessionManager(scene) {
  107994. this.scene = scene;
  107995. /**
  107996. * Fires every time a new xrFrame arrives which can be used to update the camera
  107997. */
  107998. this.onXRFrameObservable = new BABYLON.Observable();
  107999. /**
  108000. * Fires when the xr session is ended either by the device or manually done
  108001. */
  108002. this.onXRSessionEnded = new BABYLON.Observable();
  108003. /** @hidden */
  108004. this._sessionRenderTargetTexture = null;
  108005. this._tmpMatrix = new BABYLON.Matrix();
  108006. }
  108007. /**
  108008. * Initializes the manager
  108009. * After initialization enterXR can be called to start an XR session
  108010. * @returns Promise which resolves after it is initialized
  108011. */
  108012. WebXRSessionManager.prototype.initializeAsync = function () {
  108013. var _this = this;
  108014. BABYLON.Tools.Warn("The WebXR APIs are still under development and are subject to change in the future.");
  108015. // Check if the browser supports webXR
  108016. this._xrNavigator = navigator;
  108017. if (!this._xrNavigator.xr) {
  108018. return Promise.reject("webXR not supported by this browser");
  108019. }
  108020. // Request the webXR device
  108021. return this._xrNavigator.xr.requestDevice().then(function (device) {
  108022. _this._xrDevice = device;
  108023. return _this.scene.getEngine()._gl.setCompatibleXRDevice(_this._xrDevice);
  108024. });
  108025. };
  108026. /**
  108027. * Enters XR with the desired XR session options, this must be done with a user action (eg. button click event)
  108028. * @param sessionCreationOptions xr options to create the session with
  108029. * @param frameOfReferenceType option to configure how the xr pose is expressed
  108030. * @returns Promise which resolves after it enters XR
  108031. */
  108032. WebXRSessionManager.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReferenceType) {
  108033. var _this = this;
  108034. // initialize session
  108035. return this._xrDevice.requestSession(sessionCreationOptions).then(function (session) {
  108036. _this._xrSession = session;
  108037. // handle when the session is ended (By calling session.end or device ends its own session eg. pressing home button on phone)
  108038. _this._xrSession.addEventListener("end", function () {
  108039. // Remove render target texture and notify frame obervers
  108040. _this._sessionRenderTargetTexture = null;
  108041. // Restore frame buffer to avoid clear on xr framebuffer after session end
  108042. _this.scene.getEngine().restoreDefaultFramebuffer();
  108043. // Need to restart render loop as after the session is ended the last request for new frame will never call callback
  108044. _this.scene.getEngine().customAnimationFrameRequester = null;
  108045. _this.onXRSessionEnded.notifyObservers(null);
  108046. _this.scene.getEngine()._renderLoop();
  108047. }, { once: true });
  108048. _this._xrSession.baseLayer = new XRWebGLLayer(_this._xrSession, _this.scene.getEngine()._gl);
  108049. return _this._xrSession.requestFrameOfReference(frameOfReferenceType);
  108050. }).then(function (frameOfRef) {
  108051. _this._frameOfReference = frameOfRef;
  108052. // Tell the engine's render loop to be driven by the xr session's refresh rate and provide xr pose information
  108053. _this.scene.getEngine().customAnimationFrameRequester = {
  108054. requestAnimationFrame: _this._xrSession.requestAnimationFrame.bind(_this._xrSession),
  108055. renderFunction: function (timestamp, xrFrame) {
  108056. // Store the XR frame in the manager to be consumed by the XR camera to update pose
  108057. _this._currentXRFrame = xrFrame;
  108058. _this.onXRFrameObservable.notifyObservers(null);
  108059. _this.scene.getEngine()._renderLoop();
  108060. }
  108061. };
  108062. // Create render target texture from xr's webgl render target
  108063. _this._sessionRenderTargetTexture = WebXRSessionManager._CreateRenderTargetTextureFromSession(_this._xrSession, _this.scene);
  108064. // Stop window's animation frame and trigger sessions animation frame
  108065. window.cancelAnimationFrame(_this.scene.getEngine()._frameHandler);
  108066. _this.scene.getEngine()._renderLoop();
  108067. });
  108068. };
  108069. /**
  108070. * Stops the xrSession and restores the renderloop
  108071. * @returns Promise which resolves after it exits XR
  108072. */
  108073. WebXRSessionManager.prototype.exitXRAsync = function () {
  108074. return this._xrSession.end();
  108075. };
  108076. /**
  108077. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  108078. * @param ray ray to cast into the environment
  108079. * @returns Promise which resolves with a collision point in the environment if it exists
  108080. */
  108081. WebXRSessionManager.prototype.environmentPointHitTestAsync = function (ray) {
  108082. var _this = this;
  108083. return new Promise(function (res, rej) {
  108084. // Compute left handed inputs to request hit test
  108085. var origin = new Float32Array([ray.origin.x, ray.origin.y, ray.origin.z]);
  108086. var direction = new Float32Array([ray.direction.x, ray.direction.y, ray.direction.z]);
  108087. if (!_this.scene.useRightHandedSystem) {
  108088. origin[2] *= -1;
  108089. direction[2] *= -1;
  108090. }
  108091. // Fire hittest
  108092. _this._xrSession.requestHitTest(origin, direction, _this._frameOfReference)
  108093. .then(function (hits) {
  108094. if (hits.length > 0) {
  108095. BABYLON.Matrix.FromFloat32ArrayToRefScaled(hits[0].hitMatrix, 0, 1.0, _this._tmpMatrix);
  108096. var hitPoint = _this._tmpMatrix.getTranslation();
  108097. if (!_this.scene.useRightHandedSystem) {
  108098. hitPoint.z *= -1;
  108099. }
  108100. res(hitPoint);
  108101. }
  108102. else {
  108103. res(null);
  108104. }
  108105. }).catch(function (e) {
  108106. res(null);
  108107. });
  108108. });
  108109. };
  108110. /**
  108111. * Checks if a session would be supported for the creation options specified
  108112. * @param options creation options to check if they are supported
  108113. * @returns true if supported
  108114. */
  108115. WebXRSessionManager.prototype.supportsSessionAsync = function (options) {
  108116. return this._xrDevice.supportsSession(options).then(function () {
  108117. return true;
  108118. }).catch(function (e) {
  108119. return false;
  108120. });
  108121. };
  108122. /**
  108123. * @hidden
  108124. * Converts the render layer of xrSession to a render target
  108125. * @param session session to create render target for
  108126. * @param scene scene the new render target should be created for
  108127. */
  108128. WebXRSessionManager._CreateRenderTargetTextureFromSession = function (session, scene) {
  108129. // Create internal texture
  108130. var internalTexture = new BABYLON.InternalTexture(scene.getEngine(), BABYLON.InternalTexture.DATASOURCE_UNKNOWN, true);
  108131. internalTexture.width = session.baseLayer.framebufferWidth;
  108132. internalTexture.height = session.baseLayer.framebufferHeight;
  108133. internalTexture._framebuffer = session.baseLayer.framebuffer;
  108134. // Create render target texture from the internal texture
  108135. var renderTargetTexture = new BABYLON.RenderTargetTexture("XR renderTargetTexture", { width: internalTexture.width, height: internalTexture.height }, scene, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);
  108136. renderTargetTexture._texture = internalTexture;
  108137. return renderTargetTexture;
  108138. };
  108139. /**
  108140. * Disposes of the session manager
  108141. */
  108142. WebXRSessionManager.prototype.dispose = function () {
  108143. this.onXRFrameObservable.clear();
  108144. this.onXRSessionEnded.clear();
  108145. };
  108146. return WebXRSessionManager;
  108147. }());
  108148. BABYLON.WebXRSessionManager = WebXRSessionManager;
  108149. })(BABYLON || (BABYLON = {}));
  108150. //# sourceMappingURL=babylon.webXRSessionManager.js.map
  108151. var BABYLON;
  108152. (function (BABYLON) {
  108153. /**
  108154. * States of the webXR experience
  108155. */
  108156. var WebXRState;
  108157. (function (WebXRState) {
  108158. /**
  108159. * Transitioning to being in XR mode
  108160. */
  108161. WebXRState[WebXRState["ENTERING_XR"] = 0] = "ENTERING_XR";
  108162. /**
  108163. * Transitioning to non XR mode
  108164. */
  108165. WebXRState[WebXRState["EXITING_XR"] = 1] = "EXITING_XR";
  108166. /**
  108167. * In XR mode and presenting
  108168. */
  108169. WebXRState[WebXRState["IN_XR"] = 2] = "IN_XR";
  108170. /**
  108171. * Not entered XR mode
  108172. */
  108173. WebXRState[WebXRState["NOT_IN_XR"] = 3] = "NOT_IN_XR";
  108174. })(WebXRState = BABYLON.WebXRState || (BABYLON.WebXRState = {}));
  108175. /**
  108176. * Helper class used to enable XR
  108177. * @see https://doc.babylonjs.com/how_to/webxr
  108178. */
  108179. var WebXRExperienceHelper = /** @class */ (function () {
  108180. /**
  108181. * Creates a WebXRExperienceHelper
  108182. * @param scene The scene the helper should be created in
  108183. */
  108184. function WebXRExperienceHelper(scene) {
  108185. this.scene = scene;
  108186. /**
  108187. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  108188. */
  108189. this.state = WebXRState.NOT_IN_XR;
  108190. /**
  108191. * Fires when the state of the experience helper has changed
  108192. */
  108193. this.onStateChangedObservable = new BABYLON.Observable();
  108194. this._nonVRCamera = null;
  108195. this._originalSceneAutoClear = true;
  108196. this._supported = false;
  108197. this.camera = new BABYLON.WebXRCamera("", scene);
  108198. this._sessionManager = new BABYLON.WebXRSessionManager(scene);
  108199. this.container = new BABYLON.AbstractMesh("", scene);
  108200. this.camera.parent = this.container;
  108201. }
  108202. WebXRExperienceHelper.prototype._setState = function (val) {
  108203. this.state = val;
  108204. this.onStateChangedObservable.notifyObservers(this.state);
  108205. };
  108206. /**
  108207. * Creates the experience helper
  108208. * @param scene the scene to attach the experience helper to
  108209. * @returns a promise for the experience helper
  108210. */
  108211. WebXRExperienceHelper.CreateAsync = function (scene) {
  108212. var helper = new WebXRExperienceHelper(scene);
  108213. return helper._sessionManager.initializeAsync().then(function () {
  108214. helper._supported = true;
  108215. return helper;
  108216. }).catch(function () {
  108217. return helper;
  108218. });
  108219. };
  108220. /**
  108221. * Exits XR mode and returns the scene to its original state
  108222. * @returns promise that resolves after xr mode has exited
  108223. */
  108224. WebXRExperienceHelper.prototype.exitXRAsync = function () {
  108225. this._setState(WebXRState.EXITING_XR);
  108226. return this._sessionManager.exitXRAsync();
  108227. };
  108228. /**
  108229. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  108230. * @param sessionCreationOptions options for the XR session
  108231. * @param frameOfReference frame of reference of the XR session
  108232. * @returns promise that resolves after xr mode has entered
  108233. */
  108234. WebXRExperienceHelper.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReference) {
  108235. var _this = this;
  108236. if (!this._supported) {
  108237. throw "XR session not supported by this browser";
  108238. }
  108239. this._setState(WebXRState.ENTERING_XR);
  108240. return this._sessionManager.enterXRAsync(sessionCreationOptions, frameOfReference).then(function () {
  108241. // Cache pre xr scene settings
  108242. _this._originalSceneAutoClear = _this.scene.autoClear;
  108243. _this._nonVRCamera = _this.scene.activeCamera;
  108244. // Overwrite current scene settings
  108245. _this.scene.autoClear = false;
  108246. _this.scene.activeCamera = _this.camera;
  108247. _this._sessionManager.onXRFrameObservable.add(function () {
  108248. _this.camera.updateFromXRSessionManager(_this._sessionManager);
  108249. });
  108250. _this._sessionManager.onXRSessionEnded.addOnce(function () {
  108251. // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends
  108252. _this.camera.rigCameras.forEach(function (c) {
  108253. c.outputRenderTarget = null;
  108254. });
  108255. // Restore scene settings
  108256. _this.scene.autoClear = _this._originalSceneAutoClear;
  108257. _this.scene.activeCamera = _this._nonVRCamera;
  108258. _this._sessionManager.onXRFrameObservable.clear();
  108259. _this._setState(WebXRState.NOT_IN_XR);
  108260. });
  108261. _this._setState(WebXRState.IN_XR);
  108262. });
  108263. };
  108264. /**
  108265. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  108266. * @param ray ray to cast into the environment
  108267. * @returns Promise which resolves with a collision point in the environment if it exists
  108268. */
  108269. WebXRExperienceHelper.prototype.environmentPointHitTestAsync = function (ray) {
  108270. return this._sessionManager.environmentPointHitTestAsync(ray);
  108271. };
  108272. /**
  108273. * Updates the global position of the camera by moving the camera's container
  108274. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  108275. * @param position The desired global position of the camera
  108276. */
  108277. WebXRExperienceHelper.prototype.setPositionOfCameraUsingContainer = function (position) {
  108278. this.camera.globalPosition.subtractToRef(position, WebXRExperienceHelper._TmpVector);
  108279. this.container.position.subtractInPlace(WebXRExperienceHelper._TmpVector);
  108280. };
  108281. /**
  108282. * Rotates the xr camera by rotating the camera's container around the camera's position
  108283. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  108284. * @param rotation the desired quaternion rotation to apply to the camera
  108285. */
  108286. WebXRExperienceHelper.prototype.rotateCameraByQuaternionUsingContainer = function (rotation) {
  108287. if (!this.container.rotationQuaternion) {
  108288. this.container.rotationQuaternion = BABYLON.Quaternion.FromEulerVector(this.container.rotation);
  108289. }
  108290. this.container.rotationQuaternion.multiplyInPlace(rotation);
  108291. this.container.position.rotateByQuaternionAroundPointToRef(rotation, this.camera.globalPosition, this.container.position);
  108292. };
  108293. /**
  108294. * Checks if the creation options are supported by the xr session
  108295. * @param options creation options
  108296. * @returns true if supported
  108297. */
  108298. WebXRExperienceHelper.prototype.supportsSessionAsync = function (options) {
  108299. if (!this._supported) {
  108300. return Promise.resolve(false);
  108301. }
  108302. return this._sessionManager.supportsSessionAsync(options);
  108303. };
  108304. /**
  108305. * Disposes of the experience helper
  108306. */
  108307. WebXRExperienceHelper.prototype.dispose = function () {
  108308. this.camera.dispose();
  108309. this.container.dispose();
  108310. this.onStateChangedObservable.clear();
  108311. this._sessionManager.dispose();
  108312. };
  108313. WebXRExperienceHelper._TmpVector = new BABYLON.Vector3();
  108314. return WebXRExperienceHelper;
  108315. }());
  108316. BABYLON.WebXRExperienceHelper = WebXRExperienceHelper;
  108317. })(BABYLON || (BABYLON = {}));
  108318. //# sourceMappingURL=babylon.webXRExperienceHelper.js.map
  108319. var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
  108320. return new (P || (P = Promise))(function (resolve, reject) {
  108321. function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
  108322. function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
  108323. function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }
  108324. step((generator = generator.apply(thisArg, _arguments || [])).next());
  108325. });
  108326. };
  108327. var __generator = (this && this.__generator) || function (thisArg, body) {
  108328. var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
  108329. return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
  108330. function verb(n) { return function (v) { return step([n, v]); }; }
  108331. function step(op) {
  108332. if (f) throw new TypeError("Generator is already executing.");
  108333. while (_) try {
  108334. 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;
  108335. if (y = 0, t) op = [op[0] & 2, t.value];
  108336. switch (op[0]) {
  108337. case 0: case 1: t = op; break;
  108338. case 4: _.label++; return { value: op[1], done: false };
  108339. case 5: _.label++; y = op[1]; op = [0]; continue;
  108340. case 7: op = _.ops.pop(); _.trys.pop(); continue;
  108341. default:
  108342. if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
  108343. if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
  108344. if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
  108345. if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
  108346. if (t[2]) _.ops.pop();
  108347. _.trys.pop(); continue;
  108348. }
  108349. op = body.call(thisArg, _);
  108350. } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
  108351. if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
  108352. }
  108353. };
  108354. var BABYLON;
  108355. (function (BABYLON) {
  108356. /**
  108357. * Button which can be used to enter a different mode of XR
  108358. */
  108359. var WebXREnterExitUIButton = /** @class */ (function () {
  108360. /**
  108361. * Creates a WebXREnterExitUIButton
  108362. * @param element button element
  108363. * @param initializationOptions XR initialization options for the button
  108364. */
  108365. function WebXREnterExitUIButton(
  108366. /** button element */
  108367. element,
  108368. /** XR initialization options for the button */
  108369. initializationOptions) {
  108370. this.element = element;
  108371. this.initializationOptions = initializationOptions;
  108372. }
  108373. /**
  108374. * Overwritable function which can be used to update the button's visuals when the state changes
  108375. * @param activeButton the current active button in the UI
  108376. */
  108377. WebXREnterExitUIButton.prototype.update = function (activeButton) {
  108378. };
  108379. return WebXREnterExitUIButton;
  108380. }());
  108381. BABYLON.WebXREnterExitUIButton = WebXREnterExitUIButton;
  108382. /**
  108383. * Options to create the webXR UI
  108384. */
  108385. var WebXREnterExitUIOptions = /** @class */ (function () {
  108386. function WebXREnterExitUIOptions() {
  108387. }
  108388. return WebXREnterExitUIOptions;
  108389. }());
  108390. BABYLON.WebXREnterExitUIOptions = WebXREnterExitUIOptions;
  108391. /**
  108392. * UI to allow the user to enter/exit XR mode
  108393. */
  108394. var WebXREnterExitUI = /** @class */ (function () {
  108395. function WebXREnterExitUI(scene, options) {
  108396. var _this = this;
  108397. this.scene = scene;
  108398. this._buttons = [];
  108399. this._activeButton = null;
  108400. /**
  108401. * Fired every time the active button is changed.
  108402. *
  108403. * When xr is entered via a button that launches xr that button will be the callback parameter
  108404. *
  108405. * When exiting xr the callback parameter will be null)
  108406. */
  108407. this.activeButtonChangedObservable = new BABYLON.Observable();
  108408. this._overlay = document.createElement("div");
  108409. this._overlay.style.cssText = "z-index:11;position: absolute; right: 20px;bottom: 50px;";
  108410. if (options.customButtons) {
  108411. this._buttons = options.customButtons;
  108412. }
  108413. else {
  108414. var hmdBtn = document.createElement("button");
  108415. 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;";
  108416. hmdBtn.innerText = "HMD";
  108417. this._buttons.push(new WebXREnterExitUIButton(hmdBtn, { immersive: true, outputContext: options.outputCanvasContext }));
  108418. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  108419. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  108420. this.element.innerText = activeButton === this ? "EXIT" : "HMD";
  108421. };
  108422. var windowBtn = document.createElement("button");
  108423. windowBtn.style.cssText = hmdBtn.style.cssText;
  108424. windowBtn.innerText = "Window";
  108425. this._buttons.push(new WebXREnterExitUIButton(windowBtn, { immersive: false, environmentIntegration: true, outputContext: options.outputCanvasContext }));
  108426. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  108427. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  108428. this.element.innerText = activeButton === this ? "EXIT" : "Window";
  108429. };
  108430. this._updateButtons(null);
  108431. }
  108432. var renderCanvas = scene.getEngine().getRenderingCanvas();
  108433. if (renderCanvas && renderCanvas.parentNode) {
  108434. renderCanvas.parentNode.appendChild(this._overlay);
  108435. scene.onDisposeObservable.addOnce(function () {
  108436. _this.dispose();
  108437. });
  108438. }
  108439. }
  108440. /**
  108441. * Creates UI to allow the user to enter/exit XR mode
  108442. * @param scene the scene to add the ui to
  108443. * @param helper the xr experience helper to enter/exit xr with
  108444. * @param options options to configure the UI
  108445. * @returns the created ui
  108446. */
  108447. WebXREnterExitUI.CreateAsync = function (scene, helper, options) {
  108448. var _this = this;
  108449. var ui = new WebXREnterExitUI(scene, options);
  108450. var supportedPromises = ui._buttons.map(function (btn) {
  108451. return helper.supportsSessionAsync(btn.initializationOptions);
  108452. });
  108453. helper.onStateChangedObservable.add(function (state) {
  108454. if (state == BABYLON.WebXRState.NOT_IN_XR) {
  108455. ui._updateButtons(null);
  108456. }
  108457. });
  108458. return Promise.all(supportedPromises).then(function (results) {
  108459. results.forEach(function (supported, i) {
  108460. if (supported) {
  108461. ui._overlay.appendChild(ui._buttons[i].element);
  108462. ui._buttons[i].element.onclick = function () { return __awaiter(_this, void 0, void 0, function () {
  108463. return __generator(this, function (_a) {
  108464. switch (_a.label) {
  108465. case 0:
  108466. if (!(helper.state == BABYLON.WebXRState.IN_XR)) return [3 /*break*/, 2];
  108467. ui._updateButtons(null);
  108468. return [4 /*yield*/, helper.exitXRAsync()];
  108469. case 1:
  108470. _a.sent();
  108471. return [2 /*return*/];
  108472. case 2:
  108473. if (!(helper.state == BABYLON.WebXRState.NOT_IN_XR)) return [3 /*break*/, 4];
  108474. ui._updateButtons(ui._buttons[i]);
  108475. return [4 /*yield*/, helper.enterXRAsync(ui._buttons[i].initializationOptions, "eye-level")];
  108476. case 3:
  108477. _a.sent();
  108478. _a.label = 4;
  108479. case 4: return [2 /*return*/];
  108480. }
  108481. });
  108482. }); };
  108483. }
  108484. });
  108485. return ui;
  108486. });
  108487. };
  108488. WebXREnterExitUI.prototype._updateButtons = function (activeButton) {
  108489. var _this = this;
  108490. this._activeButton = activeButton;
  108491. this._buttons.forEach(function (b) {
  108492. b.update(_this._activeButton);
  108493. });
  108494. this.activeButtonChangedObservable.notifyObservers(this._activeButton);
  108495. };
  108496. /**
  108497. * Disposes of the object
  108498. */
  108499. WebXREnterExitUI.prototype.dispose = function () {
  108500. var renderCanvas = this.scene.getEngine().getRenderingCanvas();
  108501. if (renderCanvas && renderCanvas.parentNode && renderCanvas.parentNode.contains(this._overlay)) {
  108502. renderCanvas.parentNode.removeChild(this._overlay);
  108503. }
  108504. this.activeButtonChangedObservable.clear();
  108505. };
  108506. return WebXREnterExitUI;
  108507. }());
  108508. BABYLON.WebXREnterExitUI = WebXREnterExitUI;
  108509. })(BABYLON || (BABYLON = {}));
  108510. //# sourceMappingURL=babylon.webXREnterExitUI.js.map
  108511. var BABYLON;
  108512. (function (BABYLON) {
  108513. /**
  108514. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  108515. */
  108516. var WebXRManagedOutputCanvas = /** @class */ (function () {
  108517. /**
  108518. * Initializes the canvas to be added/removed upon entering/exiting xr
  108519. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  108520. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  108521. */
  108522. function WebXRManagedOutputCanvas(helper, canvas) {
  108523. var _this = this;
  108524. this._canvas = null;
  108525. /**
  108526. * xrpresent context of the canvas which can be used to display/mirror xr content
  108527. */
  108528. this.canvasContext = null;
  108529. if (!canvas) {
  108530. canvas = document.createElement('canvas');
  108531. canvas.style.cssText = "position:absolute; bottom:0px;right:0px;z-index:10;width:100%;height:100%;background-color: #000000;";
  108532. }
  108533. this._setManagedOutputCanvas(canvas);
  108534. helper.onStateChangedObservable.add(function (stateInfo) {
  108535. if (stateInfo == BABYLON.WebXRState.ENTERING_XR) {
  108536. // 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
  108537. _this._addCanvas();
  108538. }
  108539. else if (helper.state == BABYLON.WebXRState.NOT_IN_XR) {
  108540. _this._removeCanvas();
  108541. }
  108542. });
  108543. }
  108544. /**
  108545. * Disposes of the object
  108546. */
  108547. WebXRManagedOutputCanvas.prototype.dispose = function () {
  108548. this._removeCanvas();
  108549. this._setManagedOutputCanvas(null);
  108550. };
  108551. WebXRManagedOutputCanvas.prototype._setManagedOutputCanvas = function (canvas) {
  108552. this._removeCanvas();
  108553. if (!canvas) {
  108554. this._canvas = null;
  108555. this.canvasContext = null;
  108556. }
  108557. else {
  108558. this._canvas = canvas;
  108559. this.canvasContext = this._canvas.getContext('xrpresent');
  108560. }
  108561. };
  108562. WebXRManagedOutputCanvas.prototype._addCanvas = function () {
  108563. if (this._canvas) {
  108564. document.body.appendChild(this._canvas);
  108565. }
  108566. };
  108567. WebXRManagedOutputCanvas.prototype._removeCanvas = function () {
  108568. if (this._canvas && document.body.contains(this._canvas)) {
  108569. document.body.removeChild(this._canvas);
  108570. }
  108571. };
  108572. return WebXRManagedOutputCanvas;
  108573. }());
  108574. BABYLON.WebXRManagedOutputCanvas = WebXRManagedOutputCanvas;
  108575. })(BABYLON || (BABYLON = {}));
  108576. //# sourceMappingURL=babylon.webXRManagedOutputCanvas.js.map
  108577. var BABYLON;
  108578. (function (BABYLON) {
  108579. /**
  108580. * Represents an XR input
  108581. */
  108582. var WebXRController = /** @class */ (function () {
  108583. /**
  108584. * Creates the controller
  108585. * @see https://doc.babylonjs.com/how_to/webxr
  108586. * @param scene the scene which the controller should be associated to
  108587. */
  108588. function WebXRController(scene) {
  108589. this.pointer = new BABYLON.AbstractMesh("controllerPointer", scene);
  108590. }
  108591. /**
  108592. * Disposes of the object
  108593. */
  108594. WebXRController.prototype.dispose = function () {
  108595. if (this.grip) {
  108596. this.grip.dispose();
  108597. }
  108598. this.pointer.dispose();
  108599. };
  108600. return WebXRController;
  108601. }());
  108602. BABYLON.WebXRController = WebXRController;
  108603. /**
  108604. * XR input used to track XR inputs such as controllers/rays
  108605. */
  108606. var WebXRInput = /** @class */ (function () {
  108607. /**
  108608. * Initializes the WebXRInput
  108609. * @param helper experience helper which the input should be created for
  108610. */
  108611. function WebXRInput(helper) {
  108612. var _this = this;
  108613. this.helper = helper;
  108614. /**
  108615. * XR controllers being tracked
  108616. */
  108617. this.controllers = [];
  108618. this._tmpMatrix = new BABYLON.Matrix();
  108619. this._frameObserver = helper._sessionManager.onXRFrameObservable.add(function () {
  108620. if (!helper._sessionManager._currentXRFrame || !helper._sessionManager._currentXRFrame.getDevicePose) {
  108621. return;
  108622. }
  108623. var xrFrame = helper._sessionManager._currentXRFrame;
  108624. var inputSources = helper._sessionManager._xrSession.getInputSources();
  108625. inputSources.forEach(function (input, i) {
  108626. var inputPose = xrFrame.getInputPose(input, helper._sessionManager._frameOfReference);
  108627. if (inputPose) {
  108628. if (_this.controllers.length <= i) {
  108629. _this.controllers.push(new WebXRController(helper.container.getScene()));
  108630. }
  108631. var controller = _this.controllers[i];
  108632. // Manage the grip if it exists
  108633. if (inputPose.gripMatrix) {
  108634. if (!controller.grip) {
  108635. controller.grip = new BABYLON.AbstractMesh("controllerGrip", helper.container.getScene());
  108636. }
  108637. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.gripMatrix, 0, 1, _this._tmpMatrix);
  108638. if (!controller.grip.getScene().useRightHandedSystem) {
  108639. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  108640. }
  108641. if (!controller.grip.rotationQuaternion) {
  108642. controller.grip.rotationQuaternion = new BABYLON.Quaternion();
  108643. }
  108644. _this._tmpMatrix.decompose(controller.grip.scaling, controller.grip.rotationQuaternion, controller.grip.position);
  108645. }
  108646. // Manager pointer of controller
  108647. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.targetRay.transformMatrix, 0, 1, _this._tmpMatrix);
  108648. if (!controller.pointer.getScene().useRightHandedSystem) {
  108649. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  108650. }
  108651. if (!controller.pointer.rotationQuaternion) {
  108652. controller.pointer.rotationQuaternion = new BABYLON.Quaternion();
  108653. }
  108654. _this._tmpMatrix.decompose(controller.pointer.scaling, controller.pointer.rotationQuaternion, controller.pointer.position);
  108655. }
  108656. });
  108657. });
  108658. }
  108659. /**
  108660. * Disposes of the object
  108661. */
  108662. WebXRInput.prototype.dispose = function () {
  108663. this.controllers.forEach(function (c) {
  108664. c.dispose();
  108665. });
  108666. this.helper._sessionManager.onXRFrameObservable.remove(this._frameObserver);
  108667. };
  108668. return WebXRInput;
  108669. }());
  108670. BABYLON.WebXRInput = WebXRInput;
  108671. })(BABYLON || (BABYLON = {}));
  108672. //# sourceMappingURL=babylon.webXRInput.js.map
  108673. // Mainly based on these 2 articles :
  108674. // 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
  108675. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  108676. var BABYLON;
  108677. (function (BABYLON) {
  108678. /**
  108679. * Defines the potential axis of a Joystick
  108680. */
  108681. var JoystickAxis;
  108682. (function (JoystickAxis) {
  108683. /** X axis */
  108684. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  108685. /** Y axis */
  108686. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  108687. /** Z axis */
  108688. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  108689. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  108690. /**
  108691. * Class used to define virtual joystick (used in touch mode)
  108692. */
  108693. var VirtualJoystick = /** @class */ (function () {
  108694. /**
  108695. * Creates a new virtual joystick
  108696. * @param leftJoystick defines that the joystick is for left hand (false by default)
  108697. */
  108698. function VirtualJoystick(leftJoystick) {
  108699. var _this = this;
  108700. if (leftJoystick) {
  108701. this._leftJoystick = true;
  108702. }
  108703. else {
  108704. this._leftJoystick = false;
  108705. }
  108706. VirtualJoystick._globalJoystickIndex++;
  108707. // By default left & right arrow keys are moving the X
  108708. // and up & down keys are moving the Y
  108709. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  108710. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  108711. this.reverseLeftRight = false;
  108712. this.reverseUpDown = false;
  108713. // collections of pointers
  108714. this._touches = new BABYLON.StringDictionary();
  108715. this.deltaPosition = BABYLON.Vector3.Zero();
  108716. this._joystickSensibility = 25;
  108717. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  108718. this._onResize = function (evt) {
  108719. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  108720. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  108721. if (VirtualJoystick.vjCanvas) {
  108722. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  108723. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  108724. }
  108725. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  108726. };
  108727. // injecting a canvas element on top of the canvas 3D game
  108728. if (!VirtualJoystick.vjCanvas) {
  108729. window.addEventListener("resize", this._onResize, false);
  108730. VirtualJoystick.vjCanvas = document.createElement("canvas");
  108731. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  108732. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  108733. VirtualJoystick.vjCanvas.width = window.innerWidth;
  108734. VirtualJoystick.vjCanvas.height = window.innerHeight;
  108735. VirtualJoystick.vjCanvas.style.width = "100%";
  108736. VirtualJoystick.vjCanvas.style.height = "100%";
  108737. VirtualJoystick.vjCanvas.style.position = "absolute";
  108738. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  108739. VirtualJoystick.vjCanvas.style.top = "0px";
  108740. VirtualJoystick.vjCanvas.style.left = "0px";
  108741. VirtualJoystick.vjCanvas.style.zIndex = "5";
  108742. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  108743. // Support for jQuery PEP polyfill
  108744. VirtualJoystick.vjCanvas.setAttribute("touch-action", "none");
  108745. var context = VirtualJoystick.vjCanvas.getContext('2d');
  108746. if (!context) {
  108747. throw new Error("Unable to create canvas for virtual joystick");
  108748. }
  108749. VirtualJoystick.vjCanvasContext = context;
  108750. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  108751. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  108752. document.body.appendChild(VirtualJoystick.vjCanvas);
  108753. }
  108754. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  108755. this.pressed = false;
  108756. // default joystick color
  108757. this._joystickColor = "cyan";
  108758. this._joystickPointerID = -1;
  108759. // current joystick position
  108760. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  108761. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  108762. // origin joystick position
  108763. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  108764. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  108765. this._onPointerDownHandlerRef = function (evt) {
  108766. _this._onPointerDown(evt);
  108767. };
  108768. this._onPointerMoveHandlerRef = function (evt) {
  108769. _this._onPointerMove(evt);
  108770. };
  108771. this._onPointerUpHandlerRef = function (evt) {
  108772. _this._onPointerUp(evt);
  108773. };
  108774. VirtualJoystick.vjCanvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  108775. VirtualJoystick.vjCanvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  108776. VirtualJoystick.vjCanvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  108777. VirtualJoystick.vjCanvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  108778. VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
  108779. evt.preventDefault(); // Disables system menu
  108780. }, false);
  108781. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  108782. }
  108783. /**
  108784. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  108785. * @param newJoystickSensibility defines the new sensibility
  108786. */
  108787. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  108788. this._joystickSensibility = newJoystickSensibility;
  108789. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  108790. };
  108791. VirtualJoystick.prototype._onPointerDown = function (e) {
  108792. var positionOnScreenCondition;
  108793. e.preventDefault();
  108794. if (this._leftJoystick === true) {
  108795. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  108796. }
  108797. else {
  108798. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  108799. }
  108800. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  108801. // First contact will be dedicated to the virtual joystick
  108802. this._joystickPointerID = e.pointerId;
  108803. this._joystickPointerStartPos.x = e.clientX;
  108804. this._joystickPointerStartPos.y = e.clientY;
  108805. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  108806. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  108807. this._deltaJoystickVector.x = 0;
  108808. this._deltaJoystickVector.y = 0;
  108809. this.pressed = true;
  108810. this._touches.add(e.pointerId.toString(), e);
  108811. }
  108812. else {
  108813. // You can only trigger the action buttons with a joystick declared
  108814. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  108815. this._action();
  108816. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  108817. }
  108818. }
  108819. };
  108820. VirtualJoystick.prototype._onPointerMove = function (e) {
  108821. // If the current pointer is the one associated to the joystick (first touch contact)
  108822. if (this._joystickPointerID == e.pointerId) {
  108823. this._joystickPointerPos.x = e.clientX;
  108824. this._joystickPointerPos.y = e.clientY;
  108825. this._deltaJoystickVector = this._joystickPointerPos.clone();
  108826. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  108827. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  108828. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  108829. switch (this._axisTargetedByLeftAndRight) {
  108830. case JoystickAxis.X:
  108831. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  108832. break;
  108833. case JoystickAxis.Y:
  108834. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  108835. break;
  108836. case JoystickAxis.Z:
  108837. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  108838. break;
  108839. }
  108840. var directionUpDown = this.reverseUpDown ? 1 : -1;
  108841. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  108842. switch (this._axisTargetedByUpAndDown) {
  108843. case JoystickAxis.X:
  108844. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  108845. break;
  108846. case JoystickAxis.Y:
  108847. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  108848. break;
  108849. case JoystickAxis.Z:
  108850. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  108851. break;
  108852. }
  108853. }
  108854. else {
  108855. var data = this._touches.get(e.pointerId.toString());
  108856. if (data) {
  108857. data.x = e.clientX;
  108858. data.y = e.clientY;
  108859. }
  108860. }
  108861. };
  108862. VirtualJoystick.prototype._onPointerUp = function (e) {
  108863. if (this._joystickPointerID == e.pointerId) {
  108864. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  108865. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  108866. this._joystickPointerID = -1;
  108867. this.pressed = false;
  108868. }
  108869. else {
  108870. var touch = this._touches.get(e.pointerId.toString());
  108871. if (touch) {
  108872. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  108873. }
  108874. }
  108875. this._deltaJoystickVector.x = 0;
  108876. this._deltaJoystickVector.y = 0;
  108877. this._touches.remove(e.pointerId.toString());
  108878. };
  108879. /**
  108880. * Change the color of the virtual joystick
  108881. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  108882. */
  108883. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  108884. this._joystickColor = newColor;
  108885. };
  108886. /**
  108887. * Defines a callback to call when the joystick is touched
  108888. * @param action defines the callback
  108889. */
  108890. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  108891. this._action = action;
  108892. };
  108893. /**
  108894. * Defines which axis you'd like to control for left & right
  108895. * @param axis defines the axis to use
  108896. */
  108897. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  108898. switch (axis) {
  108899. case JoystickAxis.X:
  108900. case JoystickAxis.Y:
  108901. case JoystickAxis.Z:
  108902. this._axisTargetedByLeftAndRight = axis;
  108903. break;
  108904. default:
  108905. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  108906. break;
  108907. }
  108908. };
  108909. /**
  108910. * Defines which axis you'd like to control for up & down
  108911. * @param axis defines the axis to use
  108912. */
  108913. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  108914. switch (axis) {
  108915. case JoystickAxis.X:
  108916. case JoystickAxis.Y:
  108917. case JoystickAxis.Z:
  108918. this._axisTargetedByUpAndDown = axis;
  108919. break;
  108920. default:
  108921. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  108922. break;
  108923. }
  108924. };
  108925. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  108926. var _this = this;
  108927. if (this.pressed) {
  108928. this._touches.forEach(function (key, touch) {
  108929. if (touch.pointerId === _this._joystickPointerID) {
  108930. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  108931. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  108932. VirtualJoystick.vjCanvasContext.beginPath();
  108933. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  108934. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  108935. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  108936. VirtualJoystick.vjCanvasContext.stroke();
  108937. VirtualJoystick.vjCanvasContext.closePath();
  108938. VirtualJoystick.vjCanvasContext.beginPath();
  108939. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  108940. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  108941. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  108942. VirtualJoystick.vjCanvasContext.stroke();
  108943. VirtualJoystick.vjCanvasContext.closePath();
  108944. VirtualJoystick.vjCanvasContext.beginPath();
  108945. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  108946. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  108947. VirtualJoystick.vjCanvasContext.stroke();
  108948. VirtualJoystick.vjCanvasContext.closePath();
  108949. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  108950. }
  108951. else {
  108952. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  108953. VirtualJoystick.vjCanvasContext.beginPath();
  108954. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  108955. VirtualJoystick.vjCanvasContext.beginPath();
  108956. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  108957. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  108958. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  108959. VirtualJoystick.vjCanvasContext.stroke();
  108960. VirtualJoystick.vjCanvasContext.closePath();
  108961. touch.prevX = touch.x;
  108962. touch.prevY = touch.y;
  108963. }
  108964. });
  108965. }
  108966. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  108967. };
  108968. /**
  108969. * Release internal HTML canvas
  108970. */
  108971. VirtualJoystick.prototype.releaseCanvas = function () {
  108972. if (VirtualJoystick.vjCanvas) {
  108973. VirtualJoystick.vjCanvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  108974. VirtualJoystick.vjCanvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  108975. VirtualJoystick.vjCanvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  108976. VirtualJoystick.vjCanvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  108977. window.removeEventListener("resize", this._onResize);
  108978. document.body.removeChild(VirtualJoystick.vjCanvas);
  108979. VirtualJoystick.vjCanvas = null;
  108980. }
  108981. };
  108982. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  108983. VirtualJoystick._globalJoystickIndex = 0;
  108984. return VirtualJoystick;
  108985. }());
  108986. BABYLON.VirtualJoystick = VirtualJoystick;
  108987. })(BABYLON || (BABYLON = {}));
  108988. //# sourceMappingURL=babylon.virtualJoystick.js.map
  108989. var BABYLON;
  108990. (function (BABYLON) {
  108991. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  108992. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  108993. });
  108994. /**
  108995. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  108996. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108997. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108998. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108999. */
  109000. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  109001. __extends(VirtualJoysticksCamera, _super);
  109002. /**
  109003. * Intantiates a VirtualJoysticksCamera. It can be usefull in First Person Shooter game for instance.
  109004. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  109005. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  109006. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  109007. * @param name Define the name of the camera in the scene
  109008. * @param position Define the start position of the camera in the scene
  109009. * @param scene Define the scene the camera belongs to
  109010. */
  109011. function VirtualJoysticksCamera(name, position, scene) {
  109012. var _this = _super.call(this, name, position, scene) || this;
  109013. _this.inputs.addVirtualJoystick();
  109014. return _this;
  109015. }
  109016. /**
  109017. * Gets the current object class name.
  109018. * @return the class name
  109019. */
  109020. VirtualJoysticksCamera.prototype.getClassName = function () {
  109021. return "VirtualJoysticksCamera";
  109022. };
  109023. return VirtualJoysticksCamera;
  109024. }(BABYLON.FreeCamera));
  109025. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  109026. })(BABYLON || (BABYLON = {}));
  109027. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  109028. var BABYLON;
  109029. (function (BABYLON) {
  109030. /**
  109031. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  109032. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  109033. */
  109034. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  109035. function FreeCameraVirtualJoystickInput() {
  109036. }
  109037. /**
  109038. * Gets the left stick of the virtual joystick.
  109039. * @returns The virtual Joystick
  109040. */
  109041. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  109042. return this._leftjoystick;
  109043. };
  109044. /**
  109045. * Gets the right stick of the virtual joystick.
  109046. * @returns The virtual Joystick
  109047. */
  109048. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  109049. return this._rightjoystick;
  109050. };
  109051. /**
  109052. * Update the current camera state depending on the inputs that have been used this frame.
  109053. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  109054. */
  109055. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  109056. if (this._leftjoystick) {
  109057. var camera = this.camera;
  109058. var speed = camera._computeLocalCameraSpeed() * 50;
  109059. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  109060. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  109061. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  109062. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  109063. if (!this._leftjoystick.pressed) {
  109064. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  109065. }
  109066. if (!this._rightjoystick.pressed) {
  109067. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  109068. }
  109069. }
  109070. };
  109071. /**
  109072. * Attach the input controls to a specific dom element to get the input from.
  109073. * @param element Defines the element the controls should be listened from
  109074. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  109075. */
  109076. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  109077. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  109078. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  109079. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  109080. this._leftjoystick.setJoystickSensibility(0.15);
  109081. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  109082. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  109083. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  109084. this._rightjoystick.reverseUpDown = true;
  109085. this._rightjoystick.setJoystickSensibility(0.05);
  109086. this._rightjoystick.setJoystickColor("yellow");
  109087. };
  109088. /**
  109089. * Detach the current controls from the specified dom element.
  109090. * @param element Defines the element to stop listening the inputs from
  109091. */
  109092. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  109093. this._leftjoystick.releaseCanvas();
  109094. this._rightjoystick.releaseCanvas();
  109095. };
  109096. /**
  109097. * Gets the class name of the current intput.
  109098. * @returns the class name
  109099. */
  109100. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  109101. return "FreeCameraVirtualJoystickInput";
  109102. };
  109103. /**
  109104. * Get the friendly name associated with the input class.
  109105. * @returns the input friendly name
  109106. */
  109107. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  109108. return "virtualJoystick";
  109109. };
  109110. return FreeCameraVirtualJoystickInput;
  109111. }());
  109112. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  109113. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  109114. })(BABYLON || (BABYLON = {}));
  109115. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  109116. var BABYLON;
  109117. (function (BABYLON) {
  109118. /**
  109119. * Class used to specify simplification options
  109120. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109121. */
  109122. var SimplificationSettings = /** @class */ (function () {
  109123. /**
  109124. * Creates a SimplificationSettings
  109125. * @param quality expected quality
  109126. * @param distance distance when this optimized version should be used
  109127. * @param optimizeMesh already optimized mesh
  109128. */
  109129. function SimplificationSettings(
  109130. /** expected quality */
  109131. quality,
  109132. /** distance when this optimized version should be used */
  109133. distance,
  109134. /** already optimized mesh */
  109135. optimizeMesh) {
  109136. this.quality = quality;
  109137. this.distance = distance;
  109138. this.optimizeMesh = optimizeMesh;
  109139. }
  109140. return SimplificationSettings;
  109141. }());
  109142. BABYLON.SimplificationSettings = SimplificationSettings;
  109143. /**
  109144. * Queue used to order the simplification tasks
  109145. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109146. */
  109147. var SimplificationQueue = /** @class */ (function () {
  109148. /**
  109149. * Creates a new queue
  109150. */
  109151. function SimplificationQueue() {
  109152. this.running = false;
  109153. this._simplificationArray = [];
  109154. }
  109155. /**
  109156. * Adds a new simplification task
  109157. * @param task defines a task to add
  109158. */
  109159. SimplificationQueue.prototype.addTask = function (task) {
  109160. this._simplificationArray.push(task);
  109161. };
  109162. /**
  109163. * Execute next task
  109164. */
  109165. SimplificationQueue.prototype.executeNext = function () {
  109166. var task = this._simplificationArray.pop();
  109167. if (task) {
  109168. this.running = true;
  109169. this.runSimplification(task);
  109170. }
  109171. else {
  109172. this.running = false;
  109173. }
  109174. };
  109175. /**
  109176. * Execute a simplification task
  109177. * @param task defines the task to run
  109178. */
  109179. SimplificationQueue.prototype.runSimplification = function (task) {
  109180. var _this = this;
  109181. if (task.parallelProcessing) {
  109182. //parallel simplifier
  109183. task.settings.forEach(function (setting) {
  109184. var simplifier = _this.getSimplifier(task);
  109185. simplifier.simplify(setting, function (newMesh) {
  109186. task.mesh.addLODLevel(setting.distance, newMesh);
  109187. newMesh.isVisible = true;
  109188. //check if it is the last
  109189. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  109190. //all done, run the success callback.
  109191. task.successCallback();
  109192. }
  109193. _this.executeNext();
  109194. });
  109195. });
  109196. }
  109197. else {
  109198. //single simplifier.
  109199. var simplifier = this.getSimplifier(task);
  109200. var runDecimation = function (setting, callback) {
  109201. simplifier.simplify(setting, function (newMesh) {
  109202. task.mesh.addLODLevel(setting.distance, newMesh);
  109203. newMesh.isVisible = true;
  109204. //run the next quality level
  109205. callback();
  109206. });
  109207. };
  109208. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  109209. runDecimation(task.settings[loop.index], function () {
  109210. loop.executeNext();
  109211. });
  109212. }, function () {
  109213. //execution ended, run the success callback.
  109214. if (task.successCallback) {
  109215. task.successCallback();
  109216. }
  109217. _this.executeNext();
  109218. });
  109219. }
  109220. };
  109221. SimplificationQueue.prototype.getSimplifier = function (task) {
  109222. switch (task.simplificationType) {
  109223. case SimplificationType.QUADRATIC:
  109224. default:
  109225. return new QuadraticErrorSimplification(task.mesh);
  109226. }
  109227. };
  109228. return SimplificationQueue;
  109229. }());
  109230. BABYLON.SimplificationQueue = SimplificationQueue;
  109231. /**
  109232. * The implemented types of simplification
  109233. * At the moment only Quadratic Error Decimation is implemented
  109234. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109235. */
  109236. var SimplificationType;
  109237. (function (SimplificationType) {
  109238. /** Quadratic error decimation */
  109239. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  109240. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  109241. var DecimationTriangle = /** @class */ (function () {
  109242. function DecimationTriangle(vertices) {
  109243. this.vertices = vertices;
  109244. this.error = new Array(4);
  109245. this.deleted = false;
  109246. this.isDirty = false;
  109247. this.deletePending = false;
  109248. this.borderFactor = 0;
  109249. }
  109250. return DecimationTriangle;
  109251. }());
  109252. var DecimationVertex = /** @class */ (function () {
  109253. function DecimationVertex(position, id) {
  109254. this.position = position;
  109255. this.id = id;
  109256. this.isBorder = true;
  109257. this.q = new QuadraticMatrix();
  109258. this.triangleCount = 0;
  109259. this.triangleStart = 0;
  109260. this.originalOffsets = [];
  109261. }
  109262. DecimationVertex.prototype.updatePosition = function (newPosition) {
  109263. this.position.copyFrom(newPosition);
  109264. };
  109265. return DecimationVertex;
  109266. }());
  109267. var QuadraticMatrix = /** @class */ (function () {
  109268. function QuadraticMatrix(data) {
  109269. this.data = new Array(10);
  109270. for (var i = 0; i < 10; ++i) {
  109271. if (data && data[i]) {
  109272. this.data[i] = data[i];
  109273. }
  109274. else {
  109275. this.data[i] = 0;
  109276. }
  109277. }
  109278. }
  109279. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  109280. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  109281. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  109282. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  109283. return det;
  109284. };
  109285. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  109286. for (var i = 0; i < 10; ++i) {
  109287. this.data[i] += matrix.data[i];
  109288. }
  109289. };
  109290. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  109291. for (var i = 0; i < 10; ++i) {
  109292. this.data[i] += data[i];
  109293. }
  109294. };
  109295. QuadraticMatrix.prototype.add = function (matrix) {
  109296. var m = new QuadraticMatrix();
  109297. for (var i = 0; i < 10; ++i) {
  109298. m.data[i] = this.data[i] + matrix.data[i];
  109299. }
  109300. return m;
  109301. };
  109302. QuadraticMatrix.FromData = function (a, b, c, d) {
  109303. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  109304. };
  109305. //returning an array to avoid garbage collection
  109306. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  109307. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  109308. };
  109309. return QuadraticMatrix;
  109310. }());
  109311. var Reference = /** @class */ (function () {
  109312. function Reference(vertexId, triangleId) {
  109313. this.vertexId = vertexId;
  109314. this.triangleId = triangleId;
  109315. }
  109316. return Reference;
  109317. }());
  109318. /**
  109319. * An implementation of the Quadratic Error simplification algorithm.
  109320. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  109321. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  109322. * @author RaananW
  109323. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109324. */
  109325. var QuadraticErrorSimplification = /** @class */ (function () {
  109326. function QuadraticErrorSimplification(_mesh) {
  109327. this._mesh = _mesh;
  109328. this.syncIterations = 5000;
  109329. this.aggressiveness = 7;
  109330. this.decimationIterations = 100;
  109331. this.boundingBoxEpsilon = BABYLON.Epsilon;
  109332. }
  109333. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  109334. var _this = this;
  109335. this.initDecimatedMesh();
  109336. //iterating through the submeshes array, one after the other.
  109337. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  109338. _this.initWithMesh(loop.index, function () {
  109339. _this.runDecimation(settings, loop.index, function () {
  109340. loop.executeNext();
  109341. });
  109342. }, settings.optimizeMesh);
  109343. }, function () {
  109344. setTimeout(function () {
  109345. successCallback(_this._reconstructedMesh);
  109346. }, 0);
  109347. });
  109348. };
  109349. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  109350. var _this = this;
  109351. var targetCount = ~~(this.triangles.length * settings.quality);
  109352. var deletedTriangles = 0;
  109353. var triangleCount = this.triangles.length;
  109354. var iterationFunction = function (iteration, callback) {
  109355. setTimeout(function () {
  109356. if (iteration % 5 === 0) {
  109357. _this.updateMesh(iteration === 0);
  109358. }
  109359. for (var i = 0; i < _this.triangles.length; ++i) {
  109360. _this.triangles[i].isDirty = false;
  109361. }
  109362. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  109363. var trianglesIterator = function (i) {
  109364. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  109365. var t = _this.triangles[tIdx];
  109366. if (!t) {
  109367. return;
  109368. }
  109369. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  109370. return;
  109371. }
  109372. for (var j = 0; j < 3; ++j) {
  109373. if (t.error[j] < threshold) {
  109374. var deleted0 = [];
  109375. var deleted1 = [];
  109376. var v0 = t.vertices[j];
  109377. var v1 = t.vertices[(j + 1) % 3];
  109378. if (v0.isBorder || v1.isBorder) {
  109379. continue;
  109380. }
  109381. var p = BABYLON.Vector3.Zero();
  109382. var n = BABYLON.Vector3.Zero();
  109383. var uv = BABYLON.Vector2.Zero();
  109384. var color = new BABYLON.Color4(0, 0, 0, 1);
  109385. _this.calculateError(v0, v1, p, n, uv, color);
  109386. var delTr = new Array();
  109387. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  109388. continue;
  109389. }
  109390. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  109391. continue;
  109392. }
  109393. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  109394. continue;
  109395. }
  109396. var uniqueArray = new Array();
  109397. delTr.forEach(function (deletedT) {
  109398. if (uniqueArray.indexOf(deletedT) === -1) {
  109399. deletedT.deletePending = true;
  109400. uniqueArray.push(deletedT);
  109401. }
  109402. });
  109403. if (uniqueArray.length % 2 !== 0) {
  109404. continue;
  109405. }
  109406. v0.q = v1.q.add(v0.q);
  109407. v0.updatePosition(p);
  109408. var tStart = _this.references.length;
  109409. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  109410. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  109411. var tCount = _this.references.length - tStart;
  109412. if (tCount <= v0.triangleCount) {
  109413. if (tCount) {
  109414. for (var c = 0; c < tCount; c++) {
  109415. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  109416. }
  109417. }
  109418. }
  109419. else {
  109420. v0.triangleStart = tStart;
  109421. }
  109422. v0.triangleCount = tCount;
  109423. break;
  109424. }
  109425. }
  109426. };
  109427. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  109428. }, 0);
  109429. };
  109430. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  109431. if (triangleCount - deletedTriangles <= targetCount) {
  109432. loop.breakLoop();
  109433. }
  109434. else {
  109435. iterationFunction(loop.index, function () {
  109436. loop.executeNext();
  109437. });
  109438. }
  109439. }, function () {
  109440. setTimeout(function () {
  109441. //reconstruct this part of the mesh
  109442. _this.reconstructMesh(submeshIndex);
  109443. successCallback();
  109444. }, 0);
  109445. });
  109446. };
  109447. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  109448. var _this = this;
  109449. this.vertices = [];
  109450. this.triangles = [];
  109451. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  109452. var indices = this._mesh.getIndices();
  109453. var submesh = this._mesh.subMeshes[submeshIndex];
  109454. var findInVertices = function (positionToSearch) {
  109455. if (optimizeMesh) {
  109456. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  109457. if (_this.vertices[ii].position.equals(positionToSearch)) {
  109458. return _this.vertices[ii];
  109459. }
  109460. }
  109461. }
  109462. return null;
  109463. };
  109464. var vertexReferences = [];
  109465. var vertexInit = function (i) {
  109466. if (!positionData) {
  109467. return;
  109468. }
  109469. var offset = i + submesh.verticesStart;
  109470. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  109471. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  109472. vertex.originalOffsets.push(offset);
  109473. if (vertex.id === _this.vertices.length) {
  109474. _this.vertices.push(vertex);
  109475. }
  109476. vertexReferences.push(vertex.id);
  109477. };
  109478. //var totalVertices = mesh.getTotalVertices();
  109479. var totalVertices = submesh.verticesCount;
  109480. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  109481. var indicesInit = function (i) {
  109482. if (!indices) {
  109483. return;
  109484. }
  109485. var offset = (submesh.indexStart / 3) + i;
  109486. var pos = (offset * 3);
  109487. var i0 = indices[pos + 0];
  109488. var i1 = indices[pos + 1];
  109489. var i2 = indices[pos + 2];
  109490. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  109491. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  109492. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  109493. var triangle = new DecimationTriangle([v0, v1, v2]);
  109494. triangle.originalOffset = pos;
  109495. _this.triangles.push(triangle);
  109496. };
  109497. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  109498. _this.init(callback);
  109499. });
  109500. });
  109501. };
  109502. QuadraticErrorSimplification.prototype.init = function (callback) {
  109503. var _this = this;
  109504. var triangleInit1 = function (i) {
  109505. var t = _this.triangles[i];
  109506. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  109507. for (var j = 0; j < 3; j++) {
  109508. 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))));
  109509. }
  109510. };
  109511. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  109512. var triangleInit2 = function (i) {
  109513. var t = _this.triangles[i];
  109514. for (var j = 0; j < 3; ++j) {
  109515. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  109516. }
  109517. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  109518. };
  109519. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  109520. callback();
  109521. });
  109522. });
  109523. };
  109524. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  109525. var newTriangles = [];
  109526. var i;
  109527. for (i = 0; i < this.vertices.length; ++i) {
  109528. this.vertices[i].triangleCount = 0;
  109529. }
  109530. var t;
  109531. var j;
  109532. for (i = 0; i < this.triangles.length; ++i) {
  109533. if (!this.triangles[i].deleted) {
  109534. t = this.triangles[i];
  109535. for (j = 0; j < 3; ++j) {
  109536. t.vertices[j].triangleCount = 1;
  109537. }
  109538. newTriangles.push(t);
  109539. }
  109540. }
  109541. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  109542. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  109543. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  109544. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  109545. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  109546. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  109547. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  109548. var vertexCount = 0;
  109549. for (i = 0; i < this.vertices.length; ++i) {
  109550. var vertex = this.vertices[i];
  109551. vertex.id = vertexCount;
  109552. if (vertex.triangleCount) {
  109553. vertex.originalOffsets.forEach(function (originalOffset) {
  109554. if (!normalData) {
  109555. return;
  109556. }
  109557. newPositionData.push(vertex.position.x);
  109558. newPositionData.push(vertex.position.y);
  109559. newPositionData.push(vertex.position.z);
  109560. newNormalData.push(normalData[originalOffset * 3]);
  109561. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  109562. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  109563. if (uvs && uvs.length) {
  109564. newUVsData.push(uvs[(originalOffset * 2)]);
  109565. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  109566. }
  109567. else if (colorsData && colorsData.length) {
  109568. newColorsData.push(colorsData[(originalOffset * 4)]);
  109569. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  109570. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  109571. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  109572. }
  109573. ++vertexCount;
  109574. });
  109575. }
  109576. }
  109577. var startingIndex = this._reconstructedMesh.getTotalIndices();
  109578. var startingVertex = this._reconstructedMesh.getTotalVertices();
  109579. var submeshesArray = this._reconstructedMesh.subMeshes;
  109580. this._reconstructedMesh.subMeshes = [];
  109581. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  109582. var originalIndices = this._mesh.getIndices();
  109583. for (i = 0; i < newTriangles.length; ++i) {
  109584. t = newTriangles[i]; //now get the new referencing point for each vertex
  109585. [0, 1, 2].forEach(function (idx) {
  109586. var id = originalIndices[t.originalOffset + idx];
  109587. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  109588. if (offset < 0) {
  109589. offset = 0;
  109590. }
  109591. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  109592. });
  109593. }
  109594. //overwriting the old vertex buffers and indices.
  109595. this._reconstructedMesh.setIndices(newIndicesArray);
  109596. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  109597. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  109598. if (newUVsData.length > 0) {
  109599. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  109600. }
  109601. if (newColorsData.length > 0) {
  109602. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  109603. }
  109604. //create submesh
  109605. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  109606. if (submeshIndex > 0) {
  109607. this._reconstructedMesh.subMeshes = [];
  109608. submeshesArray.forEach(function (submesh) {
  109609. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  109610. });
  109611. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  109612. }
  109613. };
  109614. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  109615. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  109616. this._reconstructedMesh.material = this._mesh.material;
  109617. this._reconstructedMesh.parent = this._mesh.parent;
  109618. this._reconstructedMesh.isVisible = false;
  109619. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  109620. };
  109621. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  109622. for (var i = 0; i < vertex1.triangleCount; ++i) {
  109623. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  109624. if (t.deleted) {
  109625. continue;
  109626. }
  109627. var s = this.references[vertex1.triangleStart + i].vertexId;
  109628. var v1 = t.vertices[(s + 1) % 3];
  109629. var v2 = t.vertices[(s + 2) % 3];
  109630. if ((v1 === vertex2 || v2 === vertex2)) {
  109631. deletedArray[i] = true;
  109632. delTr.push(t);
  109633. continue;
  109634. }
  109635. var d1 = v1.position.subtract(point);
  109636. d1 = d1.normalize();
  109637. var d2 = v2.position.subtract(point);
  109638. d2 = d2.normalize();
  109639. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  109640. return true;
  109641. }
  109642. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  109643. deletedArray[i] = false;
  109644. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  109645. return true;
  109646. }
  109647. }
  109648. return false;
  109649. };
  109650. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  109651. var newDeleted = deletedTriangles;
  109652. for (var i = 0; i < vertex.triangleCount; ++i) {
  109653. var ref = this.references[vertex.triangleStart + i];
  109654. var t = this.triangles[ref.triangleId];
  109655. if (t.deleted) {
  109656. continue;
  109657. }
  109658. if (deletedArray[i] && t.deletePending) {
  109659. t.deleted = true;
  109660. newDeleted++;
  109661. continue;
  109662. }
  109663. t.vertices[ref.vertexId] = origVertex;
  109664. t.isDirty = true;
  109665. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  109666. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  109667. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  109668. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  109669. this.references.push(ref);
  109670. }
  109671. return newDeleted;
  109672. };
  109673. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  109674. for (var i = 0; i < this.vertices.length; ++i) {
  109675. var vCount = [];
  109676. var vId = [];
  109677. var v = this.vertices[i];
  109678. var j;
  109679. for (j = 0; j < v.triangleCount; ++j) {
  109680. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  109681. for (var ii = 0; ii < 3; ii++) {
  109682. var ofs = 0;
  109683. var vv = triangle.vertices[ii];
  109684. while (ofs < vCount.length) {
  109685. if (vId[ofs] === vv.id) {
  109686. break;
  109687. }
  109688. ++ofs;
  109689. }
  109690. if (ofs === vCount.length) {
  109691. vCount.push(1);
  109692. vId.push(vv.id);
  109693. }
  109694. else {
  109695. vCount[ofs]++;
  109696. }
  109697. }
  109698. }
  109699. for (j = 0; j < vCount.length; ++j) {
  109700. if (vCount[j] === 1) {
  109701. this.vertices[vId[j]].isBorder = true;
  109702. }
  109703. else {
  109704. this.vertices[vId[j]].isBorder = false;
  109705. }
  109706. }
  109707. }
  109708. };
  109709. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  109710. if (identifyBorders === void 0) { identifyBorders = false; }
  109711. var i;
  109712. if (!identifyBorders) {
  109713. var newTrianglesVector = [];
  109714. for (i = 0; i < this.triangles.length; ++i) {
  109715. if (!this.triangles[i].deleted) {
  109716. newTrianglesVector.push(this.triangles[i]);
  109717. }
  109718. }
  109719. this.triangles = newTrianglesVector;
  109720. }
  109721. for (i = 0; i < this.vertices.length; ++i) {
  109722. this.vertices[i].triangleCount = 0;
  109723. this.vertices[i].triangleStart = 0;
  109724. }
  109725. var t;
  109726. var j;
  109727. var v;
  109728. for (i = 0; i < this.triangles.length; ++i) {
  109729. t = this.triangles[i];
  109730. for (j = 0; j < 3; ++j) {
  109731. v = t.vertices[j];
  109732. v.triangleCount++;
  109733. }
  109734. }
  109735. var tStart = 0;
  109736. for (i = 0; i < this.vertices.length; ++i) {
  109737. this.vertices[i].triangleStart = tStart;
  109738. tStart += this.vertices[i].triangleCount;
  109739. this.vertices[i].triangleCount = 0;
  109740. }
  109741. var newReferences = new Array(this.triangles.length * 3);
  109742. for (i = 0; i < this.triangles.length; ++i) {
  109743. t = this.triangles[i];
  109744. for (j = 0; j < 3; ++j) {
  109745. v = t.vertices[j];
  109746. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  109747. v.triangleCount++;
  109748. }
  109749. }
  109750. this.references = newReferences;
  109751. if (identifyBorders) {
  109752. this.identifyBorder();
  109753. }
  109754. };
  109755. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  109756. var x = point.x;
  109757. var y = point.y;
  109758. var z = point.z;
  109759. 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
  109760. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  109761. };
  109762. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  109763. var q = vertex1.q.add(vertex2.q);
  109764. var border = vertex1.isBorder && vertex2.isBorder;
  109765. var error = 0;
  109766. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  109767. if (qDet !== 0 && !border) {
  109768. if (!pointResult) {
  109769. pointResult = BABYLON.Vector3.Zero();
  109770. }
  109771. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  109772. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  109773. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  109774. error = this.vertexError(q, pointResult);
  109775. }
  109776. else {
  109777. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  109778. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  109779. var error1 = this.vertexError(q, vertex1.position);
  109780. var error2 = this.vertexError(q, vertex2.position);
  109781. var error3 = this.vertexError(q, p3);
  109782. error = Math.min(error1, error2, error3);
  109783. if (error === error1) {
  109784. if (pointResult) {
  109785. pointResult.copyFrom(vertex1.position);
  109786. }
  109787. }
  109788. else if (error === error2) {
  109789. if (pointResult) {
  109790. pointResult.copyFrom(vertex2.position);
  109791. }
  109792. }
  109793. else {
  109794. if (pointResult) {
  109795. pointResult.copyFrom(p3);
  109796. }
  109797. }
  109798. }
  109799. return error;
  109800. };
  109801. return QuadraticErrorSimplification;
  109802. }());
  109803. })(BABYLON || (BABYLON = {}));
  109804. //# sourceMappingURL=babylon.meshSimplification.js.map
  109805. var BABYLON;
  109806. (function (BABYLON) {
  109807. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  109808. get: function () {
  109809. if (!this._simplificationQueue) {
  109810. this._simplificationQueue = new BABYLON.SimplificationQueue();
  109811. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  109812. if (!component) {
  109813. component = new SimplicationQueueSceneComponent(this);
  109814. this._addComponent(component);
  109815. }
  109816. }
  109817. return this._simplificationQueue;
  109818. },
  109819. set: function (value) {
  109820. this._simplificationQueue = value;
  109821. },
  109822. enumerable: true,
  109823. configurable: true
  109824. });
  109825. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  109826. if (parallelProcessing === void 0) { parallelProcessing = true; }
  109827. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  109828. this.getScene().simplificationQueue.addTask({
  109829. settings: settings,
  109830. parallelProcessing: parallelProcessing,
  109831. mesh: this,
  109832. simplificationType: simplificationType,
  109833. successCallback: successCallback
  109834. });
  109835. return this;
  109836. };
  109837. /**
  109838. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  109839. * created in a scene
  109840. */
  109841. var SimplicationQueueSceneComponent = /** @class */ (function () {
  109842. /**
  109843. * Creates a new instance of the component for the given scene
  109844. * @param scene Defines the scene to register the component in
  109845. */
  109846. function SimplicationQueueSceneComponent(scene) {
  109847. /**
  109848. * The component name helpfull to identify the component in the list of scene components.
  109849. */
  109850. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  109851. this.scene = scene;
  109852. }
  109853. /**
  109854. * Registers the component in a given scene
  109855. */
  109856. SimplicationQueueSceneComponent.prototype.register = function () {
  109857. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  109858. };
  109859. /**
  109860. * Rebuilds the elements related to this component in case of
  109861. * context lost for instance.
  109862. */
  109863. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  109864. // Nothing to do for this component
  109865. };
  109866. /**
  109867. * Disposes the component and the associated ressources
  109868. */
  109869. SimplicationQueueSceneComponent.prototype.dispose = function () {
  109870. // Nothing to do for this component
  109871. };
  109872. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  109873. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  109874. this.scene._simplificationQueue.executeNext();
  109875. }
  109876. };
  109877. return SimplicationQueueSceneComponent;
  109878. }());
  109879. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  109880. })(BABYLON || (BABYLON = {}));
  109881. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  109882. var BABYLON;
  109883. (function (BABYLON) {
  109884. /**
  109885. * Class used to represent a specific level of detail of a mesh
  109886. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  109887. */
  109888. var MeshLODLevel = /** @class */ (function () {
  109889. /**
  109890. * Creates a new LOD level
  109891. * @param distance defines the distance where this level should star being displayed
  109892. * @param mesh defines the mesh to use to render this level
  109893. */
  109894. function MeshLODLevel(
  109895. /** Defines the distance where this level should star being displayed */
  109896. distance,
  109897. /** Defines the mesh to use to render this level */
  109898. mesh) {
  109899. this.distance = distance;
  109900. this.mesh = mesh;
  109901. }
  109902. return MeshLODLevel;
  109903. }());
  109904. BABYLON.MeshLODLevel = MeshLODLevel;
  109905. })(BABYLON || (BABYLON = {}));
  109906. //# sourceMappingURL=babylon.meshLODLevel.js.map
  109907. var BABYLON;
  109908. (function (BABYLON) {
  109909. /**
  109910. * Defines the root class used to create scene optimization to use with SceneOptimizer
  109911. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109912. */
  109913. var SceneOptimization = /** @class */ (function () {
  109914. /**
  109915. * Creates the SceneOptimization object
  109916. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  109917. * @param desc defines the description associated with the optimization
  109918. */
  109919. function SceneOptimization(
  109920. /**
  109921. * Defines the priority of this optimization (0 by default which means first in the list)
  109922. */
  109923. priority) {
  109924. if (priority === void 0) { priority = 0; }
  109925. this.priority = priority;
  109926. }
  109927. /**
  109928. * Gets a string describing the action executed by the current optimization
  109929. * @returns description string
  109930. */
  109931. SceneOptimization.prototype.getDescription = function () {
  109932. return "";
  109933. };
  109934. /**
  109935. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109936. * @param scene defines the current scene where to apply this optimization
  109937. * @param optimizer defines the current optimizer
  109938. * @returns true if everything that can be done was applied
  109939. */
  109940. SceneOptimization.prototype.apply = function (scene, optimizer) {
  109941. return true;
  109942. };
  109943. return SceneOptimization;
  109944. }());
  109945. BABYLON.SceneOptimization = SceneOptimization;
  109946. /**
  109947. * Defines an optimization used to reduce the size of render target textures
  109948. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109949. */
  109950. var TextureOptimization = /** @class */ (function (_super) {
  109951. __extends(TextureOptimization, _super);
  109952. /**
  109953. * Creates the TextureOptimization object
  109954. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  109955. * @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
  109956. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  109957. */
  109958. function TextureOptimization(
  109959. /**
  109960. * Defines the priority of this optimization (0 by default which means first in the list)
  109961. */
  109962. priority,
  109963. /**
  109964. * 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
  109965. */
  109966. maximumSize,
  109967. /**
  109968. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  109969. */
  109970. step) {
  109971. if (priority === void 0) { priority = 0; }
  109972. if (maximumSize === void 0) { maximumSize = 1024; }
  109973. if (step === void 0) { step = 0.5; }
  109974. var _this = _super.call(this, priority) || this;
  109975. _this.priority = priority;
  109976. _this.maximumSize = maximumSize;
  109977. _this.step = step;
  109978. return _this;
  109979. }
  109980. /**
  109981. * Gets a string describing the action executed by the current optimization
  109982. * @returns description string
  109983. */
  109984. TextureOptimization.prototype.getDescription = function () {
  109985. return "Reducing render target texture size to " + this.maximumSize;
  109986. };
  109987. /**
  109988. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109989. * @param scene defines the current scene where to apply this optimization
  109990. * @param optimizer defines the current optimizer
  109991. * @returns true if everything that can be done was applied
  109992. */
  109993. TextureOptimization.prototype.apply = function (scene, optimizer) {
  109994. var allDone = true;
  109995. for (var index = 0; index < scene.textures.length; index++) {
  109996. var texture = scene.textures[index];
  109997. if (!texture.canRescale || texture.getContext) {
  109998. continue;
  109999. }
  110000. var currentSize = texture.getSize();
  110001. var maxDimension = Math.max(currentSize.width, currentSize.height);
  110002. if (maxDimension > this.maximumSize) {
  110003. texture.scale(this.step);
  110004. allDone = false;
  110005. }
  110006. }
  110007. return allDone;
  110008. };
  110009. return TextureOptimization;
  110010. }(SceneOptimization));
  110011. BABYLON.TextureOptimization = TextureOptimization;
  110012. /**
  110013. * Defines an optimization used to increase or decrease the rendering resolution
  110014. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110015. */
  110016. var HardwareScalingOptimization = /** @class */ (function (_super) {
  110017. __extends(HardwareScalingOptimization, _super);
  110018. /**
  110019. * Creates the HardwareScalingOptimization object
  110020. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110021. * @param maximumScale defines the maximum scale to use (2 by default)
  110022. * @param step defines the step to use between two passes (0.5 by default)
  110023. */
  110024. function HardwareScalingOptimization(
  110025. /**
  110026. * Defines the priority of this optimization (0 by default which means first in the list)
  110027. */
  110028. priority,
  110029. /**
  110030. * Defines the maximum scale to use (2 by default)
  110031. */
  110032. maximumScale,
  110033. /**
  110034. * Defines the step to use between two passes (0.5 by default)
  110035. */
  110036. step) {
  110037. if (priority === void 0) { priority = 0; }
  110038. if (maximumScale === void 0) { maximumScale = 2; }
  110039. if (step === void 0) { step = 0.25; }
  110040. var _this = _super.call(this, priority) || this;
  110041. _this.priority = priority;
  110042. _this.maximumScale = maximumScale;
  110043. _this.step = step;
  110044. _this._currentScale = -1;
  110045. _this._directionOffset = 1;
  110046. return _this;
  110047. }
  110048. /**
  110049. * Gets a string describing the action executed by the current optimization
  110050. * @return description string
  110051. */
  110052. HardwareScalingOptimization.prototype.getDescription = function () {
  110053. return "Setting hardware scaling level to " + this._currentScale;
  110054. };
  110055. /**
  110056. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110057. * @param scene defines the current scene where to apply this optimization
  110058. * @param optimizer defines the current optimizer
  110059. * @returns true if everything that can be done was applied
  110060. */
  110061. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  110062. if (this._currentScale === -1) {
  110063. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  110064. if (this._currentScale > this.maximumScale) {
  110065. this._directionOffset = -1;
  110066. }
  110067. }
  110068. this._currentScale += this._directionOffset * this.step;
  110069. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  110070. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  110071. };
  110072. return HardwareScalingOptimization;
  110073. }(SceneOptimization));
  110074. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  110075. /**
  110076. * Defines an optimization used to remove shadows
  110077. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110078. */
  110079. var ShadowsOptimization = /** @class */ (function (_super) {
  110080. __extends(ShadowsOptimization, _super);
  110081. function ShadowsOptimization() {
  110082. return _super !== null && _super.apply(this, arguments) || this;
  110083. }
  110084. /**
  110085. * Gets a string describing the action executed by the current optimization
  110086. * @return description string
  110087. */
  110088. ShadowsOptimization.prototype.getDescription = function () {
  110089. return "Turning shadows on/off";
  110090. };
  110091. /**
  110092. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110093. * @param scene defines the current scene where to apply this optimization
  110094. * @param optimizer defines the current optimizer
  110095. * @returns true if everything that can be done was applied
  110096. */
  110097. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  110098. scene.shadowsEnabled = optimizer.isInImprovementMode;
  110099. return true;
  110100. };
  110101. return ShadowsOptimization;
  110102. }(SceneOptimization));
  110103. BABYLON.ShadowsOptimization = ShadowsOptimization;
  110104. /**
  110105. * Defines an optimization used to turn post-processes off
  110106. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110107. */
  110108. var PostProcessesOptimization = /** @class */ (function (_super) {
  110109. __extends(PostProcessesOptimization, _super);
  110110. function PostProcessesOptimization() {
  110111. return _super !== null && _super.apply(this, arguments) || this;
  110112. }
  110113. /**
  110114. * Gets a string describing the action executed by the current optimization
  110115. * @return description string
  110116. */
  110117. PostProcessesOptimization.prototype.getDescription = function () {
  110118. return "Turning post-processes on/off";
  110119. };
  110120. /**
  110121. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110122. * @param scene defines the current scene where to apply this optimization
  110123. * @param optimizer defines the current optimizer
  110124. * @returns true if everything that can be done was applied
  110125. */
  110126. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  110127. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  110128. return true;
  110129. };
  110130. return PostProcessesOptimization;
  110131. }(SceneOptimization));
  110132. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  110133. /**
  110134. * Defines an optimization used to turn lens flares off
  110135. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110136. */
  110137. var LensFlaresOptimization = /** @class */ (function (_super) {
  110138. __extends(LensFlaresOptimization, _super);
  110139. function LensFlaresOptimization() {
  110140. return _super !== null && _super.apply(this, arguments) || this;
  110141. }
  110142. /**
  110143. * Gets a string describing the action executed by the current optimization
  110144. * @return description string
  110145. */
  110146. LensFlaresOptimization.prototype.getDescription = function () {
  110147. return "Turning lens flares on/off";
  110148. };
  110149. /**
  110150. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110151. * @param scene defines the current scene where to apply this optimization
  110152. * @param optimizer defines the current optimizer
  110153. * @returns true if everything that can be done was applied
  110154. */
  110155. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  110156. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  110157. return true;
  110158. };
  110159. return LensFlaresOptimization;
  110160. }(SceneOptimization));
  110161. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  110162. /**
  110163. * Defines an optimization based on user defined callback.
  110164. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110165. */
  110166. var CustomOptimization = /** @class */ (function (_super) {
  110167. __extends(CustomOptimization, _super);
  110168. function CustomOptimization() {
  110169. return _super !== null && _super.apply(this, arguments) || this;
  110170. }
  110171. /**
  110172. * Gets a string describing the action executed by the current optimization
  110173. * @returns description string
  110174. */
  110175. CustomOptimization.prototype.getDescription = function () {
  110176. if (this.onGetDescription) {
  110177. return this.onGetDescription();
  110178. }
  110179. return "Running user defined callback";
  110180. };
  110181. /**
  110182. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110183. * @param scene defines the current scene where to apply this optimization
  110184. * @param optimizer defines the current optimizer
  110185. * @returns true if everything that can be done was applied
  110186. */
  110187. CustomOptimization.prototype.apply = function (scene, optimizer) {
  110188. if (this.onApply) {
  110189. return this.onApply(scene, optimizer);
  110190. }
  110191. return true;
  110192. };
  110193. return CustomOptimization;
  110194. }(SceneOptimization));
  110195. BABYLON.CustomOptimization = CustomOptimization;
  110196. /**
  110197. * Defines an optimization used to turn particles off
  110198. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110199. */
  110200. var ParticlesOptimization = /** @class */ (function (_super) {
  110201. __extends(ParticlesOptimization, _super);
  110202. function ParticlesOptimization() {
  110203. return _super !== null && _super.apply(this, arguments) || this;
  110204. }
  110205. /**
  110206. * Gets a string describing the action executed by the current optimization
  110207. * @return description string
  110208. */
  110209. ParticlesOptimization.prototype.getDescription = function () {
  110210. return "Turning particles on/off";
  110211. };
  110212. /**
  110213. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110214. * @param scene defines the current scene where to apply this optimization
  110215. * @param optimizer defines the current optimizer
  110216. * @returns true if everything that can be done was applied
  110217. */
  110218. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  110219. scene.particlesEnabled = optimizer.isInImprovementMode;
  110220. return true;
  110221. };
  110222. return ParticlesOptimization;
  110223. }(SceneOptimization));
  110224. BABYLON.ParticlesOptimization = ParticlesOptimization;
  110225. /**
  110226. * Defines an optimization used to turn render targets off
  110227. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110228. */
  110229. var RenderTargetsOptimization = /** @class */ (function (_super) {
  110230. __extends(RenderTargetsOptimization, _super);
  110231. function RenderTargetsOptimization() {
  110232. return _super !== null && _super.apply(this, arguments) || this;
  110233. }
  110234. /**
  110235. * Gets a string describing the action executed by the current optimization
  110236. * @return description string
  110237. */
  110238. RenderTargetsOptimization.prototype.getDescription = function () {
  110239. return "Turning render targets off";
  110240. };
  110241. /**
  110242. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110243. * @param scene defines the current scene where to apply this optimization
  110244. * @param optimizer defines the current optimizer
  110245. * @returns true if everything that can be done was applied
  110246. */
  110247. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  110248. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  110249. return true;
  110250. };
  110251. return RenderTargetsOptimization;
  110252. }(SceneOptimization));
  110253. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  110254. /**
  110255. * Defines an optimization used to merge meshes with compatible materials
  110256. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110257. */
  110258. var MergeMeshesOptimization = /** @class */ (function (_super) {
  110259. __extends(MergeMeshesOptimization, _super);
  110260. function MergeMeshesOptimization() {
  110261. var _this = _super !== null && _super.apply(this, arguments) || this;
  110262. _this._canBeMerged = function (abstractMesh) {
  110263. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  110264. return false;
  110265. }
  110266. var mesh = abstractMesh;
  110267. if (mesh.isDisposed()) {
  110268. return false;
  110269. }
  110270. if (!mesh.isVisible || !mesh.isEnabled()) {
  110271. return false;
  110272. }
  110273. if (mesh.instances.length > 0) {
  110274. return false;
  110275. }
  110276. if (mesh.skeleton || mesh.hasLODLevels) {
  110277. return false;
  110278. }
  110279. return true;
  110280. };
  110281. return _this;
  110282. }
  110283. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  110284. /**
  110285. * Gets or sets a boolean which defines if optimization octree has to be updated
  110286. */
  110287. get: function () {
  110288. return MergeMeshesOptimization._UpdateSelectionTree;
  110289. },
  110290. /**
  110291. * Gets or sets a boolean which defines if optimization octree has to be updated
  110292. */
  110293. set: function (value) {
  110294. MergeMeshesOptimization._UpdateSelectionTree = value;
  110295. },
  110296. enumerable: true,
  110297. configurable: true
  110298. });
  110299. /**
  110300. * Gets a string describing the action executed by the current optimization
  110301. * @return description string
  110302. */
  110303. MergeMeshesOptimization.prototype.getDescription = function () {
  110304. return "Merging similar meshes together";
  110305. };
  110306. /**
  110307. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110308. * @param scene defines the current scene where to apply this optimization
  110309. * @param optimizer defines the current optimizer
  110310. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  110311. * @returns true if everything that can be done was applied
  110312. */
  110313. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  110314. var globalPool = scene.meshes.slice(0);
  110315. var globalLength = globalPool.length;
  110316. for (var index = 0; index < globalLength; index++) {
  110317. var currentPool = new Array();
  110318. var current = globalPool[index];
  110319. // Checks
  110320. if (!this._canBeMerged(current)) {
  110321. continue;
  110322. }
  110323. currentPool.push(current);
  110324. // Find compatible meshes
  110325. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  110326. var otherMesh = globalPool[subIndex];
  110327. if (!this._canBeMerged(otherMesh)) {
  110328. continue;
  110329. }
  110330. if (otherMesh.material !== current.material) {
  110331. continue;
  110332. }
  110333. if (otherMesh.checkCollisions !== current.checkCollisions) {
  110334. continue;
  110335. }
  110336. currentPool.push(otherMesh);
  110337. globalLength--;
  110338. globalPool.splice(subIndex, 1);
  110339. subIndex--;
  110340. }
  110341. if (currentPool.length < 2) {
  110342. continue;
  110343. }
  110344. // Merge meshes
  110345. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  110346. }
  110347. // Call the octree system optimization if it is defined.
  110348. var sceneAsAny = scene;
  110349. if (sceneAsAny.createOrUpdateSelectionOctree) {
  110350. if (updateSelectionTree != undefined) {
  110351. if (updateSelectionTree) {
  110352. sceneAsAny.createOrUpdateSelectionOctree();
  110353. }
  110354. }
  110355. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  110356. sceneAsAny.createOrUpdateSelectionOctree();
  110357. }
  110358. }
  110359. return true;
  110360. };
  110361. MergeMeshesOptimization._UpdateSelectionTree = false;
  110362. return MergeMeshesOptimization;
  110363. }(SceneOptimization));
  110364. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  110365. /**
  110366. * Defines a list of options used by SceneOptimizer
  110367. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110368. */
  110369. var SceneOptimizerOptions = /** @class */ (function () {
  110370. /**
  110371. * Creates a new list of options used by SceneOptimizer
  110372. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  110373. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  110374. */
  110375. function SceneOptimizerOptions(
  110376. /**
  110377. * Defines the target frame rate to reach (60 by default)
  110378. */
  110379. targetFrameRate,
  110380. /**
  110381. * Defines the interval between two checkes (2000ms by default)
  110382. */
  110383. trackerDuration) {
  110384. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  110385. if (trackerDuration === void 0) { trackerDuration = 2000; }
  110386. this.targetFrameRate = targetFrameRate;
  110387. this.trackerDuration = trackerDuration;
  110388. /**
  110389. * Gets the list of optimizations to apply
  110390. */
  110391. this.optimizations = new Array();
  110392. }
  110393. /**
  110394. * Add a new optimization
  110395. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  110396. * @returns the current SceneOptimizerOptions
  110397. */
  110398. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  110399. this.optimizations.push(optimization);
  110400. return this;
  110401. };
  110402. /**
  110403. * Add a new custom optimization
  110404. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  110405. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  110406. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110407. * @returns the current SceneOptimizerOptions
  110408. */
  110409. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  110410. if (priority === void 0) { priority = 0; }
  110411. var optimization = new CustomOptimization(priority);
  110412. optimization.onApply = onApply;
  110413. optimization.onGetDescription = onGetDescription;
  110414. this.optimizations.push(optimization);
  110415. return this;
  110416. };
  110417. /**
  110418. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  110419. * @param targetFrameRate defines the target frame rate (60 by default)
  110420. * @returns a SceneOptimizerOptions object
  110421. */
  110422. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  110423. var result = new SceneOptimizerOptions(targetFrameRate);
  110424. var priority = 0;
  110425. result.addOptimization(new MergeMeshesOptimization(priority));
  110426. result.addOptimization(new ShadowsOptimization(priority));
  110427. result.addOptimization(new LensFlaresOptimization(priority));
  110428. // Next priority
  110429. priority++;
  110430. result.addOptimization(new PostProcessesOptimization(priority));
  110431. result.addOptimization(new ParticlesOptimization(priority));
  110432. // Next priority
  110433. priority++;
  110434. result.addOptimization(new TextureOptimization(priority, 1024));
  110435. return result;
  110436. };
  110437. /**
  110438. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  110439. * @param targetFrameRate defines the target frame rate (60 by default)
  110440. * @returns a SceneOptimizerOptions object
  110441. */
  110442. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  110443. var result = new SceneOptimizerOptions(targetFrameRate);
  110444. var priority = 0;
  110445. result.addOptimization(new MergeMeshesOptimization(priority));
  110446. result.addOptimization(new ShadowsOptimization(priority));
  110447. result.addOptimization(new LensFlaresOptimization(priority));
  110448. // Next priority
  110449. priority++;
  110450. result.addOptimization(new PostProcessesOptimization(priority));
  110451. result.addOptimization(new ParticlesOptimization(priority));
  110452. // Next priority
  110453. priority++;
  110454. result.addOptimization(new TextureOptimization(priority, 512));
  110455. // Next priority
  110456. priority++;
  110457. result.addOptimization(new RenderTargetsOptimization(priority));
  110458. // Next priority
  110459. priority++;
  110460. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  110461. return result;
  110462. };
  110463. /**
  110464. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  110465. * @param targetFrameRate defines the target frame rate (60 by default)
  110466. * @returns a SceneOptimizerOptions object
  110467. */
  110468. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  110469. var result = new SceneOptimizerOptions(targetFrameRate);
  110470. var priority = 0;
  110471. result.addOptimization(new MergeMeshesOptimization(priority));
  110472. result.addOptimization(new ShadowsOptimization(priority));
  110473. result.addOptimization(new LensFlaresOptimization(priority));
  110474. // Next priority
  110475. priority++;
  110476. result.addOptimization(new PostProcessesOptimization(priority));
  110477. result.addOptimization(new ParticlesOptimization(priority));
  110478. // Next priority
  110479. priority++;
  110480. result.addOptimization(new TextureOptimization(priority, 256));
  110481. // Next priority
  110482. priority++;
  110483. result.addOptimization(new RenderTargetsOptimization(priority));
  110484. // Next priority
  110485. priority++;
  110486. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  110487. return result;
  110488. };
  110489. return SceneOptimizerOptions;
  110490. }());
  110491. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  110492. /**
  110493. * Class used to run optimizations in order to reach a target frame rate
  110494. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110495. */
  110496. var SceneOptimizer = /** @class */ (function () {
  110497. /**
  110498. * Creates a new SceneOptimizer
  110499. * @param scene defines the scene to work on
  110500. * @param options defines the options to use with the SceneOptimizer
  110501. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  110502. * @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)
  110503. */
  110504. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  110505. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  110506. if (improvementMode === void 0) { improvementMode = false; }
  110507. var _this = this;
  110508. this._isRunning = false;
  110509. this._currentPriorityLevel = 0;
  110510. this._targetFrameRate = 60;
  110511. this._trackerDuration = 2000;
  110512. this._currentFrameRate = 0;
  110513. this._improvementMode = false;
  110514. /**
  110515. * Defines an observable called when the optimizer reaches the target frame rate
  110516. */
  110517. this.onSuccessObservable = new BABYLON.Observable();
  110518. /**
  110519. * Defines an observable called when the optimizer enables an optimization
  110520. */
  110521. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  110522. /**
  110523. * Defines an observable called when the optimizer is not able to reach the target frame rate
  110524. */
  110525. this.onFailureObservable = new BABYLON.Observable();
  110526. if (!options) {
  110527. this._options = new SceneOptimizerOptions();
  110528. }
  110529. else {
  110530. this._options = options;
  110531. }
  110532. if (this._options.targetFrameRate) {
  110533. this._targetFrameRate = this._options.targetFrameRate;
  110534. }
  110535. if (this._options.trackerDuration) {
  110536. this._trackerDuration = this._options.trackerDuration;
  110537. }
  110538. if (autoGeneratePriorities) {
  110539. var priority = 0;
  110540. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  110541. var optim = _a[_i];
  110542. optim.priority = priority++;
  110543. }
  110544. }
  110545. this._improvementMode = improvementMode;
  110546. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  110547. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  110548. _this._sceneDisposeObserver = null;
  110549. _this.dispose();
  110550. });
  110551. }
  110552. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  110553. /**
  110554. * Gets a boolean indicating if the optimizer is in improvement mode
  110555. */
  110556. get: function () {
  110557. return this._improvementMode;
  110558. },
  110559. enumerable: true,
  110560. configurable: true
  110561. });
  110562. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  110563. /**
  110564. * Gets the current priority level (0 at start)
  110565. */
  110566. get: function () {
  110567. return this._currentPriorityLevel;
  110568. },
  110569. enumerable: true,
  110570. configurable: true
  110571. });
  110572. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  110573. /**
  110574. * Gets the current frame rate checked by the SceneOptimizer
  110575. */
  110576. get: function () {
  110577. return this._currentFrameRate;
  110578. },
  110579. enumerable: true,
  110580. configurable: true
  110581. });
  110582. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  110583. /**
  110584. * Gets or sets the current target frame rate (60 by default)
  110585. */
  110586. get: function () {
  110587. return this._targetFrameRate;
  110588. },
  110589. /**
  110590. * Gets or sets the current target frame rate (60 by default)
  110591. */
  110592. set: function (value) {
  110593. this._targetFrameRate = value;
  110594. },
  110595. enumerable: true,
  110596. configurable: true
  110597. });
  110598. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  110599. /**
  110600. * Gets or sets the current interval between two checks (every 2000ms by default)
  110601. */
  110602. get: function () {
  110603. return this._trackerDuration;
  110604. },
  110605. /**
  110606. * Gets or sets the current interval between two checks (every 2000ms by default)
  110607. */
  110608. set: function (value) {
  110609. this._trackerDuration = value;
  110610. },
  110611. enumerable: true,
  110612. configurable: true
  110613. });
  110614. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  110615. /**
  110616. * Gets the list of active optimizations
  110617. */
  110618. get: function () {
  110619. return this._options.optimizations;
  110620. },
  110621. enumerable: true,
  110622. configurable: true
  110623. });
  110624. /**
  110625. * Stops the current optimizer
  110626. */
  110627. SceneOptimizer.prototype.stop = function () {
  110628. this._isRunning = false;
  110629. };
  110630. /**
  110631. * Reset the optimizer to initial step (current priority level = 0)
  110632. */
  110633. SceneOptimizer.prototype.reset = function () {
  110634. this._currentPriorityLevel = 0;
  110635. };
  110636. /**
  110637. * Start the optimizer. By default it will try to reach a specific framerate
  110638. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  110639. */
  110640. SceneOptimizer.prototype.start = function () {
  110641. var _this = this;
  110642. if (this._isRunning) {
  110643. return;
  110644. }
  110645. this._isRunning = true;
  110646. // Let's wait for the scene to be ready before running our check
  110647. this._scene.executeWhenReady(function () {
  110648. setTimeout(function () {
  110649. _this._checkCurrentState();
  110650. }, _this._trackerDuration);
  110651. });
  110652. };
  110653. SceneOptimizer.prototype._checkCurrentState = function () {
  110654. var _this = this;
  110655. if (!this._isRunning) {
  110656. return;
  110657. }
  110658. var scene = this._scene;
  110659. var options = this._options;
  110660. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  110661. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  110662. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  110663. this._isRunning = false;
  110664. this.onSuccessObservable.notifyObservers(this);
  110665. return;
  110666. }
  110667. // Apply current level of optimizations
  110668. var allDone = true;
  110669. var noOptimizationApplied = true;
  110670. for (var index = 0; index < options.optimizations.length; index++) {
  110671. var optimization = options.optimizations[index];
  110672. if (optimization.priority === this._currentPriorityLevel) {
  110673. noOptimizationApplied = false;
  110674. allDone = allDone && optimization.apply(scene, this);
  110675. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  110676. }
  110677. }
  110678. // If no optimization was applied, this is a failure :(
  110679. if (noOptimizationApplied) {
  110680. this._isRunning = false;
  110681. this.onFailureObservable.notifyObservers(this);
  110682. return;
  110683. }
  110684. // If all optimizations were done, move to next level
  110685. if (allDone) {
  110686. this._currentPriorityLevel++;
  110687. }
  110688. // Let's the system running for a specific amount of time before checking FPS
  110689. scene.executeWhenReady(function () {
  110690. setTimeout(function () {
  110691. _this._checkCurrentState();
  110692. }, _this._trackerDuration);
  110693. });
  110694. };
  110695. /**
  110696. * Release all resources
  110697. */
  110698. SceneOptimizer.prototype.dispose = function () {
  110699. this.stop();
  110700. this.onSuccessObservable.clear();
  110701. this.onFailureObservable.clear();
  110702. this.onNewOptimizationAppliedObservable.clear();
  110703. if (this._sceneDisposeObserver) {
  110704. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  110705. }
  110706. };
  110707. /**
  110708. * Helper function to create a SceneOptimizer with one single line of code
  110709. * @param scene defines the scene to work on
  110710. * @param options defines the options to use with the SceneOptimizer
  110711. * @param onSuccess defines a callback to call on success
  110712. * @param onFailure defines a callback to call on failure
  110713. * @returns the new SceneOptimizer object
  110714. */
  110715. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  110716. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  110717. if (onSuccess) {
  110718. optimizer.onSuccessObservable.add(function () {
  110719. onSuccess();
  110720. });
  110721. }
  110722. if (onFailure) {
  110723. optimizer.onFailureObservable.add(function () {
  110724. onFailure();
  110725. });
  110726. }
  110727. optimizer.start();
  110728. return optimizer;
  110729. };
  110730. return SceneOptimizer;
  110731. }());
  110732. BABYLON.SceneOptimizer = SceneOptimizer;
  110733. })(BABYLON || (BABYLON = {}));
  110734. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  110735. var BABYLON;
  110736. (function (BABYLON) {
  110737. /**
  110738. * Gets the outline renderer associated with the scene
  110739. * @returns a OutlineRenderer
  110740. */
  110741. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  110742. if (!this._outlineRenderer) {
  110743. this._outlineRenderer = new OutlineRenderer(this);
  110744. }
  110745. return this._outlineRenderer;
  110746. };
  110747. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  110748. get: function () {
  110749. return this._renderOutline;
  110750. },
  110751. set: function (value) {
  110752. if (value) {
  110753. // Lazy Load the component.
  110754. this.getScene().getOutlineRenderer();
  110755. }
  110756. this._renderOutline = value;
  110757. },
  110758. enumerable: true,
  110759. configurable: true
  110760. });
  110761. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  110762. get: function () {
  110763. return this._renderOverlay;
  110764. },
  110765. set: function (value) {
  110766. if (value) {
  110767. // Lazy Load the component.
  110768. this.getScene().getOutlineRenderer();
  110769. }
  110770. this._renderOverlay = value;
  110771. },
  110772. enumerable: true,
  110773. configurable: true
  110774. });
  110775. /**
  110776. * This class is responsible to draw bothe outline/overlay of meshes.
  110777. * It should not be used directly but through the available method on mesh.
  110778. */
  110779. var OutlineRenderer = /** @class */ (function () {
  110780. /**
  110781. * Instantiates a new outline renderer. (There could be only one per scene).
  110782. * @param scene Defines the scene it belongs to
  110783. */
  110784. function OutlineRenderer(scene) {
  110785. /**
  110786. * The name of the component. Each component must have a unique name.
  110787. */
  110788. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  110789. /**
  110790. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  110791. */
  110792. this.zOffset = 1;
  110793. this.scene = scene;
  110794. this._engine = scene.getEngine();
  110795. this.scene._addComponent(this);
  110796. }
  110797. /**
  110798. * Register the component to one instance of a scene.
  110799. */
  110800. OutlineRenderer.prototype.register = function () {
  110801. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  110802. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  110803. };
  110804. /**
  110805. * Rebuilds the elements related to this component in case of
  110806. * context lost for instance.
  110807. */
  110808. OutlineRenderer.prototype.rebuild = function () {
  110809. // Nothing to do here.
  110810. };
  110811. /**
  110812. * Disposes the component and the associated ressources.
  110813. */
  110814. OutlineRenderer.prototype.dispose = function () {
  110815. // Nothing to do here.
  110816. };
  110817. /**
  110818. * Renders the outline in the canvas.
  110819. * @param subMesh Defines the sumesh to render
  110820. * @param batch Defines the batch of meshes in case of instances
  110821. * @param useOverlay Defines if the rendering is for the overlay or the outline
  110822. */
  110823. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  110824. var _this = this;
  110825. if (useOverlay === void 0) { useOverlay = false; }
  110826. var scene = this.scene;
  110827. var engine = scene.getEngine();
  110828. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  110829. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  110830. return;
  110831. }
  110832. var mesh = subMesh.getRenderingMesh();
  110833. var material = subMesh.getMaterial();
  110834. if (!material || !scene.activeCamera) {
  110835. return;
  110836. }
  110837. engine.enableEffect(this._effect);
  110838. // Logarithmic depth
  110839. if (material.useLogarithmicDepth) {
  110840. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  110841. }
  110842. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  110843. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  110844. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  110845. // Bones
  110846. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  110847. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  110848. }
  110849. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  110850. // Alpha test
  110851. if (material && material.needAlphaTesting()) {
  110852. var alphaTexture = material.getAlphaTestTexture();
  110853. if (alphaTexture) {
  110854. this._effect.setTexture("diffuseSampler", alphaTexture);
  110855. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  110856. }
  110857. }
  110858. engine.setZOffset(-this.zOffset);
  110859. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  110860. engine.setZOffset(0);
  110861. };
  110862. /**
  110863. * Returns whether or not the outline renderer is ready for a given submesh.
  110864. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  110865. * @param subMesh Defines the submesh to check readyness for
  110866. * @param useInstances Defines wheter wee are trying to render instances or not
  110867. * @returns true if ready otherwise false
  110868. */
  110869. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  110870. var defines = [];
  110871. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  110872. var mesh = subMesh.getMesh();
  110873. var material = subMesh.getMaterial();
  110874. if (material) {
  110875. // Alpha test
  110876. if (material.needAlphaTesting()) {
  110877. defines.push("#define ALPHATEST");
  110878. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  110879. attribs.push(BABYLON.VertexBuffer.UVKind);
  110880. defines.push("#define UV1");
  110881. }
  110882. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  110883. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  110884. defines.push("#define UV2");
  110885. }
  110886. }
  110887. //Logarithmic depth
  110888. if (material.useLogarithmicDepth) {
  110889. defines.push("#define LOGARITHMICDEPTH");
  110890. }
  110891. }
  110892. // Bones
  110893. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  110894. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  110895. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  110896. if (mesh.numBoneInfluencers > 4) {
  110897. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  110898. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  110899. }
  110900. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  110901. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  110902. }
  110903. else {
  110904. defines.push("#define NUM_BONE_INFLUENCERS 0");
  110905. }
  110906. // Instances
  110907. if (useInstances) {
  110908. defines.push("#define INSTANCES");
  110909. attribs.push("world0");
  110910. attribs.push("world1");
  110911. attribs.push("world2");
  110912. attribs.push("world3");
  110913. }
  110914. // Get correct effect
  110915. var join = defines.join("\n");
  110916. if (this._cachedDefines !== join) {
  110917. this._cachedDefines = join;
  110918. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  110919. }
  110920. return this._effect.isReady();
  110921. };
  110922. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  110923. // Outline - step 1
  110924. this._savedDepthWrite = this._engine.getDepthWrite();
  110925. if (mesh.renderOutline) {
  110926. this._engine.setDepthWrite(false);
  110927. this.render(subMesh, batch);
  110928. this._engine.setDepthWrite(this._savedDepthWrite);
  110929. }
  110930. };
  110931. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  110932. // Outline - step 2
  110933. if (mesh.renderOutline && this._savedDepthWrite) {
  110934. this._engine.setDepthWrite(true);
  110935. this._engine.setColorWrite(false);
  110936. this.render(subMesh, batch);
  110937. this._engine.setColorWrite(true);
  110938. }
  110939. // Overlay
  110940. if (mesh.renderOverlay) {
  110941. var currentMode = this._engine.getAlphaMode();
  110942. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  110943. this.render(subMesh, batch, true);
  110944. this._engine.setAlphaMode(currentMode);
  110945. }
  110946. };
  110947. return OutlineRenderer;
  110948. }());
  110949. BABYLON.OutlineRenderer = OutlineRenderer;
  110950. })(BABYLON || (BABYLON = {}));
  110951. //# sourceMappingURL=babylon.outlineRenderer.js.map
  110952. var BABYLON;
  110953. (function (BABYLON) {
  110954. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  110955. if (this._edgesRenderer) {
  110956. this._edgesRenderer.dispose();
  110957. this._edgesRenderer = null;
  110958. }
  110959. return this;
  110960. };
  110961. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  110962. if (epsilon === void 0) { epsilon = 0.95; }
  110963. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  110964. this.disableEdgesRendering();
  110965. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  110966. return this;
  110967. };
  110968. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  110969. get: function () {
  110970. return this._edgesRenderer;
  110971. },
  110972. enumerable: true,
  110973. configurable: true
  110974. });
  110975. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  110976. if (epsilon === void 0) { epsilon = 0.95; }
  110977. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  110978. this.disableEdgesRendering();
  110979. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  110980. return this;
  110981. };
  110982. BABYLON.InstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  110983. if (epsilon === void 0) { epsilon = 0.95; }
  110984. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  110985. BABYLON.LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);
  110986. return this;
  110987. };
  110988. /**
  110989. * FaceAdjacencies Helper class to generate edges
  110990. */
  110991. var FaceAdjacencies = /** @class */ (function () {
  110992. function FaceAdjacencies() {
  110993. this.edges = new Array();
  110994. this.edgesConnectedCount = 0;
  110995. }
  110996. return FaceAdjacencies;
  110997. }());
  110998. /**
  110999. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  111000. */
  111001. var EdgesRenderer = /** @class */ (function () {
  111002. /**
  111003. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  111004. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  111005. * @param source Mesh used to create edges
  111006. * @param epsilon sum of angles in adjacency to check for edge
  111007. * @param checkVerticesInsteadOfIndices
  111008. * @param generateEdgesLines - should generate Lines or only prepare resources.
  111009. */
  111010. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  111011. if (epsilon === void 0) { epsilon = 0.95; }
  111012. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111013. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  111014. var _this = this;
  111015. /**
  111016. * Define the size of the edges with an orthographic camera
  111017. */
  111018. this.edgesWidthScalerForOrthographic = 1000.0;
  111019. /**
  111020. * Define the size of the edges with a perspective camera
  111021. */
  111022. this.edgesWidthScalerForPerspective = 50.0;
  111023. this._linesPositions = new Array();
  111024. this._linesNormals = new Array();
  111025. this._linesIndices = new Array();
  111026. this._buffers = {};
  111027. this._checkVerticesInsteadOfIndices = false;
  111028. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  111029. this.isEnabled = true;
  111030. this._source = source;
  111031. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  111032. this._epsilon = epsilon;
  111033. this._prepareRessources();
  111034. if (generateEdgesLines) {
  111035. this._generateEdgesLines();
  111036. }
  111037. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  111038. _this._rebuild();
  111039. });
  111040. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  111041. _this.dispose();
  111042. });
  111043. }
  111044. EdgesRenderer.prototype._prepareRessources = function () {
  111045. if (this._lineShader) {
  111046. return;
  111047. }
  111048. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  111049. attributes: ["position", "normal"],
  111050. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  111051. });
  111052. this._lineShader.disableDepthWrite = true;
  111053. this._lineShader.backFaceCulling = false;
  111054. };
  111055. /** @hidden */
  111056. EdgesRenderer.prototype._rebuild = function () {
  111057. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  111058. if (buffer) {
  111059. buffer._rebuild();
  111060. }
  111061. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  111062. if (buffer) {
  111063. buffer._rebuild();
  111064. }
  111065. var scene = this._source.getScene();
  111066. var engine = scene.getEngine();
  111067. this._ib = engine.createIndexBuffer(this._linesIndices);
  111068. };
  111069. /**
  111070. * Releases the required resources for the edges renderer
  111071. */
  111072. EdgesRenderer.prototype.dispose = function () {
  111073. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  111074. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  111075. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  111076. if (buffer) {
  111077. buffer.dispose();
  111078. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  111079. }
  111080. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  111081. if (buffer) {
  111082. buffer.dispose();
  111083. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  111084. }
  111085. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  111086. this._lineShader.dispose();
  111087. };
  111088. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  111089. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  111090. return 0;
  111091. }
  111092. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  111093. return 1;
  111094. }
  111095. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  111096. return 2;
  111097. }
  111098. return -1;
  111099. };
  111100. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  111101. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  111102. return 0;
  111103. }
  111104. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  111105. return 1;
  111106. }
  111107. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  111108. return 2;
  111109. }
  111110. return -1;
  111111. };
  111112. /**
  111113. * Checks if the pair of p0 and p1 is en edge
  111114. * @param faceIndex
  111115. * @param edge
  111116. * @param faceNormals
  111117. * @param p0
  111118. * @param p1
  111119. * @private
  111120. */
  111121. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  111122. var needToCreateLine;
  111123. if (edge === undefined) {
  111124. needToCreateLine = true;
  111125. }
  111126. else {
  111127. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  111128. needToCreateLine = dotProduct < this._epsilon;
  111129. }
  111130. if (needToCreateLine) {
  111131. this.createLine(p0, p1, this._linesPositions.length / 3);
  111132. }
  111133. };
  111134. /**
  111135. * push line into the position, normal and index buffer
  111136. * @protected
  111137. */
  111138. EdgesRenderer.prototype.createLine = function (p0, p1, offset) {
  111139. // Positions
  111140. 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);
  111141. // Normals
  111142. 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);
  111143. // Indices
  111144. this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);
  111145. };
  111146. /**
  111147. * Generates lines edges from adjacencjes
  111148. * @private
  111149. */
  111150. EdgesRenderer.prototype._generateEdgesLines = function () {
  111151. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  111152. var indices = this._source.getIndices();
  111153. if (!indices || !positions) {
  111154. return;
  111155. }
  111156. // First let's find adjacencies
  111157. var adjacencies = new Array();
  111158. var faceNormals = new Array();
  111159. var index;
  111160. var faceAdjacencies;
  111161. // Prepare faces
  111162. for (index = 0; index < indices.length; index += 3) {
  111163. faceAdjacencies = new FaceAdjacencies();
  111164. var p0Index = indices[index];
  111165. var p1Index = indices[index + 1];
  111166. var p2Index = indices[index + 2];
  111167. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  111168. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  111169. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  111170. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  111171. faceNormal.normalize();
  111172. faceNormals.push(faceNormal);
  111173. adjacencies.push(faceAdjacencies);
  111174. }
  111175. // Scan
  111176. for (index = 0; index < adjacencies.length; index++) {
  111177. faceAdjacencies = adjacencies[index];
  111178. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  111179. var otherFaceAdjacencies = adjacencies[otherIndex];
  111180. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  111181. break;
  111182. }
  111183. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  111184. continue;
  111185. }
  111186. var otherP0 = indices[otherIndex * 3];
  111187. var otherP1 = indices[otherIndex * 3 + 1];
  111188. var otherP2 = indices[otherIndex * 3 + 2];
  111189. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  111190. var otherEdgeIndex = 0;
  111191. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  111192. continue;
  111193. }
  111194. switch (edgeIndex) {
  111195. case 0:
  111196. if (this._checkVerticesInsteadOfIndices) {
  111197. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111198. }
  111199. else {
  111200. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  111201. }
  111202. break;
  111203. case 1:
  111204. if (this._checkVerticesInsteadOfIndices) {
  111205. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111206. }
  111207. else {
  111208. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  111209. }
  111210. break;
  111211. case 2:
  111212. if (this._checkVerticesInsteadOfIndices) {
  111213. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111214. }
  111215. else {
  111216. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  111217. }
  111218. break;
  111219. }
  111220. if (otherEdgeIndex === -1) {
  111221. continue;
  111222. }
  111223. faceAdjacencies.edges[edgeIndex] = otherIndex;
  111224. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  111225. faceAdjacencies.edgesConnectedCount++;
  111226. otherFaceAdjacencies.edgesConnectedCount++;
  111227. if (faceAdjacencies.edgesConnectedCount === 3) {
  111228. break;
  111229. }
  111230. }
  111231. }
  111232. }
  111233. // Create lines
  111234. for (index = 0; index < adjacencies.length; index++) {
  111235. // 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
  111236. var current = adjacencies[index];
  111237. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  111238. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  111239. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  111240. }
  111241. // Merge into a single mesh
  111242. var engine = this._source.getScene().getEngine();
  111243. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  111244. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  111245. this._ib = engine.createIndexBuffer(this._linesIndices);
  111246. this._indicesCount = this._linesIndices.length;
  111247. };
  111248. /**
  111249. * Checks wether or not the edges renderer is ready to render.
  111250. * @return true if ready, otherwise false.
  111251. */
  111252. EdgesRenderer.prototype.isReady = function () {
  111253. return this._lineShader.isReady();
  111254. };
  111255. /**
  111256. * Renders the edges of the attached mesh,
  111257. */
  111258. EdgesRenderer.prototype.render = function () {
  111259. var scene = this._source.getScene();
  111260. if (!this.isReady() || !scene.activeCamera) {
  111261. return;
  111262. }
  111263. var engine = scene.getEngine();
  111264. this._lineShader._preBind();
  111265. if (this._source.edgesColor.a !== 1) {
  111266. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  111267. }
  111268. else {
  111269. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  111270. }
  111271. // VBOs
  111272. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  111273. scene.resetCachedMaterial();
  111274. this._lineShader.setColor4("color", this._source.edgesColor);
  111275. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  111276. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  111277. }
  111278. else {
  111279. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  111280. }
  111281. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  111282. this._lineShader.bind(this._source.getWorldMatrix());
  111283. // Draw order
  111284. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  111285. this._lineShader.unbind();
  111286. };
  111287. return EdgesRenderer;
  111288. }());
  111289. BABYLON.EdgesRenderer = EdgesRenderer;
  111290. })(BABYLON || (BABYLON = {}));
  111291. //# sourceMappingURL=babylon.edgesRenderer.js.map
  111292. var BABYLON;
  111293. (function (BABYLON) {
  111294. /**
  111295. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  111296. */
  111297. var LineEdgesRenderer = /** @class */ (function (_super) {
  111298. __extends(LineEdgesRenderer, _super);
  111299. /**
  111300. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  111301. * @param source LineMesh used to generate edges
  111302. * @param epsilon not important (specified angle for edge detection)
  111303. * @param checkVerticesInsteadOfIndices not important for LineMesh
  111304. */
  111305. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  111306. if (epsilon === void 0) { epsilon = 0.95; }
  111307. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111308. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  111309. _this._generateEdgesLines();
  111310. return _this;
  111311. }
  111312. /**
  111313. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  111314. */
  111315. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  111316. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  111317. var indices = this._source.getIndices();
  111318. if (!indices || !positions) {
  111319. return;
  111320. }
  111321. var p0 = BABYLON.Tmp.Vector3[0];
  111322. var p1 = BABYLON.Tmp.Vector3[1];
  111323. var len = indices.length - 1;
  111324. for (var i = 0, offset = 0; i < len; i += 2, offset += 4) {
  111325. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i], p0);
  111326. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);
  111327. this.createLine(p0, p1, offset);
  111328. }
  111329. // Merge into a single mesh
  111330. var engine = this._source.getScene().getEngine();
  111331. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  111332. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  111333. this._ib = engine.createIndexBuffer(this._linesIndices);
  111334. this._indicesCount = this._linesIndices.length;
  111335. };
  111336. return LineEdgesRenderer;
  111337. }(BABYLON.EdgesRenderer));
  111338. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  111339. })(BABYLON || (BABYLON = {}));
  111340. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  111341. var BABYLON;
  111342. (function (BABYLON) {
  111343. // Adds the parser to the scene parsers.
  111344. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  111345. if (parsedData.effectLayers) {
  111346. if (!container.effectLayers) {
  111347. container.effectLayers = new Array();
  111348. }
  111349. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  111350. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  111351. container.effectLayers.push(effectLayer);
  111352. }
  111353. }
  111354. });
  111355. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  111356. var index = this.effectLayers.indexOf(toRemove);
  111357. if (index !== -1) {
  111358. this.effectLayers.splice(index, 1);
  111359. }
  111360. return index;
  111361. };
  111362. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  111363. this.effectLayers.push(newEffectLayer);
  111364. };
  111365. /**
  111366. * Defines the layer scene component responsible to manage any effect layers
  111367. * in a given scene.
  111368. */
  111369. var EffectLayerSceneComponent = /** @class */ (function () {
  111370. /**
  111371. * Creates a new instance of the component for the given scene
  111372. * @param scene Defines the scene to register the component in
  111373. */
  111374. function EffectLayerSceneComponent(scene) {
  111375. /**
  111376. * The component name helpfull to identify the component in the list of scene components.
  111377. */
  111378. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  111379. this._renderEffects = false;
  111380. this._needStencil = false;
  111381. this._previousStencilState = false;
  111382. this.scene = scene;
  111383. this._engine = scene.getEngine();
  111384. scene.effectLayers = new Array();
  111385. }
  111386. /**
  111387. * Registers the component in a given scene
  111388. */
  111389. EffectLayerSceneComponent.prototype.register = function () {
  111390. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  111391. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  111392. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  111393. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  111394. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  111395. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  111396. };
  111397. /**
  111398. * Rebuilds the elements related to this component in case of
  111399. * context lost for instance.
  111400. */
  111401. EffectLayerSceneComponent.prototype.rebuild = function () {
  111402. var layers = this.scene.effectLayers;
  111403. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  111404. var effectLayer = layers_1[_i];
  111405. effectLayer._rebuild();
  111406. }
  111407. };
  111408. /**
  111409. * Serializes the component data to the specified json object
  111410. * @param serializationObject The object to serialize to
  111411. */
  111412. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  111413. // Effect layers
  111414. serializationObject.effectLayers = [];
  111415. var layers = this.scene.effectLayers;
  111416. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  111417. var effectLayer = layers_2[_i];
  111418. if (effectLayer.serialize) {
  111419. serializationObject.effectLayers.push(effectLayer.serialize());
  111420. }
  111421. }
  111422. };
  111423. /**
  111424. * Adds all the element from the container to the scene
  111425. * @param container the container holding the elements
  111426. */
  111427. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  111428. var _this = this;
  111429. if (!container.effectLayers) {
  111430. return;
  111431. }
  111432. container.effectLayers.forEach(function (o) {
  111433. _this.scene.addEffectLayer(o);
  111434. });
  111435. };
  111436. /**
  111437. * Removes all the elements in the container from the scene
  111438. * @param container contains the elements to remove
  111439. */
  111440. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  111441. var _this = this;
  111442. if (!container.effectLayers) {
  111443. return;
  111444. }
  111445. container.effectLayers.forEach(function (o) {
  111446. _this.scene.removeEffectLayer(o);
  111447. });
  111448. };
  111449. /**
  111450. * Disposes the component and the associated ressources.
  111451. */
  111452. EffectLayerSceneComponent.prototype.dispose = function () {
  111453. var layers = this.scene.effectLayers;
  111454. while (layers.length) {
  111455. layers[0].dispose();
  111456. }
  111457. };
  111458. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  111459. var layers = this.scene.effectLayers;
  111460. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  111461. var layer = layers_3[_i];
  111462. if (!layer.hasMesh(mesh)) {
  111463. continue;
  111464. }
  111465. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  111466. var subMesh = _b[_a];
  111467. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  111468. return false;
  111469. }
  111470. }
  111471. }
  111472. return true;
  111473. };
  111474. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  111475. this._renderEffects = false;
  111476. this._needStencil = false;
  111477. var layers = this.scene.effectLayers;
  111478. if (layers && layers.length > 0) {
  111479. this._previousStencilState = this._engine.getStencilBuffer();
  111480. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  111481. var effectLayer = layers_4[_i];
  111482. if (effectLayer.shouldRender() &&
  111483. (!effectLayer.camera ||
  111484. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  111485. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  111486. this._renderEffects = true;
  111487. this._needStencil = this._needStencil || effectLayer.needStencil();
  111488. var renderTarget = effectLayer._mainTexture;
  111489. if (renderTarget._shouldRender()) {
  111490. this.scene.incrementRenderId();
  111491. renderTarget.render(false, false);
  111492. }
  111493. }
  111494. }
  111495. this.scene.incrementRenderId();
  111496. }
  111497. };
  111498. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  111499. // Activate effect Layer stencil
  111500. if (this._needStencil) {
  111501. this._engine.setStencilBuffer(true);
  111502. }
  111503. };
  111504. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  111505. // Restore effect Layer stencil
  111506. if (this._needStencil) {
  111507. this._engine.setStencilBuffer(this._previousStencilState);
  111508. }
  111509. };
  111510. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  111511. if (this._renderEffects) {
  111512. this._engine.setDepthBuffer(false);
  111513. var layers = this.scene.effectLayers;
  111514. for (var i = 0; i < layers.length; i++) {
  111515. var effectLayer = layers[i];
  111516. if (effectLayer.renderingGroupId === renderingGroupId) {
  111517. if (effectLayer.shouldRender()) {
  111518. effectLayer.render();
  111519. }
  111520. }
  111521. }
  111522. this._engine.setDepthBuffer(true);
  111523. }
  111524. };
  111525. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  111526. if (this._renderEffects) {
  111527. this._draw(-1);
  111528. }
  111529. };
  111530. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  111531. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  111532. this._draw(index);
  111533. }
  111534. };
  111535. return EffectLayerSceneComponent;
  111536. }());
  111537. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  111538. })(BABYLON || (BABYLON = {}));
  111539. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  111540. var __assign = (this && this.__assign) || function () {
  111541. __assign = Object.assign || function(t) {
  111542. for (var s, i = 1, n = arguments.length; i < n; i++) {
  111543. s = arguments[i];
  111544. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  111545. t[p] = s[p];
  111546. }
  111547. return t;
  111548. };
  111549. return __assign.apply(this, arguments);
  111550. };
  111551. var BABYLON;
  111552. (function (BABYLON) {
  111553. /**
  111554. * The effect layer Helps adding post process effect blended with the main pass.
  111555. *
  111556. * This can be for instance use to generate glow or higlight effects on the scene.
  111557. *
  111558. * The effect layer class can not be used directly and is intented to inherited from to be
  111559. * customized per effects.
  111560. */
  111561. var EffectLayer = /** @class */ (function () {
  111562. /**
  111563. * Instantiates a new effect Layer and references it in the scene.
  111564. * @param name The name of the layer
  111565. * @param scene The scene to use the layer in
  111566. */
  111567. function EffectLayer(
  111568. /** The Friendly of the effect in the scene */
  111569. name, scene) {
  111570. this._vertexBuffers = {};
  111571. this._maxSize = 0;
  111572. this._mainTextureDesiredSize = { width: 0, height: 0 };
  111573. this._shouldRender = true;
  111574. this._postProcesses = [];
  111575. this._textures = [];
  111576. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  111577. /**
  111578. * The clear color of the texture used to generate the glow map.
  111579. */
  111580. this.neutralColor = new BABYLON.Color4();
  111581. /**
  111582. * Specifies wether the highlight layer is enabled or not.
  111583. */
  111584. this.isEnabled = true;
  111585. /**
  111586. * An event triggered when the effect layer has been disposed.
  111587. */
  111588. this.onDisposeObservable = new BABYLON.Observable();
  111589. /**
  111590. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  111591. */
  111592. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  111593. /**
  111594. * An event triggered when the generated texture is being merged in the scene.
  111595. */
  111596. this.onBeforeComposeObservable = new BABYLON.Observable();
  111597. /**
  111598. * An event triggered when the generated texture has been merged in the scene.
  111599. */
  111600. this.onAfterComposeObservable = new BABYLON.Observable();
  111601. /**
  111602. * An event triggered when the efffect layer changes its size.
  111603. */
  111604. this.onSizeChangedObservable = new BABYLON.Observable();
  111605. this.name = name;
  111606. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  111607. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  111608. if (!component) {
  111609. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  111610. this._scene._addComponent(component);
  111611. }
  111612. this._engine = this._scene.getEngine();
  111613. this._maxSize = this._engine.getCaps().maxTextureSize;
  111614. this._scene.effectLayers.push(this);
  111615. // Generate Buffers
  111616. this._generateIndexBuffer();
  111617. this._genrateVertexBuffer();
  111618. }
  111619. Object.defineProperty(EffectLayer.prototype, "camera", {
  111620. /**
  111621. * Gets the camera attached to the layer.
  111622. */
  111623. get: function () {
  111624. return this._effectLayerOptions.camera;
  111625. },
  111626. enumerable: true,
  111627. configurable: true
  111628. });
  111629. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  111630. /**
  111631. * Gets the rendering group id the layer should render in.
  111632. */
  111633. get: function () {
  111634. return this._effectLayerOptions.renderingGroupId;
  111635. },
  111636. enumerable: true,
  111637. configurable: true
  111638. });
  111639. /**
  111640. * Initializes the effect layer with the required options.
  111641. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  111642. */
  111643. EffectLayer.prototype._init = function (options) {
  111644. // Adapt options
  111645. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  111646. this._setMainTextureSize();
  111647. this._createMainTexture();
  111648. this._createTextureAndPostProcesses();
  111649. this._mergeEffect = this._createMergeEffect();
  111650. };
  111651. /**
  111652. * Generates the index buffer of the full screen quad blending to the main canvas.
  111653. */
  111654. EffectLayer.prototype._generateIndexBuffer = function () {
  111655. // Indices
  111656. var indices = [];
  111657. indices.push(0);
  111658. indices.push(1);
  111659. indices.push(2);
  111660. indices.push(0);
  111661. indices.push(2);
  111662. indices.push(3);
  111663. this._indexBuffer = this._engine.createIndexBuffer(indices);
  111664. };
  111665. /**
  111666. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  111667. */
  111668. EffectLayer.prototype._genrateVertexBuffer = function () {
  111669. // VBO
  111670. var vertices = [];
  111671. vertices.push(1, 1);
  111672. vertices.push(-1, 1);
  111673. vertices.push(-1, -1);
  111674. vertices.push(1, -1);
  111675. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  111676. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  111677. };
  111678. /**
  111679. * Sets the main texture desired size which is the closest power of two
  111680. * of the engine canvas size.
  111681. */
  111682. EffectLayer.prototype._setMainTextureSize = function () {
  111683. if (this._effectLayerOptions.mainTextureFixedSize) {
  111684. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  111685. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  111686. }
  111687. else {
  111688. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  111689. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  111690. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  111691. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  111692. }
  111693. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  111694. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  111695. };
  111696. /**
  111697. * Creates the main texture for the effect layer.
  111698. */
  111699. EffectLayer.prototype._createMainTexture = function () {
  111700. var _this = this;
  111701. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  111702. width: this._mainTextureDesiredSize.width,
  111703. height: this._mainTextureDesiredSize.height
  111704. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  111705. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  111706. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111707. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111708. this._mainTexture.anisotropicFilteringLevel = 1;
  111709. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  111710. this._mainTexture.renderParticles = false;
  111711. this._mainTexture.renderList = null;
  111712. this._mainTexture.ignoreCameraViewport = true;
  111713. // Custom render function
  111714. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  111715. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  111716. var index;
  111717. var engine = _this._scene.getEngine();
  111718. if (depthOnlySubMeshes.length) {
  111719. engine.setColorWrite(false);
  111720. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  111721. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  111722. }
  111723. engine.setColorWrite(true);
  111724. }
  111725. for (index = 0; index < opaqueSubMeshes.length; index++) {
  111726. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  111727. }
  111728. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  111729. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  111730. }
  111731. for (index = 0; index < transparentSubMeshes.length; index++) {
  111732. _this._renderSubMesh(transparentSubMeshes.data[index]);
  111733. }
  111734. };
  111735. this._mainTexture.onClearObservable.add(function (engine) {
  111736. engine.clear(_this.neutralColor, true, true, true);
  111737. });
  111738. };
  111739. /**
  111740. * Checks for the readiness of the element composing the layer.
  111741. * @param subMesh the mesh to check for
  111742. * @param useInstances specify wether or not to use instances to render the mesh
  111743. * @param emissiveTexture the associated emissive texture used to generate the glow
  111744. * @return true if ready otherwise, false
  111745. */
  111746. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  111747. var material = subMesh.getMaterial();
  111748. if (!material) {
  111749. return false;
  111750. }
  111751. if (!material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {
  111752. return false;
  111753. }
  111754. var defines = [];
  111755. var attribs = [BABYLON.VertexBuffer.PositionKind];
  111756. var mesh = subMesh.getMesh();
  111757. var uv1 = false;
  111758. var uv2 = false;
  111759. // Alpha test
  111760. if (material && material.needAlphaTesting()) {
  111761. var alphaTexture = material.getAlphaTestTexture();
  111762. if (alphaTexture) {
  111763. defines.push("#define ALPHATEST");
  111764. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  111765. alphaTexture.coordinatesIndex === 1) {
  111766. defines.push("#define DIFFUSEUV2");
  111767. uv2 = true;
  111768. }
  111769. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  111770. defines.push("#define DIFFUSEUV1");
  111771. uv1 = true;
  111772. }
  111773. }
  111774. }
  111775. // Emissive
  111776. if (emissiveTexture) {
  111777. defines.push("#define EMISSIVE");
  111778. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  111779. emissiveTexture.coordinatesIndex === 1) {
  111780. defines.push("#define EMISSIVEUV2");
  111781. uv2 = true;
  111782. }
  111783. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  111784. defines.push("#define EMISSIVEUV1");
  111785. uv1 = true;
  111786. }
  111787. }
  111788. if (uv1) {
  111789. attribs.push(BABYLON.VertexBuffer.UVKind);
  111790. defines.push("#define UV1");
  111791. }
  111792. if (uv2) {
  111793. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  111794. defines.push("#define UV2");
  111795. }
  111796. // Bones
  111797. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  111798. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  111799. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  111800. if (mesh.numBoneInfluencers > 4) {
  111801. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  111802. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  111803. }
  111804. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  111805. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  111806. }
  111807. else {
  111808. defines.push("#define NUM_BONE_INFLUENCERS 0");
  111809. }
  111810. // Morph targets
  111811. var manager = mesh.morphTargetManager;
  111812. var morphInfluencers = 0;
  111813. if (manager) {
  111814. if (manager.numInfluencers > 0) {
  111815. defines.push("#define MORPHTARGETS");
  111816. morphInfluencers = manager.numInfluencers;
  111817. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  111818. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  111819. }
  111820. }
  111821. // Instances
  111822. if (useInstances) {
  111823. defines.push("#define INSTANCES");
  111824. attribs.push("world0");
  111825. attribs.push("world1");
  111826. attribs.push("world2");
  111827. attribs.push("world3");
  111828. }
  111829. // Get correct effect
  111830. var join = defines.join("\n");
  111831. if (this._cachedDefines !== join) {
  111832. this._cachedDefines = join;
  111833. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  111834. }
  111835. return this._effectLayerMapGenerationEffect.isReady();
  111836. };
  111837. /**
  111838. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  111839. */
  111840. EffectLayer.prototype.render = function () {
  111841. var currentEffect = this._mergeEffect;
  111842. // Check
  111843. if (!currentEffect.isReady()) {
  111844. return;
  111845. }
  111846. for (var i = 0; i < this._postProcesses.length; i++) {
  111847. if (!this._postProcesses[i].isReady()) {
  111848. return;
  111849. }
  111850. }
  111851. var engine = this._scene.getEngine();
  111852. this.onBeforeComposeObservable.notifyObservers(this);
  111853. // Render
  111854. engine.enableEffect(currentEffect);
  111855. engine.setState(false);
  111856. // VBOs
  111857. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  111858. // Cache
  111859. var previousAlphaMode = engine.getAlphaMode();
  111860. // Go Blend.
  111861. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  111862. // Blends the map on the main canvas.
  111863. this._internalRender(currentEffect);
  111864. // Restore Alpha
  111865. engine.setAlphaMode(previousAlphaMode);
  111866. this.onAfterComposeObservable.notifyObservers(this);
  111867. // Handle size changes.
  111868. var size = this._mainTexture.getSize();
  111869. this._setMainTextureSize();
  111870. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  111871. // Recreate RTT and post processes on size change.
  111872. this.onSizeChangedObservable.notifyObservers(this);
  111873. this._disposeTextureAndPostProcesses();
  111874. this._createMainTexture();
  111875. this._createTextureAndPostProcesses();
  111876. }
  111877. };
  111878. /**
  111879. * Determine if a given mesh will be used in the current effect.
  111880. * @param mesh mesh to test
  111881. * @returns true if the mesh will be used
  111882. */
  111883. EffectLayer.prototype.hasMesh = function (mesh) {
  111884. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  111885. return true;
  111886. }
  111887. return false;
  111888. };
  111889. /**
  111890. * Returns true if the layer contains information to display, otherwise false.
  111891. * @returns true if the glow layer should be rendered
  111892. */
  111893. EffectLayer.prototype.shouldRender = function () {
  111894. return this.isEnabled && this._shouldRender;
  111895. };
  111896. /**
  111897. * Returns true if the mesh should render, otherwise false.
  111898. * @param mesh The mesh to render
  111899. * @returns true if it should render otherwise false
  111900. */
  111901. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  111902. return true;
  111903. };
  111904. /**
  111905. * Returns true if the mesh should render, otherwise false.
  111906. * @param mesh The mesh to render
  111907. * @returns true if it should render otherwise false
  111908. */
  111909. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  111910. return true;
  111911. };
  111912. /**
  111913. * Renders the submesh passed in parameter to the generation map.
  111914. */
  111915. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  111916. var _this = this;
  111917. if (!this.shouldRender()) {
  111918. return;
  111919. }
  111920. var material = subMesh.getMaterial();
  111921. var mesh = subMesh.getRenderingMesh();
  111922. var scene = this._scene;
  111923. var engine = scene.getEngine();
  111924. if (!material) {
  111925. return;
  111926. }
  111927. // Do not block in blend mode.
  111928. if (material.needAlphaBlendingForMesh(mesh)) {
  111929. return;
  111930. }
  111931. // Culling
  111932. engine.setState(material.backFaceCulling);
  111933. // Managing instances
  111934. var batch = mesh._getInstancesRenderList(subMesh._id);
  111935. if (batch.mustReturn) {
  111936. return;
  111937. }
  111938. // Early Exit per mesh
  111939. if (!this._shouldRenderMesh(mesh)) {
  111940. return;
  111941. }
  111942. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  111943. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  111944. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  111945. engine.enableEffect(this._effectLayerMapGenerationEffect);
  111946. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  111947. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  111948. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  111949. // Alpha test
  111950. if (material && material.needAlphaTesting()) {
  111951. var alphaTexture = material.getAlphaTestTexture();
  111952. if (alphaTexture) {
  111953. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  111954. var textureMatrix = alphaTexture.getTextureMatrix();
  111955. if (textureMatrix) {
  111956. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  111957. }
  111958. }
  111959. }
  111960. // Glow emissive only
  111961. if (this._emissiveTextureAndColor.texture) {
  111962. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  111963. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  111964. }
  111965. // Bones
  111966. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  111967. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  111968. }
  111969. // Morph targets
  111970. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  111971. // Draw
  111972. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  111973. }
  111974. else {
  111975. // Need to reset refresh rate of the main map
  111976. this._mainTexture.resetRefreshCounter();
  111977. }
  111978. };
  111979. /**
  111980. * Rebuild the required buffers.
  111981. * @hidden Internal use only.
  111982. */
  111983. EffectLayer.prototype._rebuild = function () {
  111984. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  111985. if (vb) {
  111986. vb._rebuild();
  111987. }
  111988. this._generateIndexBuffer();
  111989. };
  111990. /**
  111991. * Dispose only the render target textures and post process.
  111992. */
  111993. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  111994. this._mainTexture.dispose();
  111995. for (var i = 0; i < this._postProcesses.length; i++) {
  111996. if (this._postProcesses[i]) {
  111997. this._postProcesses[i].dispose();
  111998. }
  111999. }
  112000. this._postProcesses = [];
  112001. for (var i = 0; i < this._textures.length; i++) {
  112002. if (this._textures[i]) {
  112003. this._textures[i].dispose();
  112004. }
  112005. }
  112006. this._textures = [];
  112007. };
  112008. /**
  112009. * Dispose the highlight layer and free resources.
  112010. */
  112011. EffectLayer.prototype.dispose = function () {
  112012. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  112013. if (vertexBuffer) {
  112014. vertexBuffer.dispose();
  112015. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  112016. }
  112017. if (this._indexBuffer) {
  112018. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  112019. this._indexBuffer = null;
  112020. }
  112021. // Clean textures and post processes
  112022. this._disposeTextureAndPostProcesses();
  112023. // Remove from scene
  112024. var index = this._scene.effectLayers.indexOf(this, 0);
  112025. if (index > -1) {
  112026. this._scene.effectLayers.splice(index, 1);
  112027. }
  112028. // Callback
  112029. this.onDisposeObservable.notifyObservers(this);
  112030. this.onDisposeObservable.clear();
  112031. this.onBeforeRenderMainTextureObservable.clear();
  112032. this.onBeforeComposeObservable.clear();
  112033. this.onAfterComposeObservable.clear();
  112034. this.onSizeChangedObservable.clear();
  112035. };
  112036. /**
  112037. * Gets the class name of the effect layer
  112038. * @returns the string with the class name of the effect layer
  112039. */
  112040. EffectLayer.prototype.getClassName = function () {
  112041. return "EffectLayer";
  112042. };
  112043. /**
  112044. * Creates an effect layer from parsed effect layer data
  112045. * @param parsedEffectLayer defines effect layer data
  112046. * @param scene defines the current scene
  112047. * @param rootUrl defines the root URL containing the effect layer information
  112048. * @returns a parsed effect Layer
  112049. */
  112050. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  112051. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  112052. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  112053. };
  112054. __decorate([
  112055. BABYLON.serialize()
  112056. ], EffectLayer.prototype, "name", void 0);
  112057. __decorate([
  112058. BABYLON.serializeAsColor4()
  112059. ], EffectLayer.prototype, "neutralColor", void 0);
  112060. __decorate([
  112061. BABYLON.serialize()
  112062. ], EffectLayer.prototype, "isEnabled", void 0);
  112063. __decorate([
  112064. BABYLON.serializeAsCameraReference()
  112065. ], EffectLayer.prototype, "camera", null);
  112066. __decorate([
  112067. BABYLON.serialize()
  112068. ], EffectLayer.prototype, "renderingGroupId", null);
  112069. return EffectLayer;
  112070. }());
  112071. BABYLON.EffectLayer = EffectLayer;
  112072. })(BABYLON || (BABYLON = {}));
  112073. //# sourceMappingURL=babylon.effectLayer.js.map
  112074. var BABYLON;
  112075. (function (BABYLON) {
  112076. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  112077. for (var index = 0; index < this.effectLayers.length; index++) {
  112078. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  112079. return this.effectLayers[index];
  112080. }
  112081. }
  112082. return null;
  112083. };
  112084. /**
  112085. * Special Glow Blur post process only blurring the alpha channel
  112086. * It enforces keeping the most luminous color in the color channel.
  112087. */
  112088. var GlowBlurPostProcess = /** @class */ (function (_super) {
  112089. __extends(GlowBlurPostProcess, _super);
  112090. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  112091. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  112092. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  112093. _this.direction = direction;
  112094. _this.kernel = kernel;
  112095. _this.onApplyObservable.add(function (effect) {
  112096. effect.setFloat2("screenSize", _this.width, _this.height);
  112097. effect.setVector2("direction", _this.direction);
  112098. effect.setFloat("blurWidth", _this.kernel);
  112099. });
  112100. return _this;
  112101. }
  112102. return GlowBlurPostProcess;
  112103. }(BABYLON.PostProcess));
  112104. /**
  112105. * The highlight layer Helps adding a glow effect around a mesh.
  112106. *
  112107. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112108. * glowy meshes to your scene.
  112109. *
  112110. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  112111. */
  112112. var HighlightLayer = /** @class */ (function (_super) {
  112113. __extends(HighlightLayer, _super);
  112114. /**
  112115. * Instantiates a new highlight Layer and references it to the scene..
  112116. * @param name The name of the layer
  112117. * @param scene The scene to use the layer in
  112118. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  112119. */
  112120. function HighlightLayer(name, scene, options) {
  112121. var _this = _super.call(this, name, scene) || this;
  112122. _this.name = name;
  112123. /**
  112124. * Specifies whether or not the inner glow is ACTIVE in the layer.
  112125. */
  112126. _this.innerGlow = true;
  112127. /**
  112128. * Specifies whether or not the outer glow is ACTIVE in the layer.
  112129. */
  112130. _this.outerGlow = true;
  112131. /**
  112132. * An event triggered when the highlight layer is being blurred.
  112133. */
  112134. _this.onBeforeBlurObservable = new BABYLON.Observable();
  112135. /**
  112136. * An event triggered when the highlight layer has been blurred.
  112137. */
  112138. _this.onAfterBlurObservable = new BABYLON.Observable();
  112139. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  112140. _this._meshes = {};
  112141. _this._excludedMeshes = {};
  112142. _this.neutralColor = HighlightLayer.NeutralColor;
  112143. // Warn on stencil
  112144. if (!_this._engine.isStencilEnable) {
  112145. 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 }");
  112146. }
  112147. // Adapt options
  112148. _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);
  112149. // Initialize the layer
  112150. _this._init({
  112151. alphaBlendingMode: _this._options.alphaBlendingMode,
  112152. camera: _this._options.camera,
  112153. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  112154. mainTextureRatio: _this._options.mainTextureRatio,
  112155. renderingGroupId: _this._options.renderingGroupId
  112156. });
  112157. // Do not render as long as no meshes have been added
  112158. _this._shouldRender = false;
  112159. return _this;
  112160. }
  112161. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  112162. /**
  112163. * Gets the horizontal size of the blur.
  112164. */
  112165. get: function () {
  112166. return this._horizontalBlurPostprocess.kernel;
  112167. },
  112168. /**
  112169. * Specifies the horizontal size of the blur.
  112170. */
  112171. set: function (value) {
  112172. this._horizontalBlurPostprocess.kernel = value;
  112173. },
  112174. enumerable: true,
  112175. configurable: true
  112176. });
  112177. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  112178. /**
  112179. * Gets the vertical size of the blur.
  112180. */
  112181. get: function () {
  112182. return this._verticalBlurPostprocess.kernel;
  112183. },
  112184. /**
  112185. * Specifies the vertical size of the blur.
  112186. */
  112187. set: function (value) {
  112188. this._verticalBlurPostprocess.kernel = value;
  112189. },
  112190. enumerable: true,
  112191. configurable: true
  112192. });
  112193. /**
  112194. * Get the effect name of the layer.
  112195. * @return The effect name
  112196. */
  112197. HighlightLayer.prototype.getEffectName = function () {
  112198. return HighlightLayer.EffectName;
  112199. };
  112200. /**
  112201. * Create the merge effect. This is the shader use to blit the information back
  112202. * to the main canvas at the end of the scene rendering.
  112203. */
  112204. HighlightLayer.prototype._createMergeEffect = function () {
  112205. // Effect
  112206. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  112207. };
  112208. /**
  112209. * Creates the render target textures and post processes used in the highlight layer.
  112210. */
  112211. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  112212. var _this = this;
  112213. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  112214. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  112215. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  112216. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  112217. var textureType = 0;
  112218. if (this._engine.getCaps().textureHalfFloatRender) {
  112219. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  112220. }
  112221. else {
  112222. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  112223. }
  112224. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  112225. width: blurTextureWidth,
  112226. height: blurTextureHeight
  112227. }, this._scene, false, true, textureType);
  112228. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112229. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112230. this._blurTexture.anisotropicFilteringLevel = 16;
  112231. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  112232. this._blurTexture.renderParticles = false;
  112233. this._blurTexture.ignoreCameraViewport = true;
  112234. this._textures = [this._blurTexture];
  112235. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  112236. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112237. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  112238. effect.setTexture("textureSampler", _this._mainTexture);
  112239. });
  112240. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112241. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  112242. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  112243. });
  112244. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112245. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  112246. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  112247. });
  112248. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  112249. }
  112250. else {
  112251. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  112252. width: blurTextureWidth,
  112253. height: blurTextureHeight
  112254. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112255. this._horizontalBlurPostprocess.width = blurTextureWidth;
  112256. this._horizontalBlurPostprocess.height = blurTextureHeight;
  112257. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  112258. effect.setTexture("textureSampler", _this._mainTexture);
  112259. });
  112260. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  112261. width: blurTextureWidth,
  112262. height: blurTextureHeight
  112263. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112264. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  112265. }
  112266. this._mainTexture.onAfterUnbindObservable.add(function () {
  112267. _this.onBeforeBlurObservable.notifyObservers(_this);
  112268. var internalTexture = _this._blurTexture.getInternalTexture();
  112269. if (internalTexture) {
  112270. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  112271. }
  112272. _this.onAfterBlurObservable.notifyObservers(_this);
  112273. });
  112274. // Prevent autoClear.
  112275. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  112276. };
  112277. /**
  112278. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112279. */
  112280. HighlightLayer.prototype.needStencil = function () {
  112281. return true;
  112282. };
  112283. /**
  112284. * Checks for the readiness of the element composing the layer.
  112285. * @param subMesh the mesh to check for
  112286. * @param useInstances specify wether or not to use instances to render the mesh
  112287. * @param emissiveTexture the associated emissive texture used to generate the glow
  112288. * @return true if ready otherwise, false
  112289. */
  112290. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  112291. var material = subMesh.getMaterial();
  112292. var mesh = subMesh.getRenderingMesh();
  112293. if (!material || !mesh || !this._meshes) {
  112294. return false;
  112295. }
  112296. var emissiveTexture = null;
  112297. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  112298. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  112299. emissiveTexture = material.emissiveTexture;
  112300. }
  112301. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  112302. };
  112303. /**
  112304. * Implementation specific of rendering the generating effect on the main canvas.
  112305. * @param effect The effect used to render through
  112306. */
  112307. HighlightLayer.prototype._internalRender = function (effect) {
  112308. // Texture
  112309. effect.setTexture("textureSampler", this._blurTexture);
  112310. // Cache
  112311. var engine = this._engine;
  112312. var previousStencilBuffer = engine.getStencilBuffer();
  112313. var previousStencilFunction = engine.getStencilFunction();
  112314. var previousStencilMask = engine.getStencilMask();
  112315. var previousStencilOperationPass = engine.getStencilOperationPass();
  112316. var previousStencilOperationFail = engine.getStencilOperationFail();
  112317. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  112318. var previousStencilReference = engine.getStencilFunctionReference();
  112319. // Stencil operations
  112320. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  112321. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  112322. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  112323. // Draw order
  112324. engine.setStencilMask(0x00);
  112325. engine.setStencilBuffer(true);
  112326. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  112327. // 2 passes inner outer
  112328. if (this.outerGlow) {
  112329. effect.setFloat("offset", 0);
  112330. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  112331. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112332. }
  112333. if (this.innerGlow) {
  112334. effect.setFloat("offset", 1);
  112335. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  112336. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112337. }
  112338. // Restore Cache
  112339. engine.setStencilFunction(previousStencilFunction);
  112340. engine.setStencilMask(previousStencilMask);
  112341. engine.setStencilBuffer(previousStencilBuffer);
  112342. engine.setStencilOperationPass(previousStencilOperationPass);
  112343. engine.setStencilOperationFail(previousStencilOperationFail);
  112344. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  112345. engine.setStencilFunctionReference(previousStencilReference);
  112346. };
  112347. /**
  112348. * Returns true if the layer contains information to display, otherwise false.
  112349. */
  112350. HighlightLayer.prototype.shouldRender = function () {
  112351. if (_super.prototype.shouldRender.call(this)) {
  112352. return this._meshes ? true : false;
  112353. }
  112354. return false;
  112355. };
  112356. /**
  112357. * Returns true if the mesh should render, otherwise false.
  112358. * @param mesh The mesh to render
  112359. * @returns true if it should render otherwise false
  112360. */
  112361. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  112362. // Excluded Mesh
  112363. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  112364. return false;
  112365. }
  112366. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112367. return false;
  112368. }
  112369. return true;
  112370. };
  112371. /**
  112372. * Sets the required values for both the emissive texture and and the main color.
  112373. */
  112374. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  112375. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  112376. if (highlightLayerMesh) {
  112377. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  112378. }
  112379. else {
  112380. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  112381. }
  112382. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  112383. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  112384. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  112385. }
  112386. else {
  112387. this._emissiveTextureAndColor.texture = null;
  112388. }
  112389. };
  112390. /**
  112391. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  112392. * @param mesh The mesh to exclude from the highlight layer
  112393. */
  112394. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  112395. if (!this._excludedMeshes) {
  112396. return;
  112397. }
  112398. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  112399. if (!meshExcluded) {
  112400. this._excludedMeshes[mesh.uniqueId] = {
  112401. mesh: mesh,
  112402. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  112403. mesh.getEngine().setStencilBuffer(false);
  112404. }),
  112405. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  112406. mesh.getEngine().setStencilBuffer(true);
  112407. }),
  112408. };
  112409. }
  112410. };
  112411. /**
  112412. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  112413. * @param mesh The mesh to highlight
  112414. */
  112415. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  112416. if (!this._excludedMeshes) {
  112417. return;
  112418. }
  112419. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  112420. if (meshExcluded) {
  112421. if (meshExcluded.beforeRender) {
  112422. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  112423. }
  112424. if (meshExcluded.afterRender) {
  112425. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  112426. }
  112427. }
  112428. this._excludedMeshes[mesh.uniqueId] = null;
  112429. };
  112430. /**
  112431. * Determine if a given mesh will be highlighted by the current HighlightLayer
  112432. * @param mesh mesh to test
  112433. * @returns true if the mesh will be highlighted by the current HighlightLayer
  112434. */
  112435. HighlightLayer.prototype.hasMesh = function (mesh) {
  112436. if (!this._meshes) {
  112437. return false;
  112438. }
  112439. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112440. return false;
  112441. }
  112442. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  112443. };
  112444. /**
  112445. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  112446. * @param mesh The mesh to highlight
  112447. * @param color The color of the highlight
  112448. * @param glowEmissiveOnly Extract the glow from the emissive texture
  112449. */
  112450. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  112451. var _this = this;
  112452. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  112453. if (!this._meshes) {
  112454. return;
  112455. }
  112456. var meshHighlight = this._meshes[mesh.uniqueId];
  112457. if (meshHighlight) {
  112458. meshHighlight.color = color;
  112459. }
  112460. else {
  112461. this._meshes[mesh.uniqueId] = {
  112462. mesh: mesh,
  112463. color: color,
  112464. // Lambda required for capture due to Observable this context
  112465. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  112466. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  112467. _this._defaultStencilReference(mesh);
  112468. }
  112469. else {
  112470. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  112471. }
  112472. }),
  112473. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  112474. glowEmissiveOnly: glowEmissiveOnly
  112475. };
  112476. mesh.onDisposeObservable.add(function () {
  112477. _this._disposeMesh(mesh);
  112478. });
  112479. }
  112480. this._shouldRender = true;
  112481. };
  112482. /**
  112483. * Remove a mesh from the highlight layer in order to make it stop glowing.
  112484. * @param mesh The mesh to highlight
  112485. */
  112486. HighlightLayer.prototype.removeMesh = function (mesh) {
  112487. if (!this._meshes) {
  112488. return;
  112489. }
  112490. var meshHighlight = this._meshes[mesh.uniqueId];
  112491. if (meshHighlight) {
  112492. if (meshHighlight.observerHighlight) {
  112493. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  112494. }
  112495. if (meshHighlight.observerDefault) {
  112496. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  112497. }
  112498. delete this._meshes[mesh.uniqueId];
  112499. }
  112500. this._shouldRender = false;
  112501. for (var meshHighlightToCheck in this._meshes) {
  112502. if (this._meshes[meshHighlightToCheck]) {
  112503. this._shouldRender = true;
  112504. break;
  112505. }
  112506. }
  112507. };
  112508. /**
  112509. * Force the stencil to the normal expected value for none glowing parts
  112510. */
  112511. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  112512. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  112513. };
  112514. /**
  112515. * Free any resources and references associated to a mesh.
  112516. * Internal use
  112517. * @param mesh The mesh to free.
  112518. * @hidden
  112519. */
  112520. HighlightLayer.prototype._disposeMesh = function (mesh) {
  112521. this.removeMesh(mesh);
  112522. this.removeExcludedMesh(mesh);
  112523. };
  112524. /**
  112525. * Dispose the highlight layer and free resources.
  112526. */
  112527. HighlightLayer.prototype.dispose = function () {
  112528. if (this._meshes) {
  112529. // Clean mesh references
  112530. for (var id in this._meshes) {
  112531. var meshHighlight = this._meshes[id];
  112532. if (meshHighlight && meshHighlight.mesh) {
  112533. if (meshHighlight.observerHighlight) {
  112534. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  112535. }
  112536. if (meshHighlight.observerDefault) {
  112537. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  112538. }
  112539. }
  112540. }
  112541. this._meshes = null;
  112542. }
  112543. if (this._excludedMeshes) {
  112544. for (var id in this._excludedMeshes) {
  112545. var meshHighlight = this._excludedMeshes[id];
  112546. if (meshHighlight) {
  112547. if (meshHighlight.beforeRender) {
  112548. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  112549. }
  112550. if (meshHighlight.afterRender) {
  112551. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  112552. }
  112553. }
  112554. }
  112555. this._excludedMeshes = null;
  112556. }
  112557. _super.prototype.dispose.call(this);
  112558. };
  112559. /**
  112560. * Gets the class name of the effect layer
  112561. * @returns the string with the class name of the effect layer
  112562. */
  112563. HighlightLayer.prototype.getClassName = function () {
  112564. return "HighlightLayer";
  112565. };
  112566. /**
  112567. * Serializes this Highlight layer
  112568. * @returns a serialized Highlight layer object
  112569. */
  112570. HighlightLayer.prototype.serialize = function () {
  112571. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  112572. serializationObject.customType = "BABYLON.HighlightLayer";
  112573. // Highlighted meshes
  112574. serializationObject.meshes = [];
  112575. if (this._meshes) {
  112576. for (var m in this._meshes) {
  112577. var mesh = this._meshes[m];
  112578. if (mesh) {
  112579. serializationObject.meshes.push({
  112580. glowEmissiveOnly: mesh.glowEmissiveOnly,
  112581. color: mesh.color.asArray(),
  112582. meshId: mesh.mesh.id
  112583. });
  112584. }
  112585. }
  112586. }
  112587. // Excluded meshes
  112588. serializationObject.excludedMeshes = [];
  112589. if (this._excludedMeshes) {
  112590. for (var e in this._excludedMeshes) {
  112591. var excludedMesh = this._excludedMeshes[e];
  112592. if (excludedMesh) {
  112593. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  112594. }
  112595. }
  112596. }
  112597. return serializationObject;
  112598. };
  112599. /**
  112600. * Creates a Highlight layer from parsed Highlight layer data
  112601. * @param parsedHightlightLayer defines the Highlight layer data
  112602. * @param scene defines the current scene
  112603. * @param rootUrl defines the root URL containing the Highlight layer information
  112604. * @returns a parsed Highlight layer
  112605. */
  112606. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  112607. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  112608. var index;
  112609. // Excluded meshes
  112610. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  112611. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  112612. if (mesh) {
  112613. hl.addExcludedMesh(mesh);
  112614. }
  112615. }
  112616. // Included meshes
  112617. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  112618. var highlightedMesh = parsedHightlightLayer.meshes[index];
  112619. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  112620. if (mesh) {
  112621. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  112622. }
  112623. }
  112624. return hl;
  112625. };
  112626. /**
  112627. * Effect Name of the highlight layer.
  112628. */
  112629. HighlightLayer.EffectName = "HighlightLayer";
  112630. /**
  112631. * The neutral color used during the preparation of the glow effect.
  112632. * This is black by default as the blend operation is a blend operation.
  112633. */
  112634. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  112635. /**
  112636. * Stencil value used for glowing meshes.
  112637. */
  112638. HighlightLayer.GlowingMeshStencilReference = 0x02;
  112639. /**
  112640. * Stencil value used for the other meshes in the scene.
  112641. */
  112642. HighlightLayer.NormalMeshStencilReference = 0x01;
  112643. __decorate([
  112644. BABYLON.serialize()
  112645. ], HighlightLayer.prototype, "innerGlow", void 0);
  112646. __decorate([
  112647. BABYLON.serialize()
  112648. ], HighlightLayer.prototype, "outerGlow", void 0);
  112649. __decorate([
  112650. BABYLON.serialize()
  112651. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  112652. __decorate([
  112653. BABYLON.serialize()
  112654. ], HighlightLayer.prototype, "blurVerticalSize", null);
  112655. __decorate([
  112656. BABYLON.serialize("options")
  112657. ], HighlightLayer.prototype, "_options", void 0);
  112658. return HighlightLayer;
  112659. }(BABYLON.EffectLayer));
  112660. BABYLON.HighlightLayer = HighlightLayer;
  112661. })(BABYLON || (BABYLON = {}));
  112662. //# sourceMappingURL=babylon.highlightLayer.js.map
  112663. var BABYLON;
  112664. (function (BABYLON) {
  112665. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  112666. for (var index = 0; index < this.effectLayers.length; index++) {
  112667. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  112668. return this.effectLayers[index];
  112669. }
  112670. }
  112671. return null;
  112672. };
  112673. /**
  112674. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  112675. *
  112676. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112677. * glowy meshes to your scene.
  112678. *
  112679. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  112680. */
  112681. var GlowLayer = /** @class */ (function (_super) {
  112682. __extends(GlowLayer, _super);
  112683. /**
  112684. * Instantiates a new glow Layer and references it to the scene.
  112685. * @param name The name of the layer
  112686. * @param scene The scene to use the layer in
  112687. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  112688. */
  112689. function GlowLayer(name, scene, options) {
  112690. var _this = _super.call(this, name, scene) || this;
  112691. _this._intensity = 1.0;
  112692. _this._includedOnlyMeshes = [];
  112693. _this._excludedMeshes = [];
  112694. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  112695. // Adapt options
  112696. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  112697. // Initialize the layer
  112698. _this._init({
  112699. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  112700. camera: _this._options.camera,
  112701. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  112702. mainTextureRatio: _this._options.mainTextureRatio,
  112703. renderingGroupId: _this._options.renderingGroupId
  112704. });
  112705. return _this;
  112706. }
  112707. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  112708. /**
  112709. * Gets the kernel size of the blur.
  112710. */
  112711. get: function () {
  112712. return this._horizontalBlurPostprocess1.kernel;
  112713. },
  112714. /**
  112715. * Sets the kernel size of the blur.
  112716. */
  112717. set: function (value) {
  112718. this._horizontalBlurPostprocess1.kernel = value;
  112719. this._verticalBlurPostprocess1.kernel = value;
  112720. this._horizontalBlurPostprocess2.kernel = value;
  112721. this._verticalBlurPostprocess2.kernel = value;
  112722. },
  112723. enumerable: true,
  112724. configurable: true
  112725. });
  112726. Object.defineProperty(GlowLayer.prototype, "intensity", {
  112727. /**
  112728. * Gets the glow intensity.
  112729. */
  112730. get: function () {
  112731. return this._intensity;
  112732. },
  112733. /**
  112734. * Sets the glow intensity.
  112735. */
  112736. set: function (value) {
  112737. this._intensity = value;
  112738. },
  112739. enumerable: true,
  112740. configurable: true
  112741. });
  112742. /**
  112743. * Get the effect name of the layer.
  112744. * @return The effect name
  112745. */
  112746. GlowLayer.prototype.getEffectName = function () {
  112747. return GlowLayer.EffectName;
  112748. };
  112749. /**
  112750. * Create the merge effect. This is the shader use to blit the information back
  112751. * to the main canvas at the end of the scene rendering.
  112752. */
  112753. GlowLayer.prototype._createMergeEffect = function () {
  112754. // Effect
  112755. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  112756. };
  112757. /**
  112758. * Creates the render target textures and post processes used in the glow layer.
  112759. */
  112760. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  112761. var _this = this;
  112762. var blurTextureWidth = this._mainTextureDesiredSize.width;
  112763. var blurTextureHeight = this._mainTextureDesiredSize.height;
  112764. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  112765. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  112766. var textureType = 0;
  112767. if (this._engine.getCaps().textureHalfFloatRender) {
  112768. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  112769. }
  112770. else {
  112771. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  112772. }
  112773. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  112774. width: blurTextureWidth,
  112775. height: blurTextureHeight
  112776. }, this._scene, false, true, textureType);
  112777. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112778. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112779. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  112780. this._blurTexture1.renderParticles = false;
  112781. this._blurTexture1.ignoreCameraViewport = true;
  112782. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  112783. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  112784. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  112785. width: blurTextureWidth2,
  112786. height: blurTextureHeight2
  112787. }, this._scene, false, true, textureType);
  112788. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112789. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112790. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  112791. this._blurTexture2.renderParticles = false;
  112792. this._blurTexture2.ignoreCameraViewport = true;
  112793. this._textures = [this._blurTexture1, this._blurTexture2];
  112794. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  112795. width: blurTextureWidth,
  112796. height: blurTextureHeight
  112797. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112798. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  112799. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  112800. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  112801. effect.setTexture("textureSampler", _this._mainTexture);
  112802. });
  112803. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  112804. width: blurTextureWidth,
  112805. height: blurTextureHeight
  112806. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112807. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  112808. width: blurTextureWidth2,
  112809. height: blurTextureHeight2
  112810. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112811. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  112812. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  112813. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  112814. effect.setTexture("textureSampler", _this._blurTexture1);
  112815. });
  112816. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  112817. width: blurTextureWidth2,
  112818. height: blurTextureHeight2
  112819. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112820. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  112821. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  112822. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  112823. this._mainTexture.samples = this._options.mainTextureSamples;
  112824. this._mainTexture.onAfterUnbindObservable.add(function () {
  112825. var internalTexture = _this._blurTexture1.getInternalTexture();
  112826. if (internalTexture) {
  112827. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  112828. internalTexture = _this._blurTexture2.getInternalTexture();
  112829. if (internalTexture) {
  112830. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  112831. }
  112832. }
  112833. });
  112834. // Prevent autoClear.
  112835. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  112836. };
  112837. /**
  112838. * Checks for the readiness of the element composing the layer.
  112839. * @param subMesh the mesh to check for
  112840. * @param useInstances specify wether or not to use instances to render the mesh
  112841. * @param emissiveTexture the associated emissive texture used to generate the glow
  112842. * @return true if ready otherwise, false
  112843. */
  112844. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  112845. var material = subMesh.getMaterial();
  112846. var mesh = subMesh.getRenderingMesh();
  112847. if (!material || !mesh) {
  112848. return false;
  112849. }
  112850. var emissiveTexture = material.emissiveTexture;
  112851. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  112852. };
  112853. /**
  112854. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112855. */
  112856. GlowLayer.prototype.needStencil = function () {
  112857. return false;
  112858. };
  112859. /**
  112860. * Implementation specific of rendering the generating effect on the main canvas.
  112861. * @param effect The effect used to render through
  112862. */
  112863. GlowLayer.prototype._internalRender = function (effect) {
  112864. // Texture
  112865. effect.setTexture("textureSampler", this._blurTexture1);
  112866. effect.setTexture("textureSampler2", this._blurTexture2);
  112867. effect.setFloat("offset", this._intensity);
  112868. // Cache
  112869. var engine = this._engine;
  112870. var previousStencilBuffer = engine.getStencilBuffer();
  112871. // Draw order
  112872. engine.setStencilBuffer(false);
  112873. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112874. // Draw order
  112875. engine.setStencilBuffer(previousStencilBuffer);
  112876. };
  112877. /**
  112878. * Sets the required values for both the emissive texture and and the main color.
  112879. */
  112880. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  112881. var textureLevel = 1.0;
  112882. if (this.customEmissiveTextureSelector) {
  112883. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  112884. }
  112885. else {
  112886. if (material) {
  112887. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  112888. if (this._emissiveTextureAndColor.texture) {
  112889. textureLevel = this._emissiveTextureAndColor.texture.level;
  112890. }
  112891. }
  112892. else {
  112893. this._emissiveTextureAndColor.texture = null;
  112894. }
  112895. }
  112896. if (this.customEmissiveColorSelector) {
  112897. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  112898. }
  112899. else {
  112900. if (material.emissiveColor) {
  112901. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  112902. }
  112903. else {
  112904. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  112905. }
  112906. }
  112907. };
  112908. /**
  112909. * Returns true if the mesh should render, otherwise false.
  112910. * @param mesh The mesh to render
  112911. * @returns true if it should render otherwise false
  112912. */
  112913. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  112914. return this.hasMesh(mesh);
  112915. };
  112916. /**
  112917. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  112918. * @param mesh The mesh to exclude from the glow layer
  112919. */
  112920. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  112921. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  112922. this._excludedMeshes.push(mesh.uniqueId);
  112923. }
  112924. };
  112925. /**
  112926. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  112927. * @param mesh The mesh to remove
  112928. */
  112929. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  112930. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  112931. if (index !== -1) {
  112932. this._excludedMeshes.splice(index, 1);
  112933. }
  112934. };
  112935. /**
  112936. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  112937. * @param mesh The mesh to include in the glow layer
  112938. */
  112939. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  112940. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  112941. this._includedOnlyMeshes.push(mesh.uniqueId);
  112942. }
  112943. };
  112944. /**
  112945. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  112946. * @param mesh The mesh to remove
  112947. */
  112948. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  112949. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  112950. if (index !== -1) {
  112951. this._includedOnlyMeshes.splice(index, 1);
  112952. }
  112953. };
  112954. /**
  112955. * Determine if a given mesh will be used in the glow layer
  112956. * @param mesh The mesh to test
  112957. * @returns true if the mesh will be highlighted by the current glow layer
  112958. */
  112959. GlowLayer.prototype.hasMesh = function (mesh) {
  112960. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112961. return false;
  112962. }
  112963. // Included Mesh
  112964. if (this._includedOnlyMeshes.length) {
  112965. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  112966. }
  112967. // Excluded Mesh
  112968. if (this._excludedMeshes.length) {
  112969. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  112970. }
  112971. return true;
  112972. };
  112973. /**
  112974. * Free any resources and references associated to a mesh.
  112975. * Internal use
  112976. * @param mesh The mesh to free.
  112977. * @hidden
  112978. */
  112979. GlowLayer.prototype._disposeMesh = function (mesh) {
  112980. this.removeIncludedOnlyMesh(mesh);
  112981. this.removeExcludedMesh(mesh);
  112982. };
  112983. /**
  112984. * Gets the class name of the effect layer
  112985. * @returns the string with the class name of the effect layer
  112986. */
  112987. GlowLayer.prototype.getClassName = function () {
  112988. return "GlowLayer";
  112989. };
  112990. /**
  112991. * Serializes this glow layer
  112992. * @returns a serialized glow layer object
  112993. */
  112994. GlowLayer.prototype.serialize = function () {
  112995. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  112996. serializationObject.customType = "BABYLON.GlowLayer";
  112997. var index;
  112998. // Included meshes
  112999. serializationObject.includedMeshes = [];
  113000. if (this._includedOnlyMeshes.length) {
  113001. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  113002. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  113003. if (mesh) {
  113004. serializationObject.includedMeshes.push(mesh.id);
  113005. }
  113006. }
  113007. }
  113008. // Excluded meshes
  113009. serializationObject.excludedMeshes = [];
  113010. if (this._excludedMeshes.length) {
  113011. for (index = 0; index < this._excludedMeshes.length; index++) {
  113012. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  113013. if (mesh) {
  113014. serializationObject.excludedMeshes.push(mesh.id);
  113015. }
  113016. }
  113017. }
  113018. return serializationObject;
  113019. };
  113020. /**
  113021. * Creates a Glow Layer from parsed glow layer data
  113022. * @param parsedGlowLayer defines glow layer data
  113023. * @param scene defines the current scene
  113024. * @param rootUrl defines the root URL containing the glow layer information
  113025. * @returns a parsed Glow Layer
  113026. */
  113027. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  113028. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  113029. var index;
  113030. // Excluded meshes
  113031. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  113032. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  113033. if (mesh) {
  113034. gl.addExcludedMesh(mesh);
  113035. }
  113036. }
  113037. // Included meshes
  113038. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  113039. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  113040. if (mesh) {
  113041. gl.addIncludedOnlyMesh(mesh);
  113042. }
  113043. }
  113044. return gl;
  113045. };
  113046. /**
  113047. * Effect Name of the layer.
  113048. */
  113049. GlowLayer.EffectName = "GlowLayer";
  113050. /**
  113051. * The default blur kernel size used for the glow.
  113052. */
  113053. GlowLayer.DefaultBlurKernelSize = 32;
  113054. /**
  113055. * The default texture size ratio used for the glow.
  113056. */
  113057. GlowLayer.DefaultTextureRatio = 0.5;
  113058. __decorate([
  113059. BABYLON.serialize()
  113060. ], GlowLayer.prototype, "blurKernelSize", null);
  113061. __decorate([
  113062. BABYLON.serialize()
  113063. ], GlowLayer.prototype, "intensity", null);
  113064. __decorate([
  113065. BABYLON.serialize("options")
  113066. ], GlowLayer.prototype, "_options", void 0);
  113067. return GlowLayer;
  113068. }(BABYLON.EffectLayer));
  113069. BABYLON.GlowLayer = GlowLayer;
  113070. })(BABYLON || (BABYLON = {}));
  113071. //# sourceMappingURL=babylon.glowLayer.js.map
  113072. var BABYLON;
  113073. (function (BABYLON) {
  113074. /**
  113075. * Defines the list of states available for a task inside a AssetsManager
  113076. */
  113077. var AssetTaskState;
  113078. (function (AssetTaskState) {
  113079. /**
  113080. * Initialization
  113081. */
  113082. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  113083. /**
  113084. * Running
  113085. */
  113086. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  113087. /**
  113088. * Done
  113089. */
  113090. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  113091. /**
  113092. * Error
  113093. */
  113094. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  113095. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  113096. /**
  113097. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  113098. */
  113099. var AbstractAssetTask = /** @class */ (function () {
  113100. /**
  113101. * Creates a new AssetsManager
  113102. * @param name defines the name of the task
  113103. */
  113104. function AbstractAssetTask(
  113105. /**
  113106. * Task name
  113107. */ name) {
  113108. this.name = name;
  113109. this._isCompleted = false;
  113110. this._taskState = AssetTaskState.INIT;
  113111. }
  113112. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  113113. /**
  113114. * Get if the task is completed
  113115. */
  113116. get: function () {
  113117. return this._isCompleted;
  113118. },
  113119. enumerable: true,
  113120. configurable: true
  113121. });
  113122. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  113123. /**
  113124. * Gets the current state of the task
  113125. */
  113126. get: function () {
  113127. return this._taskState;
  113128. },
  113129. enumerable: true,
  113130. configurable: true
  113131. });
  113132. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  113133. /**
  113134. * Gets the current error object (if task is in error)
  113135. */
  113136. get: function () {
  113137. return this._errorObject;
  113138. },
  113139. enumerable: true,
  113140. configurable: true
  113141. });
  113142. /**
  113143. * Internal only
  113144. * @hidden
  113145. */
  113146. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  113147. if (this._errorObject) {
  113148. return;
  113149. }
  113150. this._errorObject = {
  113151. message: message,
  113152. exception: exception
  113153. };
  113154. };
  113155. /**
  113156. * Execute the current task
  113157. * @param scene defines the scene where you want your assets to be loaded
  113158. * @param onSuccess is a callback called when the task is successfully executed
  113159. * @param onError is a callback called if an error occurs
  113160. */
  113161. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  113162. var _this = this;
  113163. this._taskState = AssetTaskState.RUNNING;
  113164. this.runTask(scene, function () {
  113165. _this.onDoneCallback(onSuccess, onError);
  113166. }, function (msg, exception) {
  113167. _this.onErrorCallback(onError, msg, exception);
  113168. });
  113169. };
  113170. /**
  113171. * Execute the current task
  113172. * @param scene defines the scene where you want your assets to be loaded
  113173. * @param onSuccess is a callback called when the task is successfully executed
  113174. * @param onError is a callback called if an error occurs
  113175. */
  113176. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113177. throw new Error("runTask is not implemented");
  113178. };
  113179. /**
  113180. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  113181. * This can be used with failed tasks that have the reason for failure fixed.
  113182. */
  113183. AbstractAssetTask.prototype.reset = function () {
  113184. this._taskState = AssetTaskState.INIT;
  113185. };
  113186. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  113187. this._taskState = AssetTaskState.ERROR;
  113188. this._errorObject = {
  113189. message: message,
  113190. exception: exception
  113191. };
  113192. if (this.onError) {
  113193. this.onError(this, message, exception);
  113194. }
  113195. onError();
  113196. };
  113197. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  113198. try {
  113199. this._taskState = AssetTaskState.DONE;
  113200. this._isCompleted = true;
  113201. if (this.onSuccess) {
  113202. this.onSuccess(this);
  113203. }
  113204. onSuccess();
  113205. }
  113206. catch (e) {
  113207. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  113208. }
  113209. };
  113210. return AbstractAssetTask;
  113211. }());
  113212. BABYLON.AbstractAssetTask = AbstractAssetTask;
  113213. /**
  113214. * Class used to share progress information about assets loading
  113215. */
  113216. var AssetsProgressEvent = /** @class */ (function () {
  113217. /**
  113218. * Creates a AssetsProgressEvent
  113219. * @param remainingCount defines the number of remaining tasks to process
  113220. * @param totalCount defines the total number of tasks
  113221. * @param task defines the task that was just processed
  113222. */
  113223. function AssetsProgressEvent(remainingCount, totalCount, task) {
  113224. this.remainingCount = remainingCount;
  113225. this.totalCount = totalCount;
  113226. this.task = task;
  113227. }
  113228. return AssetsProgressEvent;
  113229. }());
  113230. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  113231. /**
  113232. * Define a task used by AssetsManager to load meshes
  113233. */
  113234. var MeshAssetTask = /** @class */ (function (_super) {
  113235. __extends(MeshAssetTask, _super);
  113236. /**
  113237. * Creates a new MeshAssetTask
  113238. * @param name defines the name of the task
  113239. * @param meshesNames defines the list of mesh's names you want to load
  113240. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  113241. * @param sceneFilename defines the filename of the scene to load from
  113242. */
  113243. function MeshAssetTask(
  113244. /**
  113245. * Defines the name of the task
  113246. */
  113247. name,
  113248. /**
  113249. * Defines the list of mesh's names you want to load
  113250. */
  113251. meshesNames,
  113252. /**
  113253. * Defines the root url to use as a base to load your meshes and associated resources
  113254. */
  113255. rootUrl,
  113256. /**
  113257. * Defines the filename of the scene to load from
  113258. */
  113259. sceneFilename) {
  113260. var _this = _super.call(this, name) || this;
  113261. _this.name = name;
  113262. _this.meshesNames = meshesNames;
  113263. _this.rootUrl = rootUrl;
  113264. _this.sceneFilename = sceneFilename;
  113265. return _this;
  113266. }
  113267. /**
  113268. * Execute the current task
  113269. * @param scene defines the scene where you want your assets to be loaded
  113270. * @param onSuccess is a callback called when the task is successfully executed
  113271. * @param onError is a callback called if an error occurs
  113272. */
  113273. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113274. var _this = this;
  113275. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  113276. _this.loadedMeshes = meshes;
  113277. _this.loadedParticleSystems = particleSystems;
  113278. _this.loadedSkeletons = skeletons;
  113279. onSuccess();
  113280. }, null, function (scene, message, exception) {
  113281. onError(message, exception);
  113282. });
  113283. };
  113284. return MeshAssetTask;
  113285. }(AbstractAssetTask));
  113286. BABYLON.MeshAssetTask = MeshAssetTask;
  113287. /**
  113288. * Define a task used by AssetsManager to load text content
  113289. */
  113290. var TextFileAssetTask = /** @class */ (function (_super) {
  113291. __extends(TextFileAssetTask, _super);
  113292. /**
  113293. * Creates a new TextFileAssetTask object
  113294. * @param name defines the name of the task
  113295. * @param url defines the location of the file to load
  113296. */
  113297. function TextFileAssetTask(
  113298. /**
  113299. * Defines the name of the task
  113300. */
  113301. name,
  113302. /**
  113303. * Defines the location of the file to load
  113304. */
  113305. url) {
  113306. var _this = _super.call(this, name) || this;
  113307. _this.name = name;
  113308. _this.url = url;
  113309. return _this;
  113310. }
  113311. /**
  113312. * Execute the current task
  113313. * @param scene defines the scene where you want your assets to be loaded
  113314. * @param onSuccess is a callback called when the task is successfully executed
  113315. * @param onError is a callback called if an error occurs
  113316. */
  113317. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113318. var _this = this;
  113319. scene._loadFile(this.url, function (data) {
  113320. _this.text = data;
  113321. onSuccess();
  113322. }, undefined, false, false, function (request, exception) {
  113323. if (request) {
  113324. onError(request.status + " " + request.statusText, exception);
  113325. }
  113326. });
  113327. };
  113328. return TextFileAssetTask;
  113329. }(AbstractAssetTask));
  113330. BABYLON.TextFileAssetTask = TextFileAssetTask;
  113331. /**
  113332. * Define a task used by AssetsManager to load binary data
  113333. */
  113334. var BinaryFileAssetTask = /** @class */ (function (_super) {
  113335. __extends(BinaryFileAssetTask, _super);
  113336. /**
  113337. * Creates a new BinaryFileAssetTask object
  113338. * @param name defines the name of the new task
  113339. * @param url defines the location of the file to load
  113340. */
  113341. function BinaryFileAssetTask(
  113342. /**
  113343. * Defines the name of the task
  113344. */
  113345. name,
  113346. /**
  113347. * Defines the location of the file to load
  113348. */
  113349. url) {
  113350. var _this = _super.call(this, name) || this;
  113351. _this.name = name;
  113352. _this.url = url;
  113353. return _this;
  113354. }
  113355. /**
  113356. * Execute the current task
  113357. * @param scene defines the scene where you want your assets to be loaded
  113358. * @param onSuccess is a callback called when the task is successfully executed
  113359. * @param onError is a callback called if an error occurs
  113360. */
  113361. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113362. var _this = this;
  113363. scene._loadFile(this.url, function (data) {
  113364. _this.data = data;
  113365. onSuccess();
  113366. }, undefined, true, true, function (request, exception) {
  113367. if (request) {
  113368. onError(request.status + " " + request.statusText, exception);
  113369. }
  113370. });
  113371. };
  113372. return BinaryFileAssetTask;
  113373. }(AbstractAssetTask));
  113374. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  113375. /**
  113376. * Define a task used by AssetsManager to load images
  113377. */
  113378. var ImageAssetTask = /** @class */ (function (_super) {
  113379. __extends(ImageAssetTask, _super);
  113380. /**
  113381. * Creates a new ImageAssetTask
  113382. * @param name defines the name of the task
  113383. * @param url defines the location of the image to load
  113384. */
  113385. function ImageAssetTask(
  113386. /**
  113387. * Defines the name of the task
  113388. */
  113389. name,
  113390. /**
  113391. * Defines the location of the image to load
  113392. */
  113393. url) {
  113394. var _this = _super.call(this, name) || this;
  113395. _this.name = name;
  113396. _this.url = url;
  113397. return _this;
  113398. }
  113399. /**
  113400. * Execute the current task
  113401. * @param scene defines the scene where you want your assets to be loaded
  113402. * @param onSuccess is a callback called when the task is successfully executed
  113403. * @param onError is a callback called if an error occurs
  113404. */
  113405. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113406. var _this = this;
  113407. var img = new Image();
  113408. BABYLON.Tools.SetCorsBehavior(this.url, img);
  113409. img.onload = function () {
  113410. _this.image = img;
  113411. onSuccess();
  113412. };
  113413. img.onerror = function (err) {
  113414. onError("Error loading image", err);
  113415. };
  113416. img.src = this.url;
  113417. };
  113418. return ImageAssetTask;
  113419. }(AbstractAssetTask));
  113420. BABYLON.ImageAssetTask = ImageAssetTask;
  113421. /**
  113422. * Define a task used by AssetsManager to load 2D textures
  113423. */
  113424. var TextureAssetTask = /** @class */ (function (_super) {
  113425. __extends(TextureAssetTask, _super);
  113426. /**
  113427. * Creates a new TextureAssetTask object
  113428. * @param name defines the name of the task
  113429. * @param url defines the location of the file to load
  113430. * @param noMipmap defines if mipmap should not be generated (default is false)
  113431. * @param invertY defines if texture must be inverted on Y axis (default is false)
  113432. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113433. */
  113434. function TextureAssetTask(
  113435. /**
  113436. * Defines the name of the task
  113437. */
  113438. name,
  113439. /**
  113440. * Defines the location of the file to load
  113441. */
  113442. url,
  113443. /**
  113444. * Defines if mipmap should not be generated (default is false)
  113445. */
  113446. noMipmap,
  113447. /**
  113448. * Defines if texture must be inverted on Y axis (default is false)
  113449. */
  113450. invertY,
  113451. /**
  113452. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113453. */
  113454. samplingMode) {
  113455. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  113456. var _this = _super.call(this, name) || this;
  113457. _this.name = name;
  113458. _this.url = url;
  113459. _this.noMipmap = noMipmap;
  113460. _this.invertY = invertY;
  113461. _this.samplingMode = samplingMode;
  113462. return _this;
  113463. }
  113464. /**
  113465. * Execute the current task
  113466. * @param scene defines the scene where you want your assets to be loaded
  113467. * @param onSuccess is a callback called when the task is successfully executed
  113468. * @param onError is a callback called if an error occurs
  113469. */
  113470. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113471. var onload = function () {
  113472. onSuccess();
  113473. };
  113474. var onerror = function (message, exception) {
  113475. onError(message, exception);
  113476. };
  113477. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  113478. };
  113479. return TextureAssetTask;
  113480. }(AbstractAssetTask));
  113481. BABYLON.TextureAssetTask = TextureAssetTask;
  113482. /**
  113483. * Define a task used by AssetsManager to load cube textures
  113484. */
  113485. var CubeTextureAssetTask = /** @class */ (function (_super) {
  113486. __extends(CubeTextureAssetTask, _super);
  113487. /**
  113488. * Creates a new CubeTextureAssetTask
  113489. * @param name defines the name of the task
  113490. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  113491. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  113492. * @param noMipmap defines if mipmaps should not be generated (default is false)
  113493. * @param files defines the explicit list of files (undefined by default)
  113494. */
  113495. function CubeTextureAssetTask(
  113496. /**
  113497. * Defines the name of the task
  113498. */
  113499. name,
  113500. /**
  113501. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  113502. */
  113503. url,
  113504. /**
  113505. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  113506. */
  113507. extensions,
  113508. /**
  113509. * Defines if mipmaps should not be generated (default is false)
  113510. */
  113511. noMipmap,
  113512. /**
  113513. * Defines the explicit list of files (undefined by default)
  113514. */
  113515. files) {
  113516. var _this = _super.call(this, name) || this;
  113517. _this.name = name;
  113518. _this.url = url;
  113519. _this.extensions = extensions;
  113520. _this.noMipmap = noMipmap;
  113521. _this.files = files;
  113522. return _this;
  113523. }
  113524. /**
  113525. * Execute the current task
  113526. * @param scene defines the scene where you want your assets to be loaded
  113527. * @param onSuccess is a callback called when the task is successfully executed
  113528. * @param onError is a callback called if an error occurs
  113529. */
  113530. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113531. var onload = function () {
  113532. onSuccess();
  113533. };
  113534. var onerror = function (message, exception) {
  113535. onError(message, exception);
  113536. };
  113537. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  113538. };
  113539. return CubeTextureAssetTask;
  113540. }(AbstractAssetTask));
  113541. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  113542. /**
  113543. * Define a task used by AssetsManager to load HDR cube textures
  113544. */
  113545. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  113546. __extends(HDRCubeTextureAssetTask, _super);
  113547. /**
  113548. * Creates a new HDRCubeTextureAssetTask object
  113549. * @param name defines the name of the task
  113550. * @param url defines the location of the file to load
  113551. * @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.
  113552. * @param noMipmap defines if mipmaps should not be generated (default is false)
  113553. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  113554. * @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)
  113555. * @param reserved Internal use only
  113556. */
  113557. function HDRCubeTextureAssetTask(
  113558. /**
  113559. * Defines the name of the task
  113560. */
  113561. name,
  113562. /**
  113563. * Defines the location of the file to load
  113564. */
  113565. url,
  113566. /**
  113567. * Defines the desired size (the more it increases the longer the generation will be)
  113568. */
  113569. size,
  113570. /**
  113571. * Defines if mipmaps should not be generated (default is false)
  113572. */
  113573. noMipmap,
  113574. /**
  113575. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  113576. */
  113577. generateHarmonics,
  113578. /**
  113579. * 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)
  113580. */
  113581. gammaSpace,
  113582. /**
  113583. * Internal Use Only
  113584. */
  113585. reserved) {
  113586. if (noMipmap === void 0) { noMipmap = false; }
  113587. if (generateHarmonics === void 0) { generateHarmonics = true; }
  113588. if (gammaSpace === void 0) { gammaSpace = false; }
  113589. if (reserved === void 0) { reserved = false; }
  113590. var _this = _super.call(this, name) || this;
  113591. _this.name = name;
  113592. _this.url = url;
  113593. _this.size = size;
  113594. _this.noMipmap = noMipmap;
  113595. _this.generateHarmonics = generateHarmonics;
  113596. _this.gammaSpace = gammaSpace;
  113597. _this.reserved = reserved;
  113598. return _this;
  113599. }
  113600. /**
  113601. * Execute the current task
  113602. * @param scene defines the scene where you want your assets to be loaded
  113603. * @param onSuccess is a callback called when the task is successfully executed
  113604. * @param onError is a callback called if an error occurs
  113605. */
  113606. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  113607. var onload = function () {
  113608. onSuccess();
  113609. };
  113610. var onerror = function (message, exception) {
  113611. onError(message, exception);
  113612. };
  113613. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  113614. };
  113615. return HDRCubeTextureAssetTask;
  113616. }(AbstractAssetTask));
  113617. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  113618. /**
  113619. * This class can be used to easily import assets into a scene
  113620. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  113621. */
  113622. var AssetsManager = /** @class */ (function () {
  113623. /**
  113624. * Creates a new AssetsManager
  113625. * @param scene defines the scene to work on
  113626. */
  113627. function AssetsManager(scene) {
  113628. this._isLoading = false;
  113629. this._tasks = new Array();
  113630. this._waitingTasksCount = 0;
  113631. this._totalTasksCount = 0;
  113632. /**
  113633. * Observable called when all tasks are processed
  113634. */
  113635. this.onTaskSuccessObservable = new BABYLON.Observable();
  113636. /**
  113637. * Observable called when a task had an error
  113638. */
  113639. this.onTaskErrorObservable = new BABYLON.Observable();
  113640. /**
  113641. * Observable called when a task is successful
  113642. */
  113643. this.onTasksDoneObservable = new BABYLON.Observable();
  113644. /**
  113645. * Observable called when a task is done (whatever the result is)
  113646. */
  113647. this.onProgressObservable = new BABYLON.Observable();
  113648. /**
  113649. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  113650. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  113651. */
  113652. this.useDefaultLoadingScreen = true;
  113653. this._scene = scene;
  113654. }
  113655. /**
  113656. * Add a MeshAssetTask to the list of active tasks
  113657. * @param taskName defines the name of the new task
  113658. * @param meshesNames defines the name of meshes to load
  113659. * @param rootUrl defines the root url to use to locate files
  113660. * @param sceneFilename defines the filename of the scene file
  113661. * @returns a new MeshAssetTask object
  113662. */
  113663. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  113664. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  113665. this._tasks.push(task);
  113666. return task;
  113667. };
  113668. /**
  113669. * Add a TextFileAssetTask to the list of active tasks
  113670. * @param taskName defines the name of the new task
  113671. * @param url defines the url of the file to load
  113672. * @returns a new TextFileAssetTask object
  113673. */
  113674. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  113675. var task = new TextFileAssetTask(taskName, url);
  113676. this._tasks.push(task);
  113677. return task;
  113678. };
  113679. /**
  113680. * Add a BinaryFileAssetTask to the list of active tasks
  113681. * @param taskName defines the name of the new task
  113682. * @param url defines the url of the file to load
  113683. * @returns a new BinaryFileAssetTask object
  113684. */
  113685. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  113686. var task = new BinaryFileAssetTask(taskName, url);
  113687. this._tasks.push(task);
  113688. return task;
  113689. };
  113690. /**
  113691. * Add a ImageAssetTask to the list of active tasks
  113692. * @param taskName defines the name of the new task
  113693. * @param url defines the url of the file to load
  113694. * @returns a new ImageAssetTask object
  113695. */
  113696. AssetsManager.prototype.addImageTask = function (taskName, url) {
  113697. var task = new ImageAssetTask(taskName, url);
  113698. this._tasks.push(task);
  113699. return task;
  113700. };
  113701. /**
  113702. * Add a TextureAssetTask to the list of active tasks
  113703. * @param taskName defines the name of the new task
  113704. * @param url defines the url of the file to load
  113705. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  113706. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  113707. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  113708. * @returns a new TextureAssetTask object
  113709. */
  113710. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  113711. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  113712. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  113713. this._tasks.push(task);
  113714. return task;
  113715. };
  113716. /**
  113717. * Add a CubeTextureAssetTask to the list of active tasks
  113718. * @param taskName defines the name of the new task
  113719. * @param url defines the url of the file to load
  113720. * @param extensions defines the extension to use to load the cube map (can be null)
  113721. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  113722. * @param files defines the list of files to load (can be null)
  113723. * @returns a new CubeTextureAssetTask object
  113724. */
  113725. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  113726. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  113727. this._tasks.push(task);
  113728. return task;
  113729. };
  113730. /**
  113731. *
  113732. * Add a HDRCubeTextureAssetTask to the list of active tasks
  113733. * @param taskName defines the name of the new task
  113734. * @param url defines the url of the file to load
  113735. * @param size defines the size you want for the cubemap (can be null)
  113736. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  113737. * @param generateHarmonics defines if you want to automatically generate (true by default)
  113738. * @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)
  113739. * @param reserved Internal use only
  113740. * @returns a new HDRCubeTextureAssetTask object
  113741. */
  113742. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  113743. if (noMipmap === void 0) { noMipmap = false; }
  113744. if (generateHarmonics === void 0) { generateHarmonics = true; }
  113745. if (gammaSpace === void 0) { gammaSpace = false; }
  113746. if (reserved === void 0) { reserved = false; }
  113747. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  113748. this._tasks.push(task);
  113749. return task;
  113750. };
  113751. /**
  113752. * Remove a task from the assets manager.
  113753. * @param task the task to remove
  113754. */
  113755. AssetsManager.prototype.removeTask = function (task) {
  113756. var index = this._tasks.indexOf(task);
  113757. if (index > -1) {
  113758. this._tasks.splice(index, 1);
  113759. }
  113760. };
  113761. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  113762. this._waitingTasksCount--;
  113763. try {
  113764. if (this.onProgress) {
  113765. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  113766. }
  113767. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  113768. }
  113769. catch (e) {
  113770. BABYLON.Tools.Error("Error running progress callbacks.");
  113771. console.log(e);
  113772. }
  113773. if (this._waitingTasksCount === 0) {
  113774. try {
  113775. if (this.onFinish) {
  113776. this.onFinish(this._tasks);
  113777. }
  113778. // Let's remove successfull tasks
  113779. var currentTasks = this._tasks.slice();
  113780. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  113781. var task = currentTasks_1[_i];
  113782. if (task.taskState === AssetTaskState.DONE) {
  113783. var index = this._tasks.indexOf(task);
  113784. if (index > -1) {
  113785. this._tasks.splice(index, 1);
  113786. }
  113787. }
  113788. }
  113789. this.onTasksDoneObservable.notifyObservers(this._tasks);
  113790. }
  113791. catch (e) {
  113792. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  113793. console.log(e);
  113794. }
  113795. this._isLoading = false;
  113796. this._scene.getEngine().hideLoadingUI();
  113797. }
  113798. };
  113799. AssetsManager.prototype._runTask = function (task) {
  113800. var _this = this;
  113801. var done = function () {
  113802. try {
  113803. if (_this.onTaskSuccess) {
  113804. _this.onTaskSuccess(task);
  113805. }
  113806. _this.onTaskSuccessObservable.notifyObservers(task);
  113807. _this._decreaseWaitingTasksCount(task);
  113808. }
  113809. catch (e) {
  113810. error("Error executing task success callbacks", e);
  113811. }
  113812. };
  113813. var error = function (message, exception) {
  113814. task._setErrorObject(message, exception);
  113815. if (_this.onTaskError) {
  113816. _this.onTaskError(task);
  113817. }
  113818. _this.onTaskErrorObservable.notifyObservers(task);
  113819. _this._decreaseWaitingTasksCount(task);
  113820. };
  113821. task.run(this._scene, done, error);
  113822. };
  113823. /**
  113824. * Reset the AssetsManager and remove all tasks
  113825. * @return the current instance of the AssetsManager
  113826. */
  113827. AssetsManager.prototype.reset = function () {
  113828. this._isLoading = false;
  113829. this._tasks = new Array();
  113830. return this;
  113831. };
  113832. /**
  113833. * Start the loading process
  113834. * @return the current instance of the AssetsManager
  113835. */
  113836. AssetsManager.prototype.load = function () {
  113837. if (this._isLoading) {
  113838. return this;
  113839. }
  113840. this._isLoading = true;
  113841. this._waitingTasksCount = this._tasks.length;
  113842. this._totalTasksCount = this._tasks.length;
  113843. if (this._waitingTasksCount === 0) {
  113844. this._isLoading = false;
  113845. if (this.onFinish) {
  113846. this.onFinish(this._tasks);
  113847. }
  113848. this.onTasksDoneObservable.notifyObservers(this._tasks);
  113849. return this;
  113850. }
  113851. if (this.useDefaultLoadingScreen) {
  113852. this._scene.getEngine().displayLoadingUI();
  113853. }
  113854. for (var index = 0; index < this._tasks.length; index++) {
  113855. var task = this._tasks[index];
  113856. if (task.taskState === AssetTaskState.INIT) {
  113857. this._runTask(task);
  113858. }
  113859. }
  113860. return this;
  113861. };
  113862. return AssetsManager;
  113863. }());
  113864. BABYLON.AssetsManager = AssetsManager;
  113865. })(BABYLON || (BABYLON = {}));
  113866. //# sourceMappingURL=babylon.assetsManager.js.map
  113867. var BABYLON;
  113868. (function (BABYLON) {
  113869. var serializedGeometries = [];
  113870. var serializeGeometry = function (geometry, serializationGeometries) {
  113871. if (serializedGeometries[geometry.id]) {
  113872. return;
  113873. }
  113874. if (geometry.doNotSerialize) {
  113875. return;
  113876. }
  113877. if (geometry instanceof BABYLON.BoxGeometry) {
  113878. serializationGeometries.boxes.push(geometry.serialize());
  113879. }
  113880. else if (geometry instanceof BABYLON.SphereGeometry) {
  113881. serializationGeometries.spheres.push(geometry.serialize());
  113882. }
  113883. else if (geometry instanceof BABYLON.CylinderGeometry) {
  113884. serializationGeometries.cylinders.push(geometry.serialize());
  113885. }
  113886. else if (geometry instanceof BABYLON.TorusGeometry) {
  113887. serializationGeometries.toruses.push(geometry.serialize());
  113888. }
  113889. else if (geometry instanceof BABYLON.GroundGeometry) {
  113890. serializationGeometries.grounds.push(geometry.serialize());
  113891. }
  113892. else if (geometry instanceof BABYLON.Plane) {
  113893. serializationGeometries.planes.push(geometry.serialize());
  113894. }
  113895. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  113896. serializationGeometries.torusKnots.push(geometry.serialize());
  113897. }
  113898. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  113899. throw new Error("Unknown primitive type");
  113900. }
  113901. else {
  113902. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  113903. }
  113904. serializedGeometries[geometry.id] = true;
  113905. };
  113906. var serializeMesh = function (mesh, serializationScene) {
  113907. var serializationObject = {};
  113908. // Geometry
  113909. var geometry = mesh._geometry;
  113910. if (geometry) {
  113911. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  113912. // 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
  113913. serializeGeometry(geometry, serializationScene.geometries);
  113914. }
  113915. }
  113916. // Custom
  113917. if (mesh.serialize) {
  113918. mesh.serialize(serializationObject);
  113919. }
  113920. return serializationObject;
  113921. };
  113922. var finalizeSingleMesh = function (mesh, serializationObject) {
  113923. //only works if the mesh is already loaded
  113924. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  113925. //serialize material
  113926. if (mesh.material) {
  113927. if (mesh.material instanceof BABYLON.MultiMaterial) {
  113928. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  113929. serializationObject.materials = serializationObject.materials || [];
  113930. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  113931. serializationObject.multiMaterials.push(mesh.material.serialize());
  113932. var _loop_1 = function (submaterial) {
  113933. if (submaterial) {
  113934. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  113935. serializationObject.materials.push(submaterial.serialize());
  113936. }
  113937. }
  113938. };
  113939. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  113940. var submaterial = _a[_i];
  113941. _loop_1(submaterial);
  113942. }
  113943. }
  113944. }
  113945. else {
  113946. serializationObject.materials = serializationObject.materials || [];
  113947. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  113948. serializationObject.materials.push(mesh.material.serialize());
  113949. }
  113950. }
  113951. }
  113952. //serialize geometry
  113953. var geometry = mesh._geometry;
  113954. if (geometry) {
  113955. if (!serializationObject.geometries) {
  113956. serializationObject.geometries = {};
  113957. serializationObject.geometries.boxes = [];
  113958. serializationObject.geometries.spheres = [];
  113959. serializationObject.geometries.cylinders = [];
  113960. serializationObject.geometries.toruses = [];
  113961. serializationObject.geometries.grounds = [];
  113962. serializationObject.geometries.planes = [];
  113963. serializationObject.geometries.torusKnots = [];
  113964. serializationObject.geometries.vertexData = [];
  113965. }
  113966. serializeGeometry(geometry, serializationObject.geometries);
  113967. }
  113968. // Skeletons
  113969. if (mesh.skeleton) {
  113970. serializationObject.skeletons = serializationObject.skeletons || [];
  113971. serializationObject.skeletons.push(mesh.skeleton.serialize());
  113972. }
  113973. //serialize the actual mesh
  113974. serializationObject.meshes = serializationObject.meshes || [];
  113975. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  113976. }
  113977. };
  113978. /**
  113979. * Class used to serialize a scene into a string
  113980. */
  113981. var SceneSerializer = /** @class */ (function () {
  113982. function SceneSerializer() {
  113983. }
  113984. /**
  113985. * Clear cache used by a previous serialization
  113986. */
  113987. SceneSerializer.ClearCache = function () {
  113988. serializedGeometries = [];
  113989. };
  113990. /**
  113991. * Serialize a scene into a JSON compatible object
  113992. * @param scene defines the scene to serialize
  113993. * @returns a JSON compatible object
  113994. */
  113995. SceneSerializer.Serialize = function (scene) {
  113996. var serializationObject = {};
  113997. SceneSerializer.ClearCache();
  113998. // Scene
  113999. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  114000. serializationObject.autoClear = scene.autoClear;
  114001. serializationObject.clearColor = scene.clearColor.asArray();
  114002. serializationObject.ambientColor = scene.ambientColor.asArray();
  114003. serializationObject.gravity = scene.gravity.asArray();
  114004. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  114005. serializationObject.workerCollisions = scene.workerCollisions;
  114006. // Fog
  114007. if (scene.fogMode && scene.fogMode !== 0) {
  114008. serializationObject.fogMode = scene.fogMode;
  114009. serializationObject.fogColor = scene.fogColor.asArray();
  114010. serializationObject.fogStart = scene.fogStart;
  114011. serializationObject.fogEnd = scene.fogEnd;
  114012. serializationObject.fogDensity = scene.fogDensity;
  114013. }
  114014. //Physics
  114015. if (scene.isPhysicsEnabled()) {
  114016. var physicEngine = scene.getPhysicsEngine();
  114017. if (physicEngine) {
  114018. serializationObject.physicsEnabled = true;
  114019. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  114020. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  114021. }
  114022. }
  114023. // Metadata
  114024. if (scene.metadata) {
  114025. serializationObject.metadata = scene.metadata;
  114026. }
  114027. // Morph targets
  114028. serializationObject.morphTargetManagers = [];
  114029. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  114030. var abstractMesh = _a[_i];
  114031. var manager = abstractMesh.morphTargetManager;
  114032. if (manager) {
  114033. serializationObject.morphTargetManagers.push(manager.serialize());
  114034. }
  114035. }
  114036. // Lights
  114037. serializationObject.lights = [];
  114038. var index;
  114039. var light;
  114040. for (index = 0; index < scene.lights.length; index++) {
  114041. light = scene.lights[index];
  114042. if (!light.doNotSerialize) {
  114043. serializationObject.lights.push(light.serialize());
  114044. }
  114045. }
  114046. // Cameras
  114047. serializationObject.cameras = [];
  114048. for (index = 0; index < scene.cameras.length; index++) {
  114049. var camera = scene.cameras[index];
  114050. if (!camera.doNotSerialize) {
  114051. serializationObject.cameras.push(camera.serialize());
  114052. }
  114053. }
  114054. if (scene.activeCamera) {
  114055. serializationObject.activeCameraID = scene.activeCamera.id;
  114056. }
  114057. // Animations
  114058. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  114059. // Materials
  114060. serializationObject.materials = [];
  114061. serializationObject.multiMaterials = [];
  114062. var material;
  114063. for (index = 0; index < scene.materials.length; index++) {
  114064. material = scene.materials[index];
  114065. if (!material.doNotSerialize) {
  114066. serializationObject.materials.push(material.serialize());
  114067. }
  114068. }
  114069. // MultiMaterials
  114070. serializationObject.multiMaterials = [];
  114071. for (index = 0; index < scene.multiMaterials.length; index++) {
  114072. var multiMaterial = scene.multiMaterials[index];
  114073. serializationObject.multiMaterials.push(multiMaterial.serialize());
  114074. }
  114075. // Environment texture
  114076. if (scene.environmentTexture) {
  114077. serializationObject.environmentTexture = scene.environmentTexture.name;
  114078. }
  114079. // Skeletons
  114080. serializationObject.skeletons = [];
  114081. for (index = 0; index < scene.skeletons.length; index++) {
  114082. var skeleton = scene.skeletons[index];
  114083. if (!skeleton.doNotSerialize) {
  114084. serializationObject.skeletons.push(skeleton.serialize());
  114085. }
  114086. }
  114087. // Transform nodes
  114088. serializationObject.transformNodes = [];
  114089. for (index = 0; index < scene.transformNodes.length; index++) {
  114090. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  114091. }
  114092. // Geometries
  114093. serializationObject.geometries = {};
  114094. serializationObject.geometries.boxes = [];
  114095. serializationObject.geometries.spheres = [];
  114096. serializationObject.geometries.cylinders = [];
  114097. serializationObject.geometries.toruses = [];
  114098. serializationObject.geometries.grounds = [];
  114099. serializationObject.geometries.planes = [];
  114100. serializationObject.geometries.torusKnots = [];
  114101. serializationObject.geometries.vertexData = [];
  114102. serializedGeometries = [];
  114103. var geometries = scene.getGeometries();
  114104. for (index = 0; index < geometries.length; index++) {
  114105. var geometry = geometries[index];
  114106. if (geometry.isReady()) {
  114107. serializeGeometry(geometry, serializationObject.geometries);
  114108. }
  114109. }
  114110. // Meshes
  114111. serializationObject.meshes = [];
  114112. for (index = 0; index < scene.meshes.length; index++) {
  114113. var abstractMesh = scene.meshes[index];
  114114. if (abstractMesh instanceof BABYLON.Mesh) {
  114115. var mesh = abstractMesh;
  114116. if (!mesh.doNotSerialize) {
  114117. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  114118. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  114119. }
  114120. }
  114121. }
  114122. }
  114123. // Particles Systems
  114124. serializationObject.particleSystems = [];
  114125. for (index = 0; index < scene.particleSystems.length; index++) {
  114126. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  114127. }
  114128. // Action Manager
  114129. if (scene.actionManager) {
  114130. serializationObject.actions = scene.actionManager.serialize("scene");
  114131. }
  114132. // Components
  114133. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  114134. var component = _c[_b];
  114135. component.serialize(serializationObject);
  114136. }
  114137. return serializationObject;
  114138. };
  114139. /**
  114140. * Serialize a mesh into a JSON compatible object
  114141. * @param toSerialize defines the mesh to serialize
  114142. * @param withParents defines if parents must be serialized as well
  114143. * @param withChildren defines if children must be serialized as well
  114144. * @returns a JSON compatible object
  114145. */
  114146. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  114147. if (withParents === void 0) { withParents = false; }
  114148. if (withChildren === void 0) { withChildren = false; }
  114149. var serializationObject = {};
  114150. SceneSerializer.ClearCache();
  114151. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  114152. if (withParents || withChildren) {
  114153. //deliberate for loop! not for each, appended should be processed as well.
  114154. for (var i = 0; i < toSerialize.length; ++i) {
  114155. if (withChildren) {
  114156. toSerialize[i].getDescendants().forEach(function (node) {
  114157. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  114158. toSerialize.push(node);
  114159. }
  114160. });
  114161. }
  114162. //make sure the array doesn't contain the object already
  114163. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  114164. toSerialize.push(toSerialize[i].parent);
  114165. }
  114166. }
  114167. }
  114168. toSerialize.forEach(function (mesh) {
  114169. finalizeSingleMesh(mesh, serializationObject);
  114170. });
  114171. return serializationObject;
  114172. };
  114173. return SceneSerializer;
  114174. }());
  114175. BABYLON.SceneSerializer = SceneSerializer;
  114176. })(BABYLON || (BABYLON = {}));
  114177. //# sourceMappingURL=babylon.sceneSerializer.js.map
  114178. var BABYLON;
  114179. (function (BABYLON) {
  114180. /**
  114181. * Class used to generate realtime reflection / refraction cube textures
  114182. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  114183. */
  114184. var ReflectionProbe = /** @class */ (function () {
  114185. /**
  114186. * Creates a new reflection probe
  114187. * @param name defines the name of the probe
  114188. * @param size defines the texture resolution (for each face)
  114189. * @param scene defines the hosting scene
  114190. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  114191. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  114192. */
  114193. function ReflectionProbe(
  114194. /** defines the name of the probe */
  114195. name, size, scene, generateMipMaps, useFloat) {
  114196. if (generateMipMaps === void 0) { generateMipMaps = true; }
  114197. if (useFloat === void 0) { useFloat = false; }
  114198. var _this = this;
  114199. this.name = name;
  114200. this._viewMatrix = BABYLON.Matrix.Identity();
  114201. this._target = BABYLON.Vector3.Zero();
  114202. this._add = BABYLON.Vector3.Zero();
  114203. this._invertYAxis = false;
  114204. /** Gets or sets probe position (center of the cube map) */
  114205. this.position = BABYLON.Vector3.Zero();
  114206. this._scene = scene;
  114207. // Create the scene field if not exist.
  114208. if (!this._scene.reflectionProbes) {
  114209. this._scene.reflectionProbes = new Array();
  114210. }
  114211. this._scene.reflectionProbes.push(this);
  114212. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  114213. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  114214. switch (faceIndex) {
  114215. case 0:
  114216. _this._add.copyFromFloats(1, 0, 0);
  114217. break;
  114218. case 1:
  114219. _this._add.copyFromFloats(-1, 0, 0);
  114220. break;
  114221. case 2:
  114222. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  114223. break;
  114224. case 3:
  114225. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  114226. break;
  114227. case 4:
  114228. _this._add.copyFromFloats(0, 0, 1);
  114229. break;
  114230. case 5:
  114231. _this._add.copyFromFloats(0, 0, -1);
  114232. break;
  114233. }
  114234. if (_this._attachedMesh) {
  114235. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  114236. }
  114237. _this.position.addToRef(_this._add, _this._target);
  114238. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  114239. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  114240. scene._forcedViewPosition = _this.position;
  114241. });
  114242. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  114243. scene._forcedViewPosition = null;
  114244. scene.updateTransformMatrix(true);
  114245. });
  114246. if (scene.activeCamera) {
  114247. this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  114248. }
  114249. }
  114250. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  114251. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  114252. get: function () {
  114253. return this._renderTargetTexture.samples;
  114254. },
  114255. set: function (value) {
  114256. this._renderTargetTexture.samples = value;
  114257. },
  114258. enumerable: true,
  114259. configurable: true
  114260. });
  114261. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  114262. /** Gets or sets the refresh rate to use (on every frame by default) */
  114263. get: function () {
  114264. return this._renderTargetTexture.refreshRate;
  114265. },
  114266. set: function (value) {
  114267. this._renderTargetTexture.refreshRate = value;
  114268. },
  114269. enumerable: true,
  114270. configurable: true
  114271. });
  114272. /**
  114273. * Gets the hosting scene
  114274. * @returns a Scene
  114275. */
  114276. ReflectionProbe.prototype.getScene = function () {
  114277. return this._scene;
  114278. };
  114279. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  114280. /** Gets the internal CubeTexture used to render to */
  114281. get: function () {
  114282. return this._renderTargetTexture;
  114283. },
  114284. enumerable: true,
  114285. configurable: true
  114286. });
  114287. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  114288. /** Gets the list of meshes to render */
  114289. get: function () {
  114290. return this._renderTargetTexture.renderList;
  114291. },
  114292. enumerable: true,
  114293. configurable: true
  114294. });
  114295. /**
  114296. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  114297. * @param mesh defines the mesh to attach to
  114298. */
  114299. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  114300. this._attachedMesh = mesh;
  114301. };
  114302. /**
  114303. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  114304. * @param renderingGroupId The rendering group id corresponding to its index
  114305. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  114306. */
  114307. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  114308. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  114309. };
  114310. /**
  114311. * Clean all associated resources
  114312. */
  114313. ReflectionProbe.prototype.dispose = function () {
  114314. var index = this._scene.reflectionProbes.indexOf(this);
  114315. if (index !== -1) {
  114316. // Remove from the scene if found
  114317. this._scene.reflectionProbes.splice(index, 1);
  114318. }
  114319. if (this._renderTargetTexture) {
  114320. this._renderTargetTexture.dispose();
  114321. this._renderTargetTexture = null;
  114322. }
  114323. };
  114324. return ReflectionProbe;
  114325. }());
  114326. BABYLON.ReflectionProbe = ReflectionProbe;
  114327. })(BABYLON || (BABYLON = {}));
  114328. //# sourceMappingURL=babylon.reflectionProbe.js.map
  114329. var BABYLON;
  114330. (function (BABYLON) {
  114331. /**
  114332. * Defines the layer scene component responsible to manage any layers
  114333. * in a given scene.
  114334. */
  114335. var LayerSceneComponent = /** @class */ (function () {
  114336. /**
  114337. * Creates a new instance of the component for the given scene
  114338. * @param scene Defines the scene to register the component in
  114339. */
  114340. function LayerSceneComponent(scene) {
  114341. /**
  114342. * The component name helpfull to identify the component in the list of scene components.
  114343. */
  114344. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  114345. this.scene = scene;
  114346. this._engine = scene.getEngine();
  114347. scene.layers = new Array();
  114348. }
  114349. /**
  114350. * Registers the component in a given scene
  114351. */
  114352. LayerSceneComponent.prototype.register = function () {
  114353. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawBackground);
  114354. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawForeground);
  114355. };
  114356. /**
  114357. * Rebuilds the elements related to this component in case of
  114358. * context lost for instance.
  114359. */
  114360. LayerSceneComponent.prototype.rebuild = function () {
  114361. var layers = this.scene.layers;
  114362. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  114363. var layer = layers_1[_i];
  114364. layer._rebuild();
  114365. }
  114366. };
  114367. /**
  114368. * Disposes the component and the associated ressources.
  114369. */
  114370. LayerSceneComponent.prototype.dispose = function () {
  114371. var layers = this.scene.layers;
  114372. while (layers.length) {
  114373. layers[0].dispose();
  114374. }
  114375. };
  114376. LayerSceneComponent.prototype._draw = function (camera, isBackground) {
  114377. var layers = this.scene.layers;
  114378. if (layers.length) {
  114379. this._engine.setDepthBuffer(false);
  114380. var cameraLayerMask = camera.layerMask;
  114381. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  114382. var layer = layers_2[_i];
  114383. if (layer.isBackground === isBackground && ((layer.layerMask & cameraLayerMask) !== 0)) {
  114384. layer.render();
  114385. }
  114386. }
  114387. this._engine.setDepthBuffer(true);
  114388. }
  114389. };
  114390. LayerSceneComponent.prototype._drawBackground = function (camera) {
  114391. this._draw(camera, true);
  114392. };
  114393. LayerSceneComponent.prototype._drawForeground = function (camera) {
  114394. this._draw(camera, false);
  114395. };
  114396. return LayerSceneComponent;
  114397. }());
  114398. BABYLON.LayerSceneComponent = LayerSceneComponent;
  114399. })(BABYLON || (BABYLON = {}));
  114400. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  114401. var BABYLON;
  114402. (function (BABYLON) {
  114403. /**
  114404. * This represents a full screen 2d layer.
  114405. * This can be usefull to display a picture in the background of your scene for instance.
  114406. * @see https://www.babylonjs-playground.com/#08A2BS#1
  114407. */
  114408. var Layer = /** @class */ (function () {
  114409. /**
  114410. * Instantiates a new layer.
  114411. * This represents a full screen 2d layer.
  114412. * This can be usefull to display a picture in the background of your scene for instance.
  114413. * @see https://www.babylonjs-playground.com/#08A2BS#1
  114414. * @param name Define the name of the layer in the scene
  114415. * @param imgUrl Define the url of the texture to display in the layer
  114416. * @param scene Define the scene the layer belongs to
  114417. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  114418. * @param color Defines a color for the layer
  114419. */
  114420. function Layer(
  114421. /**
  114422. * Define the name of the layer.
  114423. */
  114424. name, imgUrl, scene, isBackground, color) {
  114425. this.name = name;
  114426. /**
  114427. * Define the scale of the layer in order to zoom in out of the texture.
  114428. */
  114429. this.scale = new BABYLON.Vector2(1, 1);
  114430. /**
  114431. * Define an offset for the layer in order to shift the texture.
  114432. */
  114433. this.offset = new BABYLON.Vector2(0, 0);
  114434. /**
  114435. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  114436. */
  114437. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  114438. /**
  114439. * Define a mask to restrict the layer to only some of the scene cameras.
  114440. */
  114441. this.layerMask = 0x0FFFFFFF;
  114442. this._vertexBuffers = {};
  114443. /**
  114444. * An event triggered when the layer is disposed.
  114445. */
  114446. this.onDisposeObservable = new BABYLON.Observable();
  114447. /**
  114448. * An event triggered before rendering the scene
  114449. */
  114450. this.onBeforeRenderObservable = new BABYLON.Observable();
  114451. /**
  114452. * An event triggered after rendering the scene
  114453. */
  114454. this.onAfterRenderObservable = new BABYLON.Observable();
  114455. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  114456. this.isBackground = isBackground === undefined ? true : isBackground;
  114457. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  114458. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  114459. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  114460. if (!layerComponent) {
  114461. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  114462. this._scene._addComponent(layerComponent);
  114463. }
  114464. this._scene.layers.push(this);
  114465. var engine = this._scene.getEngine();
  114466. // VBO
  114467. var vertices = [];
  114468. vertices.push(1, 1);
  114469. vertices.push(-1, 1);
  114470. vertices.push(-1, -1);
  114471. vertices.push(1, -1);
  114472. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  114473. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  114474. this._createIndexBuffer();
  114475. // Effects
  114476. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  114477. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  114478. }
  114479. Object.defineProperty(Layer.prototype, "onDispose", {
  114480. /**
  114481. * Back compatibility with callback before the onDisposeObservable existed.
  114482. * The set callback will be triggered when the layer has been disposed.
  114483. */
  114484. set: function (callback) {
  114485. if (this._onDisposeObserver) {
  114486. this.onDisposeObservable.remove(this._onDisposeObserver);
  114487. }
  114488. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  114489. },
  114490. enumerable: true,
  114491. configurable: true
  114492. });
  114493. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  114494. /**
  114495. * Back compatibility with callback before the onBeforeRenderObservable existed.
  114496. * The set callback will be triggered just before rendering the layer.
  114497. */
  114498. set: function (callback) {
  114499. if (this._onBeforeRenderObserver) {
  114500. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  114501. }
  114502. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  114503. },
  114504. enumerable: true,
  114505. configurable: true
  114506. });
  114507. Object.defineProperty(Layer.prototype, "onAfterRender", {
  114508. /**
  114509. * Back compatibility with callback before the onAfterRenderObservable existed.
  114510. * The set callback will be triggered just after rendering the layer.
  114511. */
  114512. set: function (callback) {
  114513. if (this._onAfterRenderObserver) {
  114514. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  114515. }
  114516. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  114517. },
  114518. enumerable: true,
  114519. configurable: true
  114520. });
  114521. Layer.prototype._createIndexBuffer = function () {
  114522. var engine = this._scene.getEngine();
  114523. // Indices
  114524. var indices = [];
  114525. indices.push(0);
  114526. indices.push(1);
  114527. indices.push(2);
  114528. indices.push(0);
  114529. indices.push(2);
  114530. indices.push(3);
  114531. this._indexBuffer = engine.createIndexBuffer(indices);
  114532. };
  114533. /** @hidden */
  114534. Layer.prototype._rebuild = function () {
  114535. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  114536. if (vb) {
  114537. vb._rebuild();
  114538. }
  114539. this._createIndexBuffer();
  114540. };
  114541. /**
  114542. * Renders the layer in the scene.
  114543. */
  114544. Layer.prototype.render = function () {
  114545. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  114546. // Check
  114547. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  114548. return;
  114549. }
  114550. var engine = this._scene.getEngine();
  114551. this.onBeforeRenderObservable.notifyObservers(this);
  114552. // Render
  114553. engine.enableEffect(currentEffect);
  114554. engine.setState(false);
  114555. // Texture
  114556. currentEffect.setTexture("textureSampler", this.texture);
  114557. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  114558. // Color
  114559. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  114560. // Scale / offset
  114561. currentEffect.setVector2("offset", this.offset);
  114562. currentEffect.setVector2("scale", this.scale);
  114563. // VBOs
  114564. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  114565. // Draw order
  114566. if (!this.alphaTest) {
  114567. engine.setAlphaMode(this.alphaBlendingMode);
  114568. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  114569. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  114570. }
  114571. else {
  114572. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  114573. }
  114574. this.onAfterRenderObservable.notifyObservers(this);
  114575. };
  114576. /**
  114577. * Disposes and releases the associated ressources.
  114578. */
  114579. Layer.prototype.dispose = function () {
  114580. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  114581. if (vertexBuffer) {
  114582. vertexBuffer.dispose();
  114583. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  114584. }
  114585. if (this._indexBuffer) {
  114586. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  114587. this._indexBuffer = null;
  114588. }
  114589. if (this.texture) {
  114590. this.texture.dispose();
  114591. this.texture = null;
  114592. }
  114593. // Remove from scene
  114594. var index = this._scene.layers.indexOf(this);
  114595. this._scene.layers.splice(index, 1);
  114596. // Callback
  114597. this.onDisposeObservable.notifyObservers(this);
  114598. this.onDisposeObservable.clear();
  114599. this.onAfterRenderObservable.clear();
  114600. this.onBeforeRenderObservable.clear();
  114601. };
  114602. return Layer;
  114603. }());
  114604. BABYLON.Layer = Layer;
  114605. })(BABYLON || (BABYLON = {}));
  114606. //# sourceMappingURL=babylon.layer.js.map
  114607. var BABYLON;
  114608. (function (BABYLON) {
  114609. /**
  114610. * Class used to host texture specific utilities
  114611. */
  114612. var TextureTools = /** @class */ (function () {
  114613. function TextureTools() {
  114614. }
  114615. /**
  114616. * Uses the GPU to create a copy texture rescaled at a given size
  114617. * @param texture Texture to copy from
  114618. * @param width defines the desired width
  114619. * @param height defines the desired height
  114620. * @param useBilinearMode defines if bilinear mode has to be used
  114621. * @return the generated texture
  114622. */
  114623. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  114624. if (useBilinearMode === void 0) { useBilinearMode = true; }
  114625. var scene = texture.getScene();
  114626. var engine = scene.getEngine();
  114627. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  114628. rtt.wrapU = texture.wrapU;
  114629. rtt.wrapV = texture.wrapV;
  114630. rtt.uOffset = texture.uOffset;
  114631. rtt.vOffset = texture.vOffset;
  114632. rtt.uScale = texture.uScale;
  114633. rtt.vScale = texture.vScale;
  114634. rtt.uAng = texture.uAng;
  114635. rtt.vAng = texture.vAng;
  114636. rtt.wAng = texture.wAng;
  114637. rtt.coordinatesIndex = texture.coordinatesIndex;
  114638. rtt.level = texture.level;
  114639. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  114640. rtt._texture.isReady = false;
  114641. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114642. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114643. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  114644. passPostProcess.getEffect().executeWhenCompiled(function () {
  114645. passPostProcess.onApply = function (effect) {
  114646. effect.setTexture("textureSampler", texture);
  114647. };
  114648. var internalTexture = rtt.getInternalTexture();
  114649. if (internalTexture) {
  114650. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  114651. engine.unBindFramebuffer(internalTexture);
  114652. rtt.disposeFramebufferObjects();
  114653. passPostProcess.dispose();
  114654. internalTexture.isReady = true;
  114655. }
  114656. });
  114657. return rtt;
  114658. };
  114659. /**
  114660. * Gets an environment BRDF texture for a given scene
  114661. * @param scene defines the hosting scene
  114662. * @returns the environment BRDF texture
  114663. */
  114664. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  114665. if (!scene._environmentBRDFTexture) {
  114666. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  114667. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114668. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114669. scene._environmentBRDFTexture = texture;
  114670. }
  114671. return scene._environmentBRDFTexture;
  114672. };
  114673. TextureTools._environmentBRDFBase64Texture = "data:image/png;base64,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";
  114674. return TextureTools;
  114675. }());
  114676. BABYLON.TextureTools = TextureTools;
  114677. })(BABYLON || (BABYLON = {}));
  114678. //# sourceMappingURL=babylon.textureTools.js.map
  114679. var BABYLON;
  114680. (function (BABYLON) {
  114681. /**
  114682. * 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.
  114683. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  114684. */
  114685. var FramingBehavior = /** @class */ (function () {
  114686. function FramingBehavior() {
  114687. this._mode = FramingBehavior.FitFrustumSidesMode;
  114688. this._radiusScale = 1.0;
  114689. this._positionScale = 0.5;
  114690. this._defaultElevation = 0.3;
  114691. this._elevationReturnTime = 1500;
  114692. this._elevationReturnWaitTime = 1000;
  114693. this._zoomStopsAnimation = false;
  114694. this._framingTime = 1500;
  114695. /**
  114696. * Define if the behavior should automatically change the configured
  114697. * camera limits and sensibilities.
  114698. */
  114699. this.autoCorrectCameraLimitsAndSensibility = true;
  114700. this._isPointerDown = false;
  114701. this._lastInteractionTime = -Infinity;
  114702. // Framing control
  114703. this._animatables = new Array();
  114704. this._betaIsAnimating = false;
  114705. }
  114706. Object.defineProperty(FramingBehavior.prototype, "name", {
  114707. /**
  114708. * Gets the name of the behavior.
  114709. */
  114710. get: function () {
  114711. return "Framing";
  114712. },
  114713. enumerable: true,
  114714. configurable: true
  114715. });
  114716. Object.defineProperty(FramingBehavior.prototype, "mode", {
  114717. /**
  114718. * Gets current mode used by the behavior.
  114719. */
  114720. get: function () {
  114721. return this._mode;
  114722. },
  114723. /**
  114724. * Sets the current mode used by the behavior
  114725. */
  114726. set: function (mode) {
  114727. this._mode = mode;
  114728. },
  114729. enumerable: true,
  114730. configurable: true
  114731. });
  114732. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  114733. /**
  114734. * Gets the scale applied to the radius
  114735. */
  114736. get: function () {
  114737. return this._radiusScale;
  114738. },
  114739. /**
  114740. * Sets the scale applied to the radius (1 by default)
  114741. */
  114742. set: function (radius) {
  114743. this._radiusScale = radius;
  114744. },
  114745. enumerable: true,
  114746. configurable: true
  114747. });
  114748. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  114749. /**
  114750. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  114751. */
  114752. get: function () {
  114753. return this._positionScale;
  114754. },
  114755. /**
  114756. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  114757. */
  114758. set: function (scale) {
  114759. this._positionScale = scale;
  114760. },
  114761. enumerable: true,
  114762. configurable: true
  114763. });
  114764. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  114765. /**
  114766. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  114767. * behaviour is triggered, in radians.
  114768. */
  114769. get: function () {
  114770. return this._defaultElevation;
  114771. },
  114772. /**
  114773. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  114774. * behaviour is triggered, in radians.
  114775. */
  114776. set: function (elevation) {
  114777. this._defaultElevation = elevation;
  114778. },
  114779. enumerable: true,
  114780. configurable: true
  114781. });
  114782. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  114783. /**
  114784. * Gets the time (in milliseconds) taken to return to the default beta position.
  114785. * Negative value indicates camera should not return to default.
  114786. */
  114787. get: function () {
  114788. return this._elevationReturnTime;
  114789. },
  114790. /**
  114791. * Sets the time (in milliseconds) taken to return to the default beta position.
  114792. * Negative value indicates camera should not return to default.
  114793. */
  114794. set: function (speed) {
  114795. this._elevationReturnTime = speed;
  114796. },
  114797. enumerable: true,
  114798. configurable: true
  114799. });
  114800. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  114801. /**
  114802. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  114803. */
  114804. get: function () {
  114805. return this._elevationReturnWaitTime;
  114806. },
  114807. /**
  114808. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  114809. */
  114810. set: function (time) {
  114811. this._elevationReturnWaitTime = time;
  114812. },
  114813. enumerable: true,
  114814. configurable: true
  114815. });
  114816. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  114817. /**
  114818. * Gets the flag that indicates if user zooming should stop animation.
  114819. */
  114820. get: function () {
  114821. return this._zoomStopsAnimation;
  114822. },
  114823. /**
  114824. * Sets the flag that indicates if user zooming should stop animation.
  114825. */
  114826. set: function (flag) {
  114827. this._zoomStopsAnimation = flag;
  114828. },
  114829. enumerable: true,
  114830. configurable: true
  114831. });
  114832. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  114833. /**
  114834. * Gets the transition time when framing the mesh, in milliseconds
  114835. */
  114836. get: function () {
  114837. return this._framingTime;
  114838. },
  114839. /**
  114840. * Sets the transition time when framing the mesh, in milliseconds
  114841. */
  114842. set: function (time) {
  114843. this._framingTime = time;
  114844. },
  114845. enumerable: true,
  114846. configurable: true
  114847. });
  114848. /**
  114849. * Initializes the behavior.
  114850. */
  114851. FramingBehavior.prototype.init = function () {
  114852. // Do notihng
  114853. };
  114854. /**
  114855. * Attaches the behavior to its arc rotate camera.
  114856. * @param camera Defines the camera to attach the behavior to
  114857. */
  114858. FramingBehavior.prototype.attach = function (camera) {
  114859. var _this = this;
  114860. this._attachedCamera = camera;
  114861. var scene = this._attachedCamera.getScene();
  114862. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  114863. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  114864. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  114865. _this._isPointerDown = true;
  114866. return;
  114867. }
  114868. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  114869. _this._isPointerDown = false;
  114870. }
  114871. });
  114872. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  114873. if (mesh) {
  114874. _this.zoomOnMesh(mesh);
  114875. }
  114876. });
  114877. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  114878. // Stop the animation if there is user interaction and the animation should stop for this interaction
  114879. _this._applyUserInteraction();
  114880. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  114881. // back to the default position after a given timeout
  114882. _this._maintainCameraAboveGround();
  114883. });
  114884. };
  114885. /**
  114886. * Detaches the behavior from its current arc rotate camera.
  114887. */
  114888. FramingBehavior.prototype.detach = function () {
  114889. if (!this._attachedCamera) {
  114890. return;
  114891. }
  114892. var scene = this._attachedCamera.getScene();
  114893. if (this._onPrePointerObservableObserver) {
  114894. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  114895. }
  114896. if (this._onAfterCheckInputsObserver) {
  114897. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  114898. }
  114899. if (this._onMeshTargetChangedObserver) {
  114900. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  114901. }
  114902. this._attachedCamera = null;
  114903. };
  114904. /**
  114905. * Targets the given mesh and updates zoom level accordingly.
  114906. * @param mesh The mesh to target.
  114907. * @param radius Optional. If a cached radius position already exists, overrides default.
  114908. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  114909. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  114910. * @param onAnimationEnd Callback triggered at the end of the framing animation
  114911. */
  114912. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  114913. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  114914. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  114915. mesh.computeWorldMatrix(true);
  114916. var boundingBox = mesh.getBoundingInfo().boundingBox;
  114917. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  114918. };
  114919. /**
  114920. * Targets the given mesh with its children and updates zoom level accordingly.
  114921. * @param mesh The mesh to target.
  114922. * @param radius Optional. If a cached radius position already exists, overrides default.
  114923. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  114924. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  114925. * @param onAnimationEnd Callback triggered at the end of the framing animation
  114926. */
  114927. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  114928. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  114929. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  114930. mesh.computeWorldMatrix(true);
  114931. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  114932. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  114933. };
  114934. /**
  114935. * Targets the given meshes with their children and updates zoom level accordingly.
  114936. * @param meshes The mesh to target.
  114937. * @param radius Optional. If a cached radius position already exists, overrides default.
  114938. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  114939. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  114940. * @param onAnimationEnd Callback triggered at the end of the framing animation
  114941. */
  114942. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  114943. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  114944. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  114945. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  114946. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  114947. for (var i = 0; i < meshes.length; i++) {
  114948. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  114949. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  114950. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  114951. }
  114952. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  114953. };
  114954. /**
  114955. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  114956. * @param minimumWorld Determines the smaller position of the bounding box extend
  114957. * @param maximumWorld Determines the bigger position of the bounding box extend
  114958. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  114959. * @param onAnimationEnd Callback triggered at the end of the framing animation
  114960. */
  114961. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  114962. var _this = this;
  114963. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  114964. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  114965. var zoomTarget;
  114966. if (!this._attachedCamera) {
  114967. return;
  114968. }
  114969. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  114970. var bottom = minimumWorld.y;
  114971. var top = maximumWorld.y;
  114972. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  114973. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  114974. if (focusOnOriginXZ) {
  114975. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  114976. }
  114977. else {
  114978. var centerWorld = minimumWorld.add(radiusWorld);
  114979. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  114980. }
  114981. if (!this._vectorTransition) {
  114982. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  114983. }
  114984. this._betaIsAnimating = true;
  114985. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  114986. if (animatable) {
  114987. this._animatables.push(animatable);
  114988. }
  114989. // sets the radius and lower radius bounds
  114990. // Small delta ensures camera is not always at lower zoom limit.
  114991. var radius = 0;
  114992. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  114993. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  114994. if (this.autoCorrectCameraLimitsAndSensibility) {
  114995. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  114996. }
  114997. radius = position;
  114998. }
  114999. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  115000. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  115001. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  115002. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  115003. }
  115004. }
  115005. // Set sensibilities
  115006. if (this.autoCorrectCameraLimitsAndSensibility) {
  115007. var extend = maximumWorld.subtract(minimumWorld).length();
  115008. this._attachedCamera.panningSensibility = 5000 / extend;
  115009. this._attachedCamera.wheelPrecision = 100 / radius;
  115010. }
  115011. // transition to new radius
  115012. if (!this._radiusTransition) {
  115013. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  115014. }
  115015. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  115016. _this.stopAllAnimations();
  115017. if (onAnimationEnd) {
  115018. onAnimationEnd();
  115019. }
  115020. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  115021. _this._attachedCamera.storeState();
  115022. }
  115023. });
  115024. if (animatable) {
  115025. this._animatables.push(animatable);
  115026. }
  115027. };
  115028. /**
  115029. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  115030. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  115031. * frustum width.
  115032. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  115033. * to fully enclose the mesh in the viewing frustum.
  115034. */
  115035. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  115036. var size = maximumWorld.subtract(minimumWorld);
  115037. var boxVectorGlobalDiagonal = size.length();
  115038. var frustumSlope = this._getFrustumSlope();
  115039. // Formula for setting distance
  115040. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  115041. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  115042. // Horizon distance
  115043. var radius = radiusWithoutFraming * this._radiusScale;
  115044. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  115045. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  115046. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  115047. var camera = this._attachedCamera;
  115048. if (!camera) {
  115049. return 0;
  115050. }
  115051. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  115052. // Don't exceed the requested limit
  115053. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  115054. }
  115055. // Don't exceed the upper radius limit
  115056. if (camera.upperRadiusLimit) {
  115057. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  115058. }
  115059. return distance;
  115060. };
  115061. /**
  115062. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  115063. * is automatically returned to its default position (expected to be above ground plane).
  115064. */
  115065. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  115066. var _this = this;
  115067. if (this._elevationReturnTime < 0) {
  115068. return;
  115069. }
  115070. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  115071. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  115072. var limitBeta = Math.PI * 0.5;
  115073. // Bring the camera back up if below the ground plane
  115074. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  115075. this._betaIsAnimating = true;
  115076. //Transition to new position
  115077. this.stopAllAnimations();
  115078. if (!this._betaTransition) {
  115079. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  115080. }
  115081. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  115082. _this._clearAnimationLocks();
  115083. _this.stopAllAnimations();
  115084. });
  115085. if (animatabe) {
  115086. this._animatables.push(animatabe);
  115087. }
  115088. }
  115089. };
  115090. /**
  115091. * Returns the frustum slope based on the canvas ratio and camera FOV
  115092. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  115093. */
  115094. FramingBehavior.prototype._getFrustumSlope = function () {
  115095. // Calculate the viewport ratio
  115096. // Aspect Ratio is Height/Width.
  115097. var camera = this._attachedCamera;
  115098. if (!camera) {
  115099. return BABYLON.Vector2.Zero();
  115100. }
  115101. var engine = camera.getScene().getEngine();
  115102. var aspectRatio = engine.getAspectRatio(camera);
  115103. // Camera FOV is the vertical field of view (top-bottom) in radians.
  115104. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  115105. var frustumSlopeY = Math.tan(camera.fov / 2);
  115106. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  115107. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  115108. // along the forward vector.
  115109. var frustumSlopeX = frustumSlopeY * aspectRatio;
  115110. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  115111. };
  115112. /**
  115113. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  115114. */
  115115. FramingBehavior.prototype._clearAnimationLocks = function () {
  115116. this._betaIsAnimating = false;
  115117. };
  115118. /**
  115119. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  115120. */
  115121. FramingBehavior.prototype._applyUserInteraction = function () {
  115122. if (this.isUserIsMoving) {
  115123. this._lastInteractionTime = BABYLON.Tools.Now;
  115124. this.stopAllAnimations();
  115125. this._clearAnimationLocks();
  115126. }
  115127. };
  115128. /**
  115129. * Stops and removes all animations that have been applied to the camera
  115130. */
  115131. FramingBehavior.prototype.stopAllAnimations = function () {
  115132. if (this._attachedCamera) {
  115133. this._attachedCamera.animations = [];
  115134. }
  115135. while (this._animatables.length) {
  115136. if (this._animatables[0]) {
  115137. this._animatables[0].onAnimationEnd = null;
  115138. this._animatables[0].stop();
  115139. }
  115140. this._animatables.shift();
  115141. }
  115142. };
  115143. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  115144. /**
  115145. * Gets a value indicating if the user is moving the camera
  115146. */
  115147. get: function () {
  115148. if (!this._attachedCamera) {
  115149. return false;
  115150. }
  115151. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  115152. this._attachedCamera.inertialBetaOffset !== 0 ||
  115153. this._attachedCamera.inertialRadiusOffset !== 0 ||
  115154. this._attachedCamera.inertialPanningX !== 0 ||
  115155. this._attachedCamera.inertialPanningY !== 0 ||
  115156. this._isPointerDown;
  115157. },
  115158. enumerable: true,
  115159. configurable: true
  115160. });
  115161. /**
  115162. * The easing function used by animations
  115163. */
  115164. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  115165. /**
  115166. * The easing mode used by animations
  115167. */
  115168. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  115169. // Statics
  115170. /**
  115171. * The camera can move all the way towards the mesh.
  115172. */
  115173. FramingBehavior.IgnoreBoundsSizeMode = 0;
  115174. /**
  115175. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  115176. */
  115177. FramingBehavior.FitFrustumSidesMode = 1;
  115178. return FramingBehavior;
  115179. }());
  115180. BABYLON.FramingBehavior = FramingBehavior;
  115181. })(BABYLON || (BABYLON = {}));
  115182. //# sourceMappingURL=babylon.framingBehavior.js.map
  115183. var BABYLON;
  115184. (function (BABYLON) {
  115185. /**
  115186. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  115187. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  115188. */
  115189. var BouncingBehavior = /** @class */ (function () {
  115190. function BouncingBehavior() {
  115191. /**
  115192. * The duration of the animation, in milliseconds
  115193. */
  115194. this.transitionDuration = 450;
  115195. /**
  115196. * Length of the distance animated by the transition when lower radius is reached
  115197. */
  115198. this.lowerRadiusTransitionRange = 2;
  115199. /**
  115200. * Length of the distance animated by the transition when upper radius is reached
  115201. */
  115202. this.upperRadiusTransitionRange = -2;
  115203. this._autoTransitionRange = false;
  115204. // Animations
  115205. this._radiusIsAnimating = false;
  115206. this._radiusBounceTransition = null;
  115207. this._animatables = new Array();
  115208. }
  115209. Object.defineProperty(BouncingBehavior.prototype, "name", {
  115210. /**
  115211. * Gets the name of the behavior.
  115212. */
  115213. get: function () {
  115214. return "Bouncing";
  115215. },
  115216. enumerable: true,
  115217. configurable: true
  115218. });
  115219. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  115220. /**
  115221. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  115222. */
  115223. get: function () {
  115224. return this._autoTransitionRange;
  115225. },
  115226. /**
  115227. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  115228. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  115229. */
  115230. set: function (value) {
  115231. var _this = this;
  115232. if (this._autoTransitionRange === value) {
  115233. return;
  115234. }
  115235. this._autoTransitionRange = value;
  115236. var camera = this._attachedCamera;
  115237. if (!camera) {
  115238. return;
  115239. }
  115240. if (value) {
  115241. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  115242. if (!mesh) {
  115243. return;
  115244. }
  115245. mesh.computeWorldMatrix(true);
  115246. var diagonal = mesh.getBoundingInfo().diagonalLength;
  115247. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  115248. _this.upperRadiusTransitionRange = diagonal * 0.05;
  115249. });
  115250. }
  115251. else if (this._onMeshTargetChangedObserver) {
  115252. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115253. }
  115254. },
  115255. enumerable: true,
  115256. configurable: true
  115257. });
  115258. /**
  115259. * Initializes the behavior.
  115260. */
  115261. BouncingBehavior.prototype.init = function () {
  115262. // Do notihng
  115263. };
  115264. /**
  115265. * Attaches the behavior to its arc rotate camera.
  115266. * @param camera Defines the camera to attach the behavior to
  115267. */
  115268. BouncingBehavior.prototype.attach = function (camera) {
  115269. var _this = this;
  115270. this._attachedCamera = camera;
  115271. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115272. if (!_this._attachedCamera) {
  115273. return;
  115274. }
  115275. // Add the bounce animation to the lower radius limit
  115276. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  115277. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  115278. }
  115279. // Add the bounce animation to the upper radius limit
  115280. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  115281. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  115282. }
  115283. });
  115284. };
  115285. /**
  115286. * Detaches the behavior from its current arc rotate camera.
  115287. */
  115288. BouncingBehavior.prototype.detach = function () {
  115289. if (!this._attachedCamera) {
  115290. return;
  115291. }
  115292. if (this._onAfterCheckInputsObserver) {
  115293. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  115294. }
  115295. if (this._onMeshTargetChangedObserver) {
  115296. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115297. }
  115298. this._attachedCamera = null;
  115299. };
  115300. /**
  115301. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  115302. * @param radiusLimit The limit to check against.
  115303. * @return Bool to indicate if at limit.
  115304. */
  115305. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  115306. if (!this._attachedCamera) {
  115307. return false;
  115308. }
  115309. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  115310. return true;
  115311. }
  115312. return false;
  115313. };
  115314. /**
  115315. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  115316. * @param radiusDelta The delta by which to animate to. Can be negative.
  115317. */
  115318. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  115319. var _this = this;
  115320. if (!this._attachedCamera) {
  115321. return;
  115322. }
  115323. if (!this._radiusBounceTransition) {
  115324. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  115325. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  115326. }
  115327. // Prevent zoom until bounce has completed
  115328. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  115329. this._attachedCamera.wheelPrecision = Infinity;
  115330. this._attachedCamera.inertialRadiusOffset = 0;
  115331. // Animate to the radius limit
  115332. this.stopAllAnimations();
  115333. this._radiusIsAnimating = true;
  115334. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  115335. if (animatable) {
  115336. this._animatables.push(animatable);
  115337. }
  115338. };
  115339. /**
  115340. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  115341. */
  115342. BouncingBehavior.prototype._clearAnimationLocks = function () {
  115343. this._radiusIsAnimating = false;
  115344. if (this._attachedCamera) {
  115345. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  115346. }
  115347. };
  115348. /**
  115349. * Stops and removes all animations that have been applied to the camera
  115350. */
  115351. BouncingBehavior.prototype.stopAllAnimations = function () {
  115352. if (this._attachedCamera) {
  115353. this._attachedCamera.animations = [];
  115354. }
  115355. while (this._animatables.length) {
  115356. this._animatables[0].onAnimationEnd = null;
  115357. this._animatables[0].stop();
  115358. this._animatables.shift();
  115359. }
  115360. };
  115361. /**
  115362. * The easing function used by animations
  115363. */
  115364. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  115365. /**
  115366. * The easing mode used by animations
  115367. */
  115368. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  115369. return BouncingBehavior;
  115370. }());
  115371. BABYLON.BouncingBehavior = BouncingBehavior;
  115372. })(BABYLON || (BABYLON = {}));
  115373. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  115374. var BABYLON;
  115375. (function (BABYLON) {
  115376. /**
  115377. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  115378. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  115379. */
  115380. var AutoRotationBehavior = /** @class */ (function () {
  115381. function AutoRotationBehavior() {
  115382. this._zoomStopsAnimation = false;
  115383. this._idleRotationSpeed = 0.05;
  115384. this._idleRotationWaitTime = 2000;
  115385. this._idleRotationSpinupTime = 2000;
  115386. this._isPointerDown = false;
  115387. this._lastFrameTime = null;
  115388. this._lastInteractionTime = -Infinity;
  115389. this._cameraRotationSpeed = 0;
  115390. this._lastFrameRadius = 0;
  115391. }
  115392. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  115393. /**
  115394. * Gets the name of the behavior.
  115395. */
  115396. get: function () {
  115397. return "AutoRotation";
  115398. },
  115399. enumerable: true,
  115400. configurable: true
  115401. });
  115402. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  115403. /**
  115404. * Gets the flag that indicates if user zooming should stop animation.
  115405. */
  115406. get: function () {
  115407. return this._zoomStopsAnimation;
  115408. },
  115409. /**
  115410. * Sets the flag that indicates if user zooming should stop animation.
  115411. */
  115412. set: function (flag) {
  115413. this._zoomStopsAnimation = flag;
  115414. },
  115415. enumerable: true,
  115416. configurable: true
  115417. });
  115418. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  115419. /**
  115420. * Gets the default speed at which the camera rotates around the model.
  115421. */
  115422. get: function () {
  115423. return this._idleRotationSpeed;
  115424. },
  115425. /**
  115426. * Sets the default speed at which the camera rotates around the model.
  115427. */
  115428. set: function (speed) {
  115429. this._idleRotationSpeed = speed;
  115430. },
  115431. enumerable: true,
  115432. configurable: true
  115433. });
  115434. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  115435. /**
  115436. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  115437. */
  115438. get: function () {
  115439. return this._idleRotationWaitTime;
  115440. },
  115441. /**
  115442. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  115443. */
  115444. set: function (time) {
  115445. this._idleRotationWaitTime = time;
  115446. },
  115447. enumerable: true,
  115448. configurable: true
  115449. });
  115450. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  115451. /**
  115452. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  115453. */
  115454. get: function () {
  115455. return this._idleRotationSpinupTime;
  115456. },
  115457. /**
  115458. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  115459. */
  115460. set: function (time) {
  115461. this._idleRotationSpinupTime = time;
  115462. },
  115463. enumerable: true,
  115464. configurable: true
  115465. });
  115466. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  115467. /**
  115468. * Gets a value indicating if the camera is currently rotating because of this behavior
  115469. */
  115470. get: function () {
  115471. return Math.abs(this._cameraRotationSpeed) > 0;
  115472. },
  115473. enumerable: true,
  115474. configurable: true
  115475. });
  115476. /**
  115477. * Initializes the behavior.
  115478. */
  115479. AutoRotationBehavior.prototype.init = function () {
  115480. // Do notihng
  115481. };
  115482. /**
  115483. * Attaches the behavior to its arc rotate camera.
  115484. * @param camera Defines the camera to attach the behavior to
  115485. */
  115486. AutoRotationBehavior.prototype.attach = function (camera) {
  115487. var _this = this;
  115488. this._attachedCamera = camera;
  115489. var scene = this._attachedCamera.getScene();
  115490. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  115491. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  115492. _this._isPointerDown = true;
  115493. return;
  115494. }
  115495. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  115496. _this._isPointerDown = false;
  115497. }
  115498. });
  115499. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115500. var now = BABYLON.Tools.Now;
  115501. var dt = 0;
  115502. if (_this._lastFrameTime != null) {
  115503. dt = now - _this._lastFrameTime;
  115504. }
  115505. _this._lastFrameTime = now;
  115506. // Stop the animation if there is user interaction and the animation should stop for this interaction
  115507. _this._applyUserInteraction();
  115508. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  115509. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  115510. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  115511. // Step camera rotation by rotation speed
  115512. if (_this._attachedCamera) {
  115513. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  115514. }
  115515. });
  115516. };
  115517. /**
  115518. * Detaches the behavior from its current arc rotate camera.
  115519. */
  115520. AutoRotationBehavior.prototype.detach = function () {
  115521. if (!this._attachedCamera) {
  115522. return;
  115523. }
  115524. var scene = this._attachedCamera.getScene();
  115525. if (this._onPrePointerObservableObserver) {
  115526. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  115527. }
  115528. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  115529. this._attachedCamera = null;
  115530. };
  115531. /**
  115532. * Returns true if user is scrolling.
  115533. * @return true if user is scrolling.
  115534. */
  115535. AutoRotationBehavior.prototype._userIsZooming = function () {
  115536. if (!this._attachedCamera) {
  115537. return false;
  115538. }
  115539. return this._attachedCamera.inertialRadiusOffset !== 0;
  115540. };
  115541. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  115542. if (!this._attachedCamera) {
  115543. return false;
  115544. }
  115545. var zoomHasHitLimit = false;
  115546. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  115547. zoomHasHitLimit = true;
  115548. }
  115549. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  115550. this._lastFrameRadius = this._attachedCamera.radius;
  115551. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  115552. };
  115553. /**
  115554. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  115555. */
  115556. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  115557. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  115558. this._lastInteractionTime = BABYLON.Tools.Now;
  115559. }
  115560. };
  115561. // Tools
  115562. AutoRotationBehavior.prototype._userIsMoving = function () {
  115563. if (!this._attachedCamera) {
  115564. return false;
  115565. }
  115566. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  115567. this._attachedCamera.inertialBetaOffset !== 0 ||
  115568. this._attachedCamera.inertialRadiusOffset !== 0 ||
  115569. this._attachedCamera.inertialPanningX !== 0 ||
  115570. this._attachedCamera.inertialPanningY !== 0 ||
  115571. this._isPointerDown;
  115572. };
  115573. return AutoRotationBehavior;
  115574. }());
  115575. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  115576. })(BABYLON || (BABYLON = {}));
  115577. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  115578. var BABYLON;
  115579. (function (BABYLON) {
  115580. /**
  115581. * Options to create the null engine
  115582. */
  115583. var NullEngineOptions = /** @class */ (function () {
  115584. function NullEngineOptions() {
  115585. /**
  115586. * Render width (Default: 512)
  115587. */
  115588. this.renderWidth = 512;
  115589. /**
  115590. * Render height (Default: 256)
  115591. */
  115592. this.renderHeight = 256;
  115593. /**
  115594. * Texture size (Default: 512)
  115595. */
  115596. this.textureSize = 512;
  115597. /**
  115598. * If delta time between frames should be constant
  115599. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  115600. */
  115601. this.deterministicLockstep = false;
  115602. /**
  115603. * Maximum about of steps between frames (Default: 4)
  115604. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  115605. */
  115606. this.lockstepMaxSteps = 4;
  115607. }
  115608. return NullEngineOptions;
  115609. }());
  115610. BABYLON.NullEngineOptions = NullEngineOptions;
  115611. /**
  115612. * The null engine class provides support for headless version of babylon.js.
  115613. * This can be used in server side scenario or for testing purposes
  115614. */
  115615. var NullEngine = /** @class */ (function (_super) {
  115616. __extends(NullEngine, _super);
  115617. function NullEngine(options) {
  115618. if (options === void 0) { options = new NullEngineOptions(); }
  115619. var _this = _super.call(this, null) || this;
  115620. if (options.deterministicLockstep === undefined) {
  115621. options.deterministicLockstep = false;
  115622. }
  115623. if (options.lockstepMaxSteps === undefined) {
  115624. options.lockstepMaxSteps = 4;
  115625. }
  115626. _this._options = options;
  115627. // Init caps
  115628. // We consider we are on a webgl1 capable device
  115629. _this._caps = new BABYLON.EngineCapabilities();
  115630. _this._caps.maxTexturesImageUnits = 16;
  115631. _this._caps.maxVertexTextureImageUnits = 16;
  115632. _this._caps.maxTextureSize = 512;
  115633. _this._caps.maxCubemapTextureSize = 512;
  115634. _this._caps.maxRenderTextureSize = 512;
  115635. _this._caps.maxVertexAttribs = 16;
  115636. _this._caps.maxVaryingVectors = 16;
  115637. _this._caps.maxFragmentUniformVectors = 16;
  115638. _this._caps.maxVertexUniformVectors = 16;
  115639. // Extensions
  115640. _this._caps.standardDerivatives = false;
  115641. _this._caps.astc = null;
  115642. _this._caps.s3tc = null;
  115643. _this._caps.pvrtc = null;
  115644. _this._caps.etc1 = null;
  115645. _this._caps.etc2 = null;
  115646. _this._caps.textureAnisotropicFilterExtension = null;
  115647. _this._caps.maxAnisotropy = 0;
  115648. _this._caps.uintIndices = false;
  115649. _this._caps.fragmentDepthSupported = false;
  115650. _this._caps.highPrecisionShaderSupported = true;
  115651. _this._caps.colorBufferFloat = false;
  115652. _this._caps.textureFloat = false;
  115653. _this._caps.textureFloatLinearFiltering = false;
  115654. _this._caps.textureFloatRender = false;
  115655. _this._caps.textureHalfFloat = false;
  115656. _this._caps.textureHalfFloatLinearFiltering = false;
  115657. _this._caps.textureHalfFloatRender = false;
  115658. _this._caps.textureLOD = false;
  115659. _this._caps.drawBuffersExtension = false;
  115660. _this._caps.depthTextureExtension = false;
  115661. _this._caps.vertexArrayObject = false;
  115662. _this._caps.instancedArrays = false;
  115663. BABYLON.Tools.Log("Babylon.js v" + BABYLON.Engine.Version + " - Null engine");
  115664. // Wrappers
  115665. if (typeof URL === "undefined") {
  115666. URL = {
  115667. createObjectURL: function () { },
  115668. revokeObjectURL: function () { }
  115669. };
  115670. }
  115671. if (typeof Blob === "undefined") {
  115672. Blob = function () { };
  115673. }
  115674. return _this;
  115675. }
  115676. /**
  115677. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  115678. */
  115679. NullEngine.prototype.isDeterministicLockStep = function () {
  115680. return this._options.deterministicLockstep;
  115681. };
  115682. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  115683. NullEngine.prototype.getLockstepMaxSteps = function () {
  115684. return this._options.lockstepMaxSteps;
  115685. };
  115686. /**
  115687. * Sets hardware scaling, used to save performance if needed
  115688. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  115689. */
  115690. NullEngine.prototype.getHardwareScalingLevel = function () {
  115691. return 1.0;
  115692. };
  115693. NullEngine.prototype.createVertexBuffer = function (vertices) {
  115694. return {
  115695. capacity: 0,
  115696. references: 1,
  115697. is32Bits: false
  115698. };
  115699. };
  115700. NullEngine.prototype.createIndexBuffer = function (indices) {
  115701. return {
  115702. capacity: 0,
  115703. references: 1,
  115704. is32Bits: false
  115705. };
  115706. };
  115707. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  115708. if (stencil === void 0) { stencil = false; }
  115709. };
  115710. NullEngine.prototype.getRenderWidth = function (useScreen) {
  115711. if (useScreen === void 0) { useScreen = false; }
  115712. if (!useScreen && this._currentRenderTarget) {
  115713. return this._currentRenderTarget.width;
  115714. }
  115715. return this._options.renderWidth;
  115716. };
  115717. NullEngine.prototype.getRenderHeight = function (useScreen) {
  115718. if (useScreen === void 0) { useScreen = false; }
  115719. if (!useScreen && this._currentRenderTarget) {
  115720. return this._currentRenderTarget.height;
  115721. }
  115722. return this._options.renderHeight;
  115723. };
  115724. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  115725. this._cachedViewport = viewport;
  115726. };
  115727. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  115728. return {
  115729. transformFeedback: null,
  115730. __SPECTOR_rebuildProgram: null,
  115731. isParallelCompiled: false
  115732. };
  115733. };
  115734. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  115735. return [];
  115736. };
  115737. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  115738. return [];
  115739. };
  115740. NullEngine.prototype.bindSamplers = function (effect) {
  115741. this._currentEffect = null;
  115742. };
  115743. NullEngine.prototype.enableEffect = function (effect) {
  115744. this._currentEffect = effect;
  115745. if (effect.onBind) {
  115746. effect.onBind(effect);
  115747. }
  115748. if (effect._onBindObservable) {
  115749. effect._onBindObservable.notifyObservers(effect);
  115750. }
  115751. };
  115752. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  115753. if (zOffset === void 0) { zOffset = 0; }
  115754. if (reverseSide === void 0) { reverseSide = false; }
  115755. };
  115756. NullEngine.prototype.setIntArray = function (uniform, array) {
  115757. };
  115758. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  115759. };
  115760. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  115761. };
  115762. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  115763. };
  115764. NullEngine.prototype.setFloatArray = function (uniform, array) {
  115765. };
  115766. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  115767. };
  115768. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  115769. };
  115770. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  115771. };
  115772. NullEngine.prototype.setArray = function (uniform, array) {
  115773. };
  115774. NullEngine.prototype.setArray2 = function (uniform, array) {
  115775. };
  115776. NullEngine.prototype.setArray3 = function (uniform, array) {
  115777. };
  115778. NullEngine.prototype.setArray4 = function (uniform, array) {
  115779. };
  115780. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  115781. };
  115782. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  115783. };
  115784. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  115785. };
  115786. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  115787. };
  115788. NullEngine.prototype.setFloat = function (uniform, value) {
  115789. };
  115790. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  115791. };
  115792. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  115793. };
  115794. NullEngine.prototype.setBool = function (uniform, bool) {
  115795. };
  115796. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  115797. };
  115798. NullEngine.prototype.setColor3 = function (uniform, color3) {
  115799. };
  115800. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  115801. };
  115802. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  115803. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  115804. if (this._alphaMode === mode) {
  115805. return;
  115806. }
  115807. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  115808. if (!noDepthWriteChange) {
  115809. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  115810. }
  115811. this._alphaMode = mode;
  115812. };
  115813. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  115814. };
  115815. NullEngine.prototype.wipeCaches = function (bruteForce) {
  115816. if (this.preventCacheWipeBetweenFrames) {
  115817. return;
  115818. }
  115819. this.resetTextureCache();
  115820. this._currentEffect = null;
  115821. if (bruteForce) {
  115822. this._currentProgram = null;
  115823. this._stencilState.reset();
  115824. this._depthCullingState.reset();
  115825. this._alphaState.reset();
  115826. }
  115827. this._cachedVertexBuffers = null;
  115828. this._cachedIndexBuffer = null;
  115829. this._cachedEffectForVertexBuffers = null;
  115830. };
  115831. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  115832. };
  115833. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  115834. };
  115835. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  115836. };
  115837. /** @hidden */
  115838. NullEngine.prototype._createTexture = function () {
  115839. return {};
  115840. };
  115841. /** @hidden */
  115842. NullEngine.prototype._releaseTexture = function (texture) {
  115843. };
  115844. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  115845. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  115846. if (onLoad === void 0) { onLoad = null; }
  115847. if (onError === void 0) { onError = null; }
  115848. if (buffer === void 0) { buffer = null; }
  115849. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  115850. var url = String(urlArg);
  115851. texture.url = url;
  115852. texture.generateMipMaps = !noMipmap;
  115853. texture.samplingMode = samplingMode;
  115854. texture.invertY = invertY;
  115855. texture.baseWidth = this._options.textureSize;
  115856. texture.baseHeight = this._options.textureSize;
  115857. texture.width = this._options.textureSize;
  115858. texture.height = this._options.textureSize;
  115859. if (format) {
  115860. texture.format = format;
  115861. }
  115862. texture.isReady = true;
  115863. if (onLoad) {
  115864. onLoad();
  115865. }
  115866. this._internalTexturesCache.push(texture);
  115867. return texture;
  115868. };
  115869. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  115870. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  115871. if (options !== undefined && typeof options === "object") {
  115872. fullOptions.generateMipMaps = options.generateMipMaps;
  115873. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  115874. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  115875. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  115876. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  115877. }
  115878. else {
  115879. fullOptions.generateMipMaps = options;
  115880. fullOptions.generateDepthBuffer = true;
  115881. fullOptions.generateStencilBuffer = false;
  115882. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  115883. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  115884. }
  115885. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  115886. var width = size.width || size;
  115887. var height = size.height || size;
  115888. texture._depthStencilBuffer = {};
  115889. texture._framebuffer = {};
  115890. texture.baseWidth = width;
  115891. texture.baseHeight = height;
  115892. texture.width = width;
  115893. texture.height = height;
  115894. texture.isReady = true;
  115895. texture.samples = 1;
  115896. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  115897. texture.samplingMode = fullOptions.samplingMode;
  115898. texture.type = fullOptions.type;
  115899. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  115900. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  115901. this._internalTexturesCache.push(texture);
  115902. return texture;
  115903. };
  115904. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  115905. texture.samplingMode = samplingMode;
  115906. };
  115907. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  115908. if (this._currentRenderTarget) {
  115909. this.unBindFramebuffer(this._currentRenderTarget);
  115910. }
  115911. this._currentRenderTarget = texture;
  115912. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  115913. if (this._cachedViewport && !forceFullscreenViewport) {
  115914. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  115915. }
  115916. };
  115917. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  115918. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  115919. this._currentRenderTarget = null;
  115920. if (onBeforeUnbind) {
  115921. if (texture._MSAAFramebuffer) {
  115922. this._currentFramebuffer = texture._framebuffer;
  115923. }
  115924. onBeforeUnbind();
  115925. }
  115926. this._currentFramebuffer = null;
  115927. };
  115928. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  115929. var vbo = {
  115930. capacity: 1,
  115931. references: 1,
  115932. is32Bits: false
  115933. };
  115934. return vbo;
  115935. };
  115936. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  115937. if (premulAlpha === void 0) { premulAlpha = false; }
  115938. };
  115939. NullEngine.prototype.areAllEffectsReady = function () {
  115940. return true;
  115941. };
  115942. /**
  115943. * @hidden
  115944. * Get the current error code of the webGL context
  115945. * @returns the error code
  115946. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  115947. */
  115948. NullEngine.prototype.getError = function () {
  115949. return 0;
  115950. };
  115951. /** @hidden */
  115952. NullEngine.prototype._getUnpackAlignement = function () {
  115953. return 1;
  115954. };
  115955. /** @hidden */
  115956. NullEngine.prototype._unpackFlipY = function (value) {
  115957. };
  115958. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  115959. if (offset === void 0) { offset = 0; }
  115960. };
  115961. /**
  115962. * Updates a dynamic vertex buffer.
  115963. * @param vertexBuffer the vertex buffer to update
  115964. * @param data the data used to update the vertex buffer
  115965. * @param byteOffset the byte offset of the data (optional)
  115966. * @param byteLength the byte length of the data (optional)
  115967. */
  115968. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  115969. };
  115970. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  115971. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  115972. this._boundTexturesCache[this._activeChannel] = texture;
  115973. return true;
  115974. }
  115975. return false;
  115976. };
  115977. /** @hidden */
  115978. NullEngine.prototype._bindTexture = function (channel, texture) {
  115979. if (channel < 0) {
  115980. return;
  115981. }
  115982. this._bindTextureDirectly(0, texture);
  115983. };
  115984. /** @hidden */
  115985. NullEngine.prototype._releaseBuffer = function (buffer) {
  115986. buffer.references--;
  115987. if (buffer.references === 0) {
  115988. return true;
  115989. }
  115990. return false;
  115991. };
  115992. NullEngine.prototype.releaseEffects = function () {
  115993. };
  115994. NullEngine.prototype.displayLoadingUI = function () {
  115995. };
  115996. NullEngine.prototype.hideLoadingUI = function () {
  115997. };
  115998. /** @hidden */
  115999. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  116000. if (faceIndex === void 0) { faceIndex = 0; }
  116001. if (lod === void 0) { lod = 0; }
  116002. };
  116003. /** @hidden */
  116004. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  116005. if (faceIndex === void 0) { faceIndex = 0; }
  116006. if (lod === void 0) { lod = 0; }
  116007. };
  116008. /** @hidden */
  116009. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  116010. if (faceIndex === void 0) { faceIndex = 0; }
  116011. if (lod === void 0) { lod = 0; }
  116012. };
  116013. /** @hidden */
  116014. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  116015. if (faceIndex === void 0) { faceIndex = 0; }
  116016. if (lod === void 0) { lod = 0; }
  116017. };
  116018. return NullEngine;
  116019. }(BABYLON.Engine));
  116020. BABYLON.NullEngine = NullEngine;
  116021. })(BABYLON || (BABYLON = {}));
  116022. //# sourceMappingURL=babylon.nullEngine.js.map
  116023. var BABYLON;
  116024. (function (BABYLON) {
  116025. /**
  116026. * This class can be used to get instrumentation data from a Babylon engine
  116027. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  116028. */
  116029. var EngineInstrumentation = /** @class */ (function () {
  116030. /**
  116031. * Instantiates a new engine instrumentation.
  116032. * This class can be used to get instrumentation data from a Babylon engine
  116033. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  116034. * @param engine Defines the engine to instrument
  116035. */
  116036. function EngineInstrumentation(
  116037. /**
  116038. * Define the instrumented engine.
  116039. */
  116040. engine) {
  116041. this.engine = engine;
  116042. this._captureGPUFrameTime = false;
  116043. this._gpuFrameTime = new BABYLON.PerfCounter();
  116044. this._captureShaderCompilationTime = false;
  116045. this._shaderCompilationTime = new BABYLON.PerfCounter();
  116046. // Observers
  116047. this._onBeginFrameObserver = null;
  116048. this._onEndFrameObserver = null;
  116049. this._onBeforeShaderCompilationObserver = null;
  116050. this._onAfterShaderCompilationObserver = null;
  116051. }
  116052. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  116053. // Properties
  116054. /**
  116055. * Gets the perf counter used for GPU frame time
  116056. */
  116057. get: function () {
  116058. return this._gpuFrameTime;
  116059. },
  116060. enumerable: true,
  116061. configurable: true
  116062. });
  116063. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  116064. /**
  116065. * Gets the GPU frame time capture status
  116066. */
  116067. get: function () {
  116068. return this._captureGPUFrameTime;
  116069. },
  116070. /**
  116071. * Enable or disable the GPU frame time capture
  116072. */
  116073. set: function (value) {
  116074. var _this = this;
  116075. if (value === this._captureGPUFrameTime) {
  116076. return;
  116077. }
  116078. this._captureGPUFrameTime = value;
  116079. if (value) {
  116080. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  116081. if (!_this._gpuFrameTimeToken) {
  116082. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  116083. }
  116084. });
  116085. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  116086. if (!_this._gpuFrameTimeToken) {
  116087. return;
  116088. }
  116089. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  116090. if (time > -1) {
  116091. _this._gpuFrameTimeToken = null;
  116092. _this._gpuFrameTime.fetchNewFrame();
  116093. _this._gpuFrameTime.addCount(time, true);
  116094. }
  116095. });
  116096. }
  116097. else {
  116098. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  116099. this._onBeginFrameObserver = null;
  116100. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  116101. this._onEndFrameObserver = null;
  116102. }
  116103. },
  116104. enumerable: true,
  116105. configurable: true
  116106. });
  116107. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  116108. /**
  116109. * Gets the perf counter used for shader compilation time
  116110. */
  116111. get: function () {
  116112. return this._shaderCompilationTime;
  116113. },
  116114. enumerable: true,
  116115. configurable: true
  116116. });
  116117. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  116118. /**
  116119. * Gets the shader compilation time capture status
  116120. */
  116121. get: function () {
  116122. return this._captureShaderCompilationTime;
  116123. },
  116124. /**
  116125. * Enable or disable the shader compilation time capture
  116126. */
  116127. set: function (value) {
  116128. var _this = this;
  116129. if (value === this._captureShaderCompilationTime) {
  116130. return;
  116131. }
  116132. this._captureShaderCompilationTime = value;
  116133. if (value) {
  116134. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  116135. _this._shaderCompilationTime.fetchNewFrame();
  116136. _this._shaderCompilationTime.beginMonitoring();
  116137. });
  116138. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  116139. _this._shaderCompilationTime.endMonitoring();
  116140. });
  116141. }
  116142. else {
  116143. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  116144. this._onBeforeShaderCompilationObserver = null;
  116145. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  116146. this._onAfterShaderCompilationObserver = null;
  116147. }
  116148. },
  116149. enumerable: true,
  116150. configurable: true
  116151. });
  116152. /**
  116153. * Dispose and release associated resources.
  116154. */
  116155. EngineInstrumentation.prototype.dispose = function () {
  116156. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  116157. this._onBeginFrameObserver = null;
  116158. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  116159. this._onEndFrameObserver = null;
  116160. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  116161. this._onBeforeShaderCompilationObserver = null;
  116162. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  116163. this._onAfterShaderCompilationObserver = null;
  116164. this.engine = null;
  116165. };
  116166. return EngineInstrumentation;
  116167. }());
  116168. BABYLON.EngineInstrumentation = EngineInstrumentation;
  116169. })(BABYLON || (BABYLON = {}));
  116170. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  116171. var BABYLON;
  116172. (function (BABYLON) {
  116173. /**
  116174. * This class can be used to get instrumentation data from a Babylon engine
  116175. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116176. */
  116177. var SceneInstrumentation = /** @class */ (function () {
  116178. /**
  116179. * Instantiates a new scene instrumentation.
  116180. * This class can be used to get instrumentation data from a Babylon engine
  116181. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116182. * @param scene Defines the scene to instrument
  116183. */
  116184. function SceneInstrumentation(
  116185. /**
  116186. * Defines the scene to instrument
  116187. */
  116188. scene) {
  116189. var _this = this;
  116190. this.scene = scene;
  116191. this._captureActiveMeshesEvaluationTime = false;
  116192. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  116193. this._captureRenderTargetsRenderTime = false;
  116194. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  116195. this._captureFrameTime = false;
  116196. this._frameTime = new BABYLON.PerfCounter();
  116197. this._captureRenderTime = false;
  116198. this._renderTime = new BABYLON.PerfCounter();
  116199. this._captureInterFrameTime = false;
  116200. this._interFrameTime = new BABYLON.PerfCounter();
  116201. this._captureParticlesRenderTime = false;
  116202. this._particlesRenderTime = new BABYLON.PerfCounter();
  116203. this._captureSpritesRenderTime = false;
  116204. this._spritesRenderTime = new BABYLON.PerfCounter();
  116205. this._capturePhysicsTime = false;
  116206. this._physicsTime = new BABYLON.PerfCounter();
  116207. this._captureAnimationsTime = false;
  116208. this._animationsTime = new BABYLON.PerfCounter();
  116209. this._captureCameraRenderTime = false;
  116210. this._cameraRenderTime = new BABYLON.PerfCounter();
  116211. // Observers
  116212. this._onBeforeActiveMeshesEvaluationObserver = null;
  116213. this._onAfterActiveMeshesEvaluationObserver = null;
  116214. this._onBeforeRenderTargetsRenderObserver = null;
  116215. this._onAfterRenderTargetsRenderObserver = null;
  116216. this._onAfterRenderObserver = null;
  116217. this._onBeforeDrawPhaseObserver = null;
  116218. this._onAfterDrawPhaseObserver = null;
  116219. this._onBeforeAnimationsObserver = null;
  116220. this._onBeforeParticlesRenderingObserver = null;
  116221. this._onAfterParticlesRenderingObserver = null;
  116222. this._onBeforeSpritesRenderingObserver = null;
  116223. this._onAfterSpritesRenderingObserver = null;
  116224. this._onBeforePhysicsObserver = null;
  116225. this._onAfterPhysicsObserver = null;
  116226. this._onAfterAnimationsObserver = null;
  116227. this._onBeforeCameraRenderObserver = null;
  116228. this._onAfterCameraRenderObserver = null;
  116229. // Before render
  116230. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  116231. if (_this._captureActiveMeshesEvaluationTime) {
  116232. _this._activeMeshesEvaluationTime.fetchNewFrame();
  116233. }
  116234. if (_this._captureRenderTargetsRenderTime) {
  116235. _this._renderTargetsRenderTime.fetchNewFrame();
  116236. }
  116237. if (_this._captureFrameTime) {
  116238. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  116239. _this._frameTime.beginMonitoring();
  116240. }
  116241. if (_this._captureInterFrameTime) {
  116242. _this._interFrameTime.endMonitoring();
  116243. }
  116244. if (_this._captureParticlesRenderTime) {
  116245. _this._particlesRenderTime.fetchNewFrame();
  116246. }
  116247. if (_this._captureSpritesRenderTime) {
  116248. _this._spritesRenderTime.fetchNewFrame();
  116249. }
  116250. if (_this._captureAnimationsTime) {
  116251. _this._animationsTime.beginMonitoring();
  116252. }
  116253. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  116254. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  116255. });
  116256. // After render
  116257. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  116258. if (_this._captureFrameTime) {
  116259. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  116260. _this._frameTime.endMonitoring();
  116261. }
  116262. if (_this._captureRenderTime) {
  116263. _this._renderTime.endMonitoring(false);
  116264. }
  116265. if (_this._captureInterFrameTime) {
  116266. _this._interFrameTime.beginMonitoring();
  116267. }
  116268. });
  116269. }
  116270. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  116271. // Properties
  116272. /**
  116273. * Gets the perf counter used for active meshes evaluation time
  116274. */
  116275. get: function () {
  116276. return this._activeMeshesEvaluationTime;
  116277. },
  116278. enumerable: true,
  116279. configurable: true
  116280. });
  116281. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  116282. /**
  116283. * Gets the active meshes evaluation time capture status
  116284. */
  116285. get: function () {
  116286. return this._captureActiveMeshesEvaluationTime;
  116287. },
  116288. /**
  116289. * Enable or disable the active meshes evaluation time capture
  116290. */
  116291. set: function (value) {
  116292. var _this = this;
  116293. if (value === this._captureActiveMeshesEvaluationTime) {
  116294. return;
  116295. }
  116296. this._captureActiveMeshesEvaluationTime = value;
  116297. if (value) {
  116298. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  116299. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  116300. _this._activeMeshesEvaluationTime.beginMonitoring();
  116301. });
  116302. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  116303. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  116304. _this._activeMeshesEvaluationTime.endMonitoring();
  116305. });
  116306. }
  116307. else {
  116308. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  116309. this._onBeforeActiveMeshesEvaluationObserver = null;
  116310. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  116311. this._onAfterActiveMeshesEvaluationObserver = null;
  116312. }
  116313. },
  116314. enumerable: true,
  116315. configurable: true
  116316. });
  116317. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  116318. /**
  116319. * Gets the perf counter used for render targets render time
  116320. */
  116321. get: function () {
  116322. return this._renderTargetsRenderTime;
  116323. },
  116324. enumerable: true,
  116325. configurable: true
  116326. });
  116327. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  116328. /**
  116329. * Gets the render targets render time capture status
  116330. */
  116331. get: function () {
  116332. return this._captureRenderTargetsRenderTime;
  116333. },
  116334. /**
  116335. * Enable or disable the render targets render time capture
  116336. */
  116337. set: function (value) {
  116338. var _this = this;
  116339. if (value === this._captureRenderTargetsRenderTime) {
  116340. return;
  116341. }
  116342. this._captureRenderTargetsRenderTime = value;
  116343. if (value) {
  116344. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  116345. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  116346. _this._renderTargetsRenderTime.beginMonitoring();
  116347. });
  116348. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  116349. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  116350. _this._renderTargetsRenderTime.endMonitoring(false);
  116351. });
  116352. }
  116353. else {
  116354. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  116355. this._onBeforeRenderTargetsRenderObserver = null;
  116356. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  116357. this._onAfterRenderTargetsRenderObserver = null;
  116358. }
  116359. },
  116360. enumerable: true,
  116361. configurable: true
  116362. });
  116363. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  116364. /**
  116365. * Gets the perf counter used for particles render time
  116366. */
  116367. get: function () {
  116368. return this._particlesRenderTime;
  116369. },
  116370. enumerable: true,
  116371. configurable: true
  116372. });
  116373. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  116374. /**
  116375. * Gets the particles render time capture status
  116376. */
  116377. get: function () {
  116378. return this._captureParticlesRenderTime;
  116379. },
  116380. /**
  116381. * Enable or disable the particles render time capture
  116382. */
  116383. set: function (value) {
  116384. var _this = this;
  116385. if (value === this._captureParticlesRenderTime) {
  116386. return;
  116387. }
  116388. this._captureParticlesRenderTime = value;
  116389. if (value) {
  116390. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  116391. BABYLON.Tools.StartPerformanceCounter("Particles");
  116392. _this._particlesRenderTime.beginMonitoring();
  116393. });
  116394. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  116395. BABYLON.Tools.EndPerformanceCounter("Particles");
  116396. _this._particlesRenderTime.endMonitoring(false);
  116397. });
  116398. }
  116399. else {
  116400. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  116401. this._onBeforeParticlesRenderingObserver = null;
  116402. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  116403. this._onAfterParticlesRenderingObserver = null;
  116404. }
  116405. },
  116406. enumerable: true,
  116407. configurable: true
  116408. });
  116409. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  116410. /**
  116411. * Gets the perf counter used for sprites render time
  116412. */
  116413. get: function () {
  116414. return this._spritesRenderTime;
  116415. },
  116416. enumerable: true,
  116417. configurable: true
  116418. });
  116419. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  116420. /**
  116421. * Gets the sprites render time capture status
  116422. */
  116423. get: function () {
  116424. return this._captureSpritesRenderTime;
  116425. },
  116426. /**
  116427. * Enable or disable the sprites render time capture
  116428. */
  116429. set: function (value) {
  116430. var _this = this;
  116431. if (value === this._captureSpritesRenderTime) {
  116432. return;
  116433. }
  116434. this._captureSpritesRenderTime = value;
  116435. if (!this.scene.spriteManagers) {
  116436. return;
  116437. }
  116438. if (value) {
  116439. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  116440. BABYLON.Tools.StartPerformanceCounter("Sprites");
  116441. _this._spritesRenderTime.beginMonitoring();
  116442. });
  116443. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  116444. BABYLON.Tools.EndPerformanceCounter("Sprites");
  116445. _this._spritesRenderTime.endMonitoring(false);
  116446. });
  116447. }
  116448. else {
  116449. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  116450. this._onBeforeSpritesRenderingObserver = null;
  116451. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  116452. this._onAfterSpritesRenderingObserver = null;
  116453. }
  116454. },
  116455. enumerable: true,
  116456. configurable: true
  116457. });
  116458. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  116459. /**
  116460. * Gets the perf counter used for physics time
  116461. */
  116462. get: function () {
  116463. return this._physicsTime;
  116464. },
  116465. enumerable: true,
  116466. configurable: true
  116467. });
  116468. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  116469. /**
  116470. * Gets the physics time capture status
  116471. */
  116472. get: function () {
  116473. return this._capturePhysicsTime;
  116474. },
  116475. /**
  116476. * Enable or disable the physics time capture
  116477. */
  116478. set: function (value) {
  116479. var _this = this;
  116480. if (value === this._capturePhysicsTime) {
  116481. return;
  116482. }
  116483. if (!this.scene.onBeforePhysicsObservable) {
  116484. return;
  116485. }
  116486. this._capturePhysicsTime = value;
  116487. if (value) {
  116488. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  116489. BABYLON.Tools.StartPerformanceCounter("Physics");
  116490. _this._physicsTime.beginMonitoring();
  116491. });
  116492. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  116493. BABYLON.Tools.EndPerformanceCounter("Physics");
  116494. _this._physicsTime.endMonitoring();
  116495. });
  116496. }
  116497. else {
  116498. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  116499. this._onBeforePhysicsObserver = null;
  116500. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  116501. this._onAfterPhysicsObserver = null;
  116502. }
  116503. },
  116504. enumerable: true,
  116505. configurable: true
  116506. });
  116507. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  116508. /**
  116509. * Gets the perf counter used for animations time
  116510. */
  116511. get: function () {
  116512. return this._animationsTime;
  116513. },
  116514. enumerable: true,
  116515. configurable: true
  116516. });
  116517. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  116518. /**
  116519. * Gets the animations time capture status
  116520. */
  116521. get: function () {
  116522. return this._captureAnimationsTime;
  116523. },
  116524. /**
  116525. * Enable or disable the animations time capture
  116526. */
  116527. set: function (value) {
  116528. var _this = this;
  116529. if (value === this._captureAnimationsTime) {
  116530. return;
  116531. }
  116532. this._captureAnimationsTime = value;
  116533. if (value) {
  116534. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  116535. _this._animationsTime.endMonitoring();
  116536. });
  116537. }
  116538. else {
  116539. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  116540. this._onAfterAnimationsObserver = null;
  116541. }
  116542. },
  116543. enumerable: true,
  116544. configurable: true
  116545. });
  116546. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  116547. /**
  116548. * Gets the perf counter used for frame time capture
  116549. */
  116550. get: function () {
  116551. return this._frameTime;
  116552. },
  116553. enumerable: true,
  116554. configurable: true
  116555. });
  116556. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  116557. /**
  116558. * Gets the frame time capture status
  116559. */
  116560. get: function () {
  116561. return this._captureFrameTime;
  116562. },
  116563. /**
  116564. * Enable or disable the frame time capture
  116565. */
  116566. set: function (value) {
  116567. this._captureFrameTime = value;
  116568. },
  116569. enumerable: true,
  116570. configurable: true
  116571. });
  116572. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  116573. /**
  116574. * Gets the perf counter used for inter-frames time capture
  116575. */
  116576. get: function () {
  116577. return this._interFrameTime;
  116578. },
  116579. enumerable: true,
  116580. configurable: true
  116581. });
  116582. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  116583. /**
  116584. * Gets the inter-frames time capture status
  116585. */
  116586. get: function () {
  116587. return this._captureInterFrameTime;
  116588. },
  116589. /**
  116590. * Enable or disable the inter-frames time capture
  116591. */
  116592. set: function (value) {
  116593. this._captureInterFrameTime = value;
  116594. },
  116595. enumerable: true,
  116596. configurable: true
  116597. });
  116598. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  116599. /**
  116600. * Gets the perf counter used for render time capture
  116601. */
  116602. get: function () {
  116603. return this._renderTime;
  116604. },
  116605. enumerable: true,
  116606. configurable: true
  116607. });
  116608. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  116609. /**
  116610. * Gets the render time capture status
  116611. */
  116612. get: function () {
  116613. return this._captureRenderTime;
  116614. },
  116615. /**
  116616. * Enable or disable the render time capture
  116617. */
  116618. set: function (value) {
  116619. var _this = this;
  116620. if (value === this._captureRenderTime) {
  116621. return;
  116622. }
  116623. this._captureRenderTime = value;
  116624. if (value) {
  116625. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  116626. _this._renderTime.beginMonitoring();
  116627. BABYLON.Tools.StartPerformanceCounter("Main render");
  116628. });
  116629. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  116630. _this._renderTime.endMonitoring(false);
  116631. BABYLON.Tools.EndPerformanceCounter("Main render");
  116632. });
  116633. }
  116634. else {
  116635. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  116636. this._onBeforeDrawPhaseObserver = null;
  116637. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  116638. this._onAfterDrawPhaseObserver = null;
  116639. }
  116640. },
  116641. enumerable: true,
  116642. configurable: true
  116643. });
  116644. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  116645. /**
  116646. * Gets the perf counter used for camera render time capture
  116647. */
  116648. get: function () {
  116649. return this._cameraRenderTime;
  116650. },
  116651. enumerable: true,
  116652. configurable: true
  116653. });
  116654. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  116655. /**
  116656. * Gets the camera render time capture status
  116657. */
  116658. get: function () {
  116659. return this._captureCameraRenderTime;
  116660. },
  116661. /**
  116662. * Enable or disable the camera render time capture
  116663. */
  116664. set: function (value) {
  116665. var _this = this;
  116666. if (value === this._captureCameraRenderTime) {
  116667. return;
  116668. }
  116669. this._captureCameraRenderTime = value;
  116670. if (value) {
  116671. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  116672. _this._cameraRenderTime.beginMonitoring();
  116673. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  116674. });
  116675. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  116676. _this._cameraRenderTime.endMonitoring(false);
  116677. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  116678. });
  116679. }
  116680. else {
  116681. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  116682. this._onBeforeCameraRenderObserver = null;
  116683. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  116684. this._onAfterCameraRenderObserver = null;
  116685. }
  116686. },
  116687. enumerable: true,
  116688. configurable: true
  116689. });
  116690. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  116691. /**
  116692. * Gets the perf counter used for draw calls
  116693. */
  116694. get: function () {
  116695. return this.scene.getEngine()._drawCalls;
  116696. },
  116697. enumerable: true,
  116698. configurable: true
  116699. });
  116700. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  116701. /**
  116702. * Gets the perf counter used for texture collisions
  116703. */
  116704. get: function () {
  116705. return this.scene.getEngine()._textureCollisions;
  116706. },
  116707. enumerable: true,
  116708. configurable: true
  116709. });
  116710. /**
  116711. * Dispose and release associated resources.
  116712. */
  116713. SceneInstrumentation.prototype.dispose = function () {
  116714. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  116715. this._onAfterRenderObserver = null;
  116716. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  116717. this._onBeforeActiveMeshesEvaluationObserver = null;
  116718. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  116719. this._onAfterActiveMeshesEvaluationObserver = null;
  116720. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  116721. this._onBeforeRenderTargetsRenderObserver = null;
  116722. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  116723. this._onAfterRenderTargetsRenderObserver = null;
  116724. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  116725. this._onBeforeAnimationsObserver = null;
  116726. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  116727. this._onBeforeParticlesRenderingObserver = null;
  116728. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  116729. this._onAfterParticlesRenderingObserver = null;
  116730. if (this._onBeforeSpritesRenderingObserver) {
  116731. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  116732. this._onBeforeSpritesRenderingObserver = null;
  116733. }
  116734. if (this._onAfterSpritesRenderingObserver) {
  116735. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  116736. this._onAfterSpritesRenderingObserver = null;
  116737. }
  116738. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  116739. this._onBeforeDrawPhaseObserver = null;
  116740. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  116741. this._onAfterDrawPhaseObserver = null;
  116742. if (this._onBeforePhysicsObserver) {
  116743. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  116744. this._onBeforePhysicsObserver = null;
  116745. }
  116746. if (this._onAfterPhysicsObserver) {
  116747. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  116748. this._onAfterPhysicsObserver = null;
  116749. }
  116750. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  116751. this._onAfterAnimationsObserver = null;
  116752. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  116753. this._onBeforeCameraRenderObserver = null;
  116754. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  116755. this._onAfterCameraRenderObserver = null;
  116756. this.scene = null;
  116757. };
  116758. return SceneInstrumentation;
  116759. }());
  116760. BABYLON.SceneInstrumentation = SceneInstrumentation;
  116761. })(BABYLON || (BABYLON = {}));
  116762. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  116763. var BABYLON;
  116764. (function (BABYLON) {
  116765. /**
  116766. * @hidden
  116767. **/
  116768. var _TimeToken = /** @class */ (function () {
  116769. function _TimeToken() {
  116770. this._timeElapsedQueryEnded = false;
  116771. }
  116772. return _TimeToken;
  116773. }());
  116774. BABYLON._TimeToken = _TimeToken;
  116775. })(BABYLON || (BABYLON = {}));
  116776. //# sourceMappingURL=babylon.timeToken.js.map
  116777. var BABYLON;
  116778. (function (BABYLON) {
  116779. /**
  116780. * Background material defines definition.
  116781. * @hidden Mainly internal Use
  116782. */
  116783. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  116784. __extends(BackgroundMaterialDefines, _super);
  116785. /**
  116786. * Constructor of the defines.
  116787. */
  116788. function BackgroundMaterialDefines() {
  116789. var _this = _super.call(this) || this;
  116790. /**
  116791. * True if the diffuse texture is in use.
  116792. */
  116793. _this.DIFFUSE = false;
  116794. /**
  116795. * The direct UV channel to use.
  116796. */
  116797. _this.DIFFUSEDIRECTUV = 0;
  116798. /**
  116799. * True if the diffuse texture is in gamma space.
  116800. */
  116801. _this.GAMMADIFFUSE = false;
  116802. /**
  116803. * True if the diffuse texture has opacity in the alpha channel.
  116804. */
  116805. _this.DIFFUSEHASALPHA = false;
  116806. /**
  116807. * True if you want the material to fade to transparent at grazing angle.
  116808. */
  116809. _this.OPACITYFRESNEL = false;
  116810. /**
  116811. * True if an extra blur needs to be added in the reflection.
  116812. */
  116813. _this.REFLECTIONBLUR = false;
  116814. /**
  116815. * True if you want the material to fade to reflection at grazing angle.
  116816. */
  116817. _this.REFLECTIONFRESNEL = false;
  116818. /**
  116819. * True if you want the material to falloff as far as you move away from the scene center.
  116820. */
  116821. _this.REFLECTIONFALLOFF = false;
  116822. /**
  116823. * False if the current Webgl implementation does not support the texture lod extension.
  116824. */
  116825. _this.TEXTURELODSUPPORT = false;
  116826. /**
  116827. * True to ensure the data are premultiplied.
  116828. */
  116829. _this.PREMULTIPLYALPHA = false;
  116830. /**
  116831. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  116832. */
  116833. _this.USERGBCOLOR = false;
  116834. /**
  116835. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  116836. * stays aligned with the desired configuration.
  116837. */
  116838. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  116839. /**
  116840. * True to add noise in order to reduce the banding effect.
  116841. */
  116842. _this.NOISE = false;
  116843. /**
  116844. * is the reflection texture in BGR color scheme?
  116845. * Mainly used to solve a bug in ios10 video tag
  116846. */
  116847. _this.REFLECTIONBGR = false;
  116848. _this.IMAGEPROCESSING = false;
  116849. _this.VIGNETTE = false;
  116850. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  116851. _this.VIGNETTEBLENDMODEOPAQUE = false;
  116852. _this.TONEMAPPING = false;
  116853. _this.TONEMAPPING_ACES = false;
  116854. _this.CONTRAST = false;
  116855. _this.COLORCURVES = false;
  116856. _this.COLORGRADING = false;
  116857. _this.COLORGRADING3D = false;
  116858. _this.SAMPLER3DGREENDEPTH = false;
  116859. _this.SAMPLER3DBGRMAP = false;
  116860. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  116861. _this.EXPOSURE = false;
  116862. // Reflection.
  116863. _this.REFLECTION = false;
  116864. _this.REFLECTIONMAP_3D = false;
  116865. _this.REFLECTIONMAP_SPHERICAL = false;
  116866. _this.REFLECTIONMAP_PLANAR = false;
  116867. _this.REFLECTIONMAP_CUBIC = false;
  116868. _this.REFLECTIONMAP_PROJECTION = false;
  116869. _this.REFLECTIONMAP_SKYBOX = false;
  116870. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  116871. _this.REFLECTIONMAP_EXPLICIT = false;
  116872. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  116873. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  116874. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  116875. _this.INVERTCUBICMAP = false;
  116876. _this.REFLECTIONMAP_OPPOSITEZ = false;
  116877. _this.LODINREFLECTIONALPHA = false;
  116878. _this.GAMMAREFLECTION = false;
  116879. _this.RGBDREFLECTION = false;
  116880. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  116881. // Default BJS.
  116882. _this.MAINUV1 = false;
  116883. _this.MAINUV2 = false;
  116884. _this.UV1 = false;
  116885. _this.UV2 = false;
  116886. _this.CLIPPLANE = false;
  116887. _this.CLIPPLANE2 = false;
  116888. _this.CLIPPLANE3 = false;
  116889. _this.CLIPPLANE4 = false;
  116890. _this.POINTSIZE = false;
  116891. _this.FOG = false;
  116892. _this.NORMAL = false;
  116893. _this.NUM_BONE_INFLUENCERS = 0;
  116894. _this.BonesPerMesh = 0;
  116895. _this.INSTANCES = false;
  116896. _this.SHADOWFLOAT = false;
  116897. _this.rebuild();
  116898. return _this;
  116899. }
  116900. return BackgroundMaterialDefines;
  116901. }(BABYLON.MaterialDefines));
  116902. /**
  116903. * Background material used to create an efficient environement around your scene.
  116904. */
  116905. var BackgroundMaterial = /** @class */ (function (_super) {
  116906. __extends(BackgroundMaterial, _super);
  116907. /**
  116908. * Instantiates a Background Material in the given scene
  116909. * @param name The friendly name of the material
  116910. * @param scene The scene to add the material to
  116911. */
  116912. function BackgroundMaterial(name, scene) {
  116913. var _this = _super.call(this, name, scene) || this;
  116914. /**
  116915. * Key light Color (multiply against the environement texture)
  116916. */
  116917. _this.primaryColor = BABYLON.Color3.White();
  116918. _this._primaryColorShadowLevel = 0;
  116919. _this._primaryColorHighlightLevel = 0;
  116920. /**
  116921. * Reflection Texture used in the material.
  116922. * Should be author in a specific way for the best result (refer to the documentation).
  116923. */
  116924. _this.reflectionTexture = null;
  116925. /**
  116926. * Reflection Texture level of blur.
  116927. *
  116928. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  116929. * texture twice.
  116930. */
  116931. _this.reflectionBlur = 0;
  116932. /**
  116933. * Diffuse Texture used in the material.
  116934. * Should be author in a specific way for the best result (refer to the documentation).
  116935. */
  116936. _this.diffuseTexture = null;
  116937. _this._shadowLights = null;
  116938. /**
  116939. * Specify the list of lights casting shadow on the material.
  116940. * All scene shadow lights will be included if null.
  116941. */
  116942. _this.shadowLights = null;
  116943. /**
  116944. * Helps adjusting the shadow to a softer level if required.
  116945. * 0 means black shadows and 1 means no shadows.
  116946. */
  116947. _this.shadowLevel = 0;
  116948. /**
  116949. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  116950. * It is usually zero but might be interesting to modify according to your setup.
  116951. */
  116952. _this.sceneCenter = BABYLON.Vector3.Zero();
  116953. /**
  116954. * This helps specifying that the material is falling off to the sky box at grazing angle.
  116955. * This helps ensuring a nice transition when the camera goes under the ground.
  116956. */
  116957. _this.opacityFresnel = true;
  116958. /**
  116959. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  116960. * This helps adding a mirror texture on the ground.
  116961. */
  116962. _this.reflectionFresnel = false;
  116963. /**
  116964. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  116965. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  116966. */
  116967. _this.reflectionFalloffDistance = 0.0;
  116968. /**
  116969. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  116970. */
  116971. _this.reflectionAmount = 1.0;
  116972. /**
  116973. * This specifies the weight of the reflection at grazing angle.
  116974. */
  116975. _this.reflectionReflectance0 = 0.05;
  116976. /**
  116977. * This specifies the weight of the reflection at a perpendicular point of view.
  116978. */
  116979. _this.reflectionReflectance90 = 0.5;
  116980. /**
  116981. * Helps to directly use the maps channels instead of their level.
  116982. */
  116983. _this.useRGBColor = true;
  116984. /**
  116985. * This helps reducing the banding effect that could occur on the background.
  116986. */
  116987. _this.enableNoise = false;
  116988. _this._fovMultiplier = 1.0;
  116989. /**
  116990. * Enable the FOV adjustment feature controlled by fovMultiplier.
  116991. */
  116992. _this.useEquirectangularFOV = false;
  116993. _this._maxSimultaneousLights = 4;
  116994. /**
  116995. * Number of Simultaneous lights allowed on the material.
  116996. */
  116997. _this.maxSimultaneousLights = 4;
  116998. /**
  116999. * Keep track of the image processing observer to allow dispose and replace.
  117000. */
  117001. _this._imageProcessingObserver = null;
  117002. /**
  117003. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  117004. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  117005. */
  117006. _this.switchToBGR = false;
  117007. // Temp values kept as cache in the material.
  117008. _this._renderTargets = new BABYLON.SmartArray(16);
  117009. _this._reflectionControls = BABYLON.Vector4.Zero();
  117010. _this._white = BABYLON.Color3.White();
  117011. _this._primaryShadowColor = BABYLON.Color3.Black();
  117012. _this._primaryHighlightColor = BABYLON.Color3.Black();
  117013. // Setup the default processing configuration to the scene.
  117014. _this._attachImageProcessingConfiguration(null);
  117015. _this.getRenderTargetTextures = function () {
  117016. _this._renderTargets.reset();
  117017. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  117018. _this._renderTargets.push(_this._diffuseTexture);
  117019. }
  117020. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  117021. _this._renderTargets.push(_this._reflectionTexture);
  117022. }
  117023. return _this._renderTargets;
  117024. };
  117025. return _this;
  117026. }
  117027. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  117028. /**
  117029. * Experimental Internal Use Only.
  117030. *
  117031. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  117032. * This acts as a helper to set the primary color to a more "human friendly" value.
  117033. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  117034. * output color as close as possible from the chosen value.
  117035. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  117036. * part of lighting setup.)
  117037. */
  117038. get: function () {
  117039. return this.__perceptualColor;
  117040. },
  117041. set: function (value) {
  117042. this.__perceptualColor = value;
  117043. this._computePrimaryColorFromPerceptualColor();
  117044. this._markAllSubMeshesAsLightsDirty();
  117045. },
  117046. enumerable: true,
  117047. configurable: true
  117048. });
  117049. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  117050. /**
  117051. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  117052. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  117053. */
  117054. get: function () {
  117055. return this._primaryColorShadowLevel;
  117056. },
  117057. set: function (value) {
  117058. this._primaryColorShadowLevel = value;
  117059. this._computePrimaryColors();
  117060. this._markAllSubMeshesAsLightsDirty();
  117061. },
  117062. enumerable: true,
  117063. configurable: true
  117064. });
  117065. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  117066. /**
  117067. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  117068. * The primary color is used at the level chosen to define what the white area would look.
  117069. */
  117070. get: function () {
  117071. return this._primaryColorHighlightLevel;
  117072. },
  117073. set: function (value) {
  117074. this._primaryColorHighlightLevel = value;
  117075. this._computePrimaryColors();
  117076. this._markAllSubMeshesAsLightsDirty();
  117077. },
  117078. enumerable: true,
  117079. configurable: true
  117080. });
  117081. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  117082. /**
  117083. * Sets the reflection reflectance fresnel values according to the default standard
  117084. * empirically know to work well :-)
  117085. */
  117086. set: function (value) {
  117087. var reflectionWeight = value;
  117088. if (reflectionWeight < 0.5) {
  117089. reflectionWeight = reflectionWeight * 2.0;
  117090. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  117091. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  117092. }
  117093. else {
  117094. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  117095. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  117096. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  117097. }
  117098. },
  117099. enumerable: true,
  117100. configurable: true
  117101. });
  117102. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  117103. /**
  117104. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117105. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  117106. * Recommended to be keep at 1.0 except for special cases.
  117107. */
  117108. get: function () {
  117109. return this._fovMultiplier;
  117110. },
  117111. set: function (value) {
  117112. if (isNaN(value)) {
  117113. value = 1.0;
  117114. }
  117115. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  117116. },
  117117. enumerable: true,
  117118. configurable: true
  117119. });
  117120. /**
  117121. * Attaches a new image processing configuration to the PBR Material.
  117122. * @param configuration (if null the scene configuration will be use)
  117123. */
  117124. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  117125. var _this = this;
  117126. if (configuration === this._imageProcessingConfiguration) {
  117127. return;
  117128. }
  117129. // Detaches observer.
  117130. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  117131. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  117132. }
  117133. // Pick the scene configuration if needed.
  117134. if (!configuration) {
  117135. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  117136. }
  117137. else {
  117138. this._imageProcessingConfiguration = configuration;
  117139. }
  117140. // Attaches observer.
  117141. if (this._imageProcessingConfiguration) {
  117142. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  117143. _this._computePrimaryColorFromPerceptualColor();
  117144. _this._markAllSubMeshesAsImageProcessingDirty();
  117145. });
  117146. }
  117147. };
  117148. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  117149. /**
  117150. * Gets the image processing configuration used either in this material.
  117151. */
  117152. get: function () {
  117153. return this._imageProcessingConfiguration;
  117154. },
  117155. /**
  117156. * Sets the Default image processing configuration used either in the this material.
  117157. *
  117158. * If sets to null, the scene one is in use.
  117159. */
  117160. set: function (value) {
  117161. this._attachImageProcessingConfiguration(value);
  117162. // Ensure the effect will be rebuilt.
  117163. this._markAllSubMeshesAsTexturesDirty();
  117164. },
  117165. enumerable: true,
  117166. configurable: true
  117167. });
  117168. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  117169. /**
  117170. * Gets wether the color curves effect is enabled.
  117171. */
  117172. get: function () {
  117173. return this.imageProcessingConfiguration.colorCurvesEnabled;
  117174. },
  117175. /**
  117176. * Sets wether the color curves effect is enabled.
  117177. */
  117178. set: function (value) {
  117179. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  117180. },
  117181. enumerable: true,
  117182. configurable: true
  117183. });
  117184. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  117185. /**
  117186. * Gets wether the color grading effect is enabled.
  117187. */
  117188. get: function () {
  117189. return this.imageProcessingConfiguration.colorGradingEnabled;
  117190. },
  117191. /**
  117192. * Gets wether the color grading effect is enabled.
  117193. */
  117194. set: function (value) {
  117195. this.imageProcessingConfiguration.colorGradingEnabled = value;
  117196. },
  117197. enumerable: true,
  117198. configurable: true
  117199. });
  117200. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  117201. /**
  117202. * Gets wether tonemapping is enabled or not.
  117203. */
  117204. get: function () {
  117205. return this._imageProcessingConfiguration.toneMappingEnabled;
  117206. },
  117207. /**
  117208. * Sets wether tonemapping is enabled or not
  117209. */
  117210. set: function (value) {
  117211. this._imageProcessingConfiguration.toneMappingEnabled = value;
  117212. },
  117213. enumerable: true,
  117214. configurable: true
  117215. });
  117216. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  117217. /**
  117218. * The camera exposure used on this material.
  117219. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117220. * This corresponds to a photographic exposure.
  117221. */
  117222. get: function () {
  117223. return this._imageProcessingConfiguration.exposure;
  117224. },
  117225. /**
  117226. * The camera exposure used on this material.
  117227. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117228. * This corresponds to a photographic exposure.
  117229. */
  117230. set: function (value) {
  117231. this._imageProcessingConfiguration.exposure = value;
  117232. },
  117233. enumerable: true,
  117234. configurable: true
  117235. });
  117236. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  117237. /**
  117238. * Gets The camera contrast used on this material.
  117239. */
  117240. get: function () {
  117241. return this._imageProcessingConfiguration.contrast;
  117242. },
  117243. /**
  117244. * Sets The camera contrast used on this material.
  117245. */
  117246. set: function (value) {
  117247. this._imageProcessingConfiguration.contrast = value;
  117248. },
  117249. enumerable: true,
  117250. configurable: true
  117251. });
  117252. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  117253. /**
  117254. * Gets the Color Grading 2D Lookup Texture.
  117255. */
  117256. get: function () {
  117257. return this._imageProcessingConfiguration.colorGradingTexture;
  117258. },
  117259. /**
  117260. * Sets the Color Grading 2D Lookup Texture.
  117261. */
  117262. set: function (value) {
  117263. this.imageProcessingConfiguration.colorGradingTexture = value;
  117264. },
  117265. enumerable: true,
  117266. configurable: true
  117267. });
  117268. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  117269. /**
  117270. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117271. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117272. * 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;
  117273. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117274. */
  117275. get: function () {
  117276. return this.imageProcessingConfiguration.colorCurves;
  117277. },
  117278. /**
  117279. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117280. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117281. * 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;
  117282. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117283. */
  117284. set: function (value) {
  117285. this.imageProcessingConfiguration.colorCurves = value;
  117286. },
  117287. enumerable: true,
  117288. configurable: true
  117289. });
  117290. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  117291. /**
  117292. * Gets a boolean indicating that current material needs to register RTT
  117293. */
  117294. get: function () {
  117295. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  117296. return true;
  117297. }
  117298. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  117299. return true;
  117300. }
  117301. return false;
  117302. },
  117303. enumerable: true,
  117304. configurable: true
  117305. });
  117306. /**
  117307. * The entire material has been created in order to prevent overdraw.
  117308. * @returns false
  117309. */
  117310. BackgroundMaterial.prototype.needAlphaTesting = function () {
  117311. return true;
  117312. };
  117313. /**
  117314. * The entire material has been created in order to prevent overdraw.
  117315. * @returns true if blending is enable
  117316. */
  117317. BackgroundMaterial.prototype.needAlphaBlending = function () {
  117318. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  117319. };
  117320. /**
  117321. * Checks wether the material is ready to be rendered for a given mesh.
  117322. * @param mesh The mesh to render
  117323. * @param subMesh The submesh to check against
  117324. * @param useInstances Specify wether or not the material is used with instances
  117325. * @returns true if all the dependencies are ready (Textures, Effects...)
  117326. */
  117327. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  117328. var _this = this;
  117329. if (useInstances === void 0) { useInstances = false; }
  117330. if (subMesh.effect && this.isFrozen) {
  117331. if (this._wasPreviouslyReady) {
  117332. return true;
  117333. }
  117334. }
  117335. if (!subMesh._materialDefines) {
  117336. subMesh._materialDefines = new BackgroundMaterialDefines();
  117337. }
  117338. var scene = this.getScene();
  117339. var defines = subMesh._materialDefines;
  117340. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  117341. if (defines._renderId === scene.getRenderId()) {
  117342. return true;
  117343. }
  117344. }
  117345. var engine = scene.getEngine();
  117346. // Lights
  117347. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  117348. defines._needNormals = true;
  117349. // Textures
  117350. if (defines._areTexturesDirty) {
  117351. defines._needUVs = false;
  117352. if (scene.texturesEnabled) {
  117353. if (scene.getEngine().getCaps().textureLOD) {
  117354. defines.TEXTURELODSUPPORT = true;
  117355. }
  117356. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  117357. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  117358. return false;
  117359. }
  117360. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  117361. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  117362. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  117363. defines.OPACITYFRESNEL = this._opacityFresnel;
  117364. }
  117365. else {
  117366. defines.DIFFUSE = false;
  117367. defines.DIFFUSEHASALPHA = false;
  117368. defines.GAMMADIFFUSE = false;
  117369. defines.OPACITYFRESNEL = false;
  117370. }
  117371. var reflectionTexture = this._reflectionTexture;
  117372. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  117373. if (!reflectionTexture.isReadyOrNotBlocking()) {
  117374. return false;
  117375. }
  117376. defines.REFLECTION = true;
  117377. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  117378. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  117379. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  117380. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  117381. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  117382. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  117383. defines.REFLECTIONBGR = this.switchToBGR;
  117384. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  117385. defines.INVERTCUBICMAP = true;
  117386. }
  117387. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  117388. switch (reflectionTexture.coordinatesMode) {
  117389. case BABYLON.Texture.EXPLICIT_MODE:
  117390. defines.REFLECTIONMAP_EXPLICIT = true;
  117391. break;
  117392. case BABYLON.Texture.PLANAR_MODE:
  117393. defines.REFLECTIONMAP_PLANAR = true;
  117394. break;
  117395. case BABYLON.Texture.PROJECTION_MODE:
  117396. defines.REFLECTIONMAP_PROJECTION = true;
  117397. break;
  117398. case BABYLON.Texture.SKYBOX_MODE:
  117399. defines.REFLECTIONMAP_SKYBOX = true;
  117400. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  117401. break;
  117402. case BABYLON.Texture.SPHERICAL_MODE:
  117403. defines.REFLECTIONMAP_SPHERICAL = true;
  117404. break;
  117405. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  117406. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  117407. break;
  117408. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  117409. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  117410. break;
  117411. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  117412. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  117413. break;
  117414. case BABYLON.Texture.CUBIC_MODE:
  117415. case BABYLON.Texture.INVCUBIC_MODE:
  117416. default:
  117417. defines.REFLECTIONMAP_CUBIC = true;
  117418. break;
  117419. }
  117420. if (this.reflectionFresnel) {
  117421. defines.REFLECTIONFRESNEL = true;
  117422. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  117423. this._reflectionControls.x = this.reflectionAmount;
  117424. this._reflectionControls.y = this.reflectionReflectance0;
  117425. this._reflectionControls.z = this.reflectionReflectance90;
  117426. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  117427. }
  117428. else {
  117429. defines.REFLECTIONFRESNEL = false;
  117430. defines.REFLECTIONFALLOFF = false;
  117431. }
  117432. }
  117433. else {
  117434. defines.REFLECTION = false;
  117435. defines.REFLECTIONFRESNEL = false;
  117436. defines.REFLECTIONFALLOFF = false;
  117437. defines.REFLECTIONBLUR = false;
  117438. defines.REFLECTIONMAP_3D = false;
  117439. defines.REFLECTIONMAP_SPHERICAL = false;
  117440. defines.REFLECTIONMAP_PLANAR = false;
  117441. defines.REFLECTIONMAP_CUBIC = false;
  117442. defines.REFLECTIONMAP_PROJECTION = false;
  117443. defines.REFLECTIONMAP_SKYBOX = false;
  117444. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  117445. defines.REFLECTIONMAP_EXPLICIT = false;
  117446. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  117447. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  117448. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  117449. defines.INVERTCUBICMAP = false;
  117450. defines.REFLECTIONMAP_OPPOSITEZ = false;
  117451. defines.LODINREFLECTIONALPHA = false;
  117452. defines.GAMMAREFLECTION = false;
  117453. defines.RGBDREFLECTION = false;
  117454. }
  117455. }
  117456. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  117457. defines.USERGBCOLOR = this._useRGBColor;
  117458. defines.NOISE = this._enableNoise;
  117459. }
  117460. if (defines._areLightsDirty) {
  117461. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  117462. }
  117463. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  117464. if (!this._imageProcessingConfiguration.isReady()) {
  117465. return false;
  117466. }
  117467. this._imageProcessingConfiguration.prepareDefines(defines);
  117468. }
  117469. // Misc.
  117470. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  117471. // Values that need to be evaluated on every frame
  117472. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  117473. // Attribs
  117474. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  117475. if (mesh) {
  117476. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  117477. mesh.createNormals(true);
  117478. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  117479. }
  117480. }
  117481. }
  117482. // Get correct effect
  117483. if (defines.isDirty) {
  117484. defines.markAsProcessed();
  117485. scene.resetCachedMaterial();
  117486. // Fallbacks
  117487. var fallbacks = new BABYLON.EffectFallbacks();
  117488. if (defines.FOG) {
  117489. fallbacks.addFallback(0, "FOG");
  117490. }
  117491. if (defines.POINTSIZE) {
  117492. fallbacks.addFallback(1, "POINTSIZE");
  117493. }
  117494. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  117495. if (defines.NUM_BONE_INFLUENCERS > 0) {
  117496. fallbacks.addCPUSkinningFallback(0, mesh);
  117497. }
  117498. //Attributes
  117499. var attribs = [BABYLON.VertexBuffer.PositionKind];
  117500. if (defines.NORMAL) {
  117501. attribs.push(BABYLON.VertexBuffer.NormalKind);
  117502. }
  117503. if (defines.UV1) {
  117504. attribs.push(BABYLON.VertexBuffer.UVKind);
  117505. }
  117506. if (defines.UV2) {
  117507. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  117508. }
  117509. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  117510. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  117511. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  117512. "vFogInfos", "vFogColor", "pointSize",
  117513. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  117514. "vPrimaryColor", "vPrimaryColorShadow",
  117515. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  117516. "shadowLevel", "alpha",
  117517. "vBackgroundCenter", "vReflectionControl",
  117518. "vDiffuseInfos", "diffuseMatrix",
  117519. ];
  117520. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  117521. var uniformBuffers = ["Material", "Scene"];
  117522. if (BABYLON.ImageProcessingConfiguration) {
  117523. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  117524. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  117525. }
  117526. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  117527. uniformsNames: uniforms,
  117528. uniformBuffersNames: uniformBuffers,
  117529. samplers: samplers,
  117530. defines: defines,
  117531. maxSimultaneousLights: this._maxSimultaneousLights
  117532. });
  117533. var onCompiled = function (effect) {
  117534. if (_this.onCompiled) {
  117535. _this.onCompiled(effect);
  117536. }
  117537. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  117538. };
  117539. var join = defines.toString();
  117540. subMesh.setEffect(scene.getEngine().createEffect("background", {
  117541. attributes: attribs,
  117542. uniformsNames: uniforms,
  117543. uniformBuffersNames: uniformBuffers,
  117544. samplers: samplers,
  117545. defines: join,
  117546. fallbacks: fallbacks,
  117547. onCompiled: onCompiled,
  117548. onError: this.onError,
  117549. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  117550. }, engine), defines);
  117551. this.buildUniformLayout();
  117552. }
  117553. if (!subMesh.effect || !subMesh.effect.isReady()) {
  117554. return false;
  117555. }
  117556. defines._renderId = scene.getRenderId();
  117557. this._wasPreviouslyReady = true;
  117558. return true;
  117559. };
  117560. /**
  117561. * Compute the primary color according to the chosen perceptual color.
  117562. */
  117563. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  117564. if (!this.__perceptualColor) {
  117565. return;
  117566. }
  117567. this._primaryColor.copyFrom(this.__perceptualColor);
  117568. // Revert gamma space.
  117569. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  117570. // Revert image processing configuration.
  117571. if (this._imageProcessingConfiguration) {
  117572. // Revert Exposure.
  117573. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  117574. }
  117575. this._computePrimaryColors();
  117576. };
  117577. /**
  117578. * Compute the highlights and shadow colors according to their chosen levels.
  117579. */
  117580. BackgroundMaterial.prototype._computePrimaryColors = function () {
  117581. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  117582. return;
  117583. }
  117584. // Find the highlight color based on the configuration.
  117585. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  117586. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  117587. // Find the shadow color based on the configuration.
  117588. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  117589. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  117590. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  117591. };
  117592. /**
  117593. * Build the uniform buffer used in the material.
  117594. */
  117595. BackgroundMaterial.prototype.buildUniformLayout = function () {
  117596. // Order is important !
  117597. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  117598. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  117599. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  117600. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  117601. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  117602. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  117603. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  117604. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  117605. this._uniformBuffer.addUniform("pointSize", 1);
  117606. this._uniformBuffer.addUniform("shadowLevel", 1);
  117607. this._uniformBuffer.addUniform("alpha", 1);
  117608. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  117609. this._uniformBuffer.addUniform("vReflectionControl", 4);
  117610. this._uniformBuffer.create();
  117611. };
  117612. /**
  117613. * Unbind the material.
  117614. */
  117615. BackgroundMaterial.prototype.unbind = function () {
  117616. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  117617. this._uniformBuffer.setTexture("diffuseSampler", null);
  117618. }
  117619. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  117620. this._uniformBuffer.setTexture("reflectionSampler", null);
  117621. }
  117622. _super.prototype.unbind.call(this);
  117623. };
  117624. /**
  117625. * Bind only the world matrix to the material.
  117626. * @param world The world matrix to bind.
  117627. */
  117628. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  117629. this._activeEffect.setMatrix("world", world);
  117630. };
  117631. /**
  117632. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  117633. * @param world The world matrix to bind.
  117634. * @param subMesh The submesh to bind for.
  117635. */
  117636. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  117637. var scene = this.getScene();
  117638. var defines = subMesh._materialDefines;
  117639. if (!defines) {
  117640. return;
  117641. }
  117642. var effect = subMesh.effect;
  117643. if (!effect) {
  117644. return;
  117645. }
  117646. this._activeEffect = effect;
  117647. // Matrices
  117648. this.bindOnlyWorldMatrix(world);
  117649. // Bones
  117650. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  117651. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  117652. if (mustRebind) {
  117653. this._uniformBuffer.bindToEffect(effect, "Material");
  117654. this.bindViewProjection(effect);
  117655. var reflectionTexture = this._reflectionTexture;
  117656. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  117657. // Texture uniforms
  117658. if (scene.texturesEnabled) {
  117659. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  117660. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  117661. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  117662. }
  117663. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  117664. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  117665. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  117666. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  117667. }
  117668. }
  117669. if (this.shadowLevel > 0) {
  117670. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  117671. }
  117672. this._uniformBuffer.updateFloat("alpha", this.alpha);
  117673. // Point size
  117674. if (this.pointsCloud) {
  117675. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  117676. }
  117677. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  117678. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  117679. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  117680. }
  117681. else {
  117682. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  117683. }
  117684. }
  117685. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  117686. // Textures
  117687. if (scene.texturesEnabled) {
  117688. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  117689. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  117690. }
  117691. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  117692. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  117693. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  117694. }
  117695. else if (!defines.REFLECTIONBLUR) {
  117696. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  117697. }
  117698. else {
  117699. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  117700. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  117701. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  117702. }
  117703. if (defines.REFLECTIONFRESNEL) {
  117704. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  117705. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  117706. }
  117707. }
  117708. }
  117709. // Clip plane
  117710. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  117711. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  117712. }
  117713. if (mustRebind || !this.isFrozen) {
  117714. if (scene.lightsEnabled) {
  117715. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  117716. }
  117717. // View
  117718. this.bindView(effect);
  117719. // Fog
  117720. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  117721. // image processing
  117722. if (this._imageProcessingConfiguration) {
  117723. this._imageProcessingConfiguration.bind(this._activeEffect);
  117724. }
  117725. }
  117726. this._uniformBuffer.update();
  117727. this._afterBind(mesh, this._activeEffect);
  117728. };
  117729. /**
  117730. * Dispose the material.
  117731. * @param forceDisposeEffect Force disposal of the associated effect.
  117732. * @param forceDisposeTextures Force disposal of the associated textures.
  117733. */
  117734. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  117735. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  117736. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  117737. if (forceDisposeTextures) {
  117738. if (this.diffuseTexture) {
  117739. this.diffuseTexture.dispose();
  117740. }
  117741. if (this.reflectionTexture) {
  117742. this.reflectionTexture.dispose();
  117743. }
  117744. }
  117745. this._renderTargets.dispose();
  117746. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  117747. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  117748. }
  117749. _super.prototype.dispose.call(this, forceDisposeEffect);
  117750. };
  117751. /**
  117752. * Clones the material.
  117753. * @param name The cloned name.
  117754. * @returns The cloned material.
  117755. */
  117756. BackgroundMaterial.prototype.clone = function (name) {
  117757. var _this = this;
  117758. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  117759. };
  117760. /**
  117761. * Serializes the current material to its JSON representation.
  117762. * @returns The JSON representation.
  117763. */
  117764. BackgroundMaterial.prototype.serialize = function () {
  117765. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  117766. serializationObject.customType = "BABYLON.BackgroundMaterial";
  117767. return serializationObject;
  117768. };
  117769. /**
  117770. * Gets the class name of the material
  117771. * @returns "BackgroundMaterial"
  117772. */
  117773. BackgroundMaterial.prototype.getClassName = function () {
  117774. return "BackgroundMaterial";
  117775. };
  117776. /**
  117777. * Parse a JSON input to create back a background material.
  117778. * @param source The JSON data to parse
  117779. * @param scene The scene to create the parsed material in
  117780. * @param rootUrl The root url of the assets the material depends upon
  117781. * @returns the instantiated BackgroundMaterial.
  117782. */
  117783. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  117784. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  117785. };
  117786. /**
  117787. * Standard reflectance value at parallel view angle.
  117788. */
  117789. BackgroundMaterial.StandardReflectance0 = 0.05;
  117790. /**
  117791. * Standard reflectance value at grazing angle.
  117792. */
  117793. BackgroundMaterial.StandardReflectance90 = 0.5;
  117794. __decorate([
  117795. BABYLON.serializeAsColor3()
  117796. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  117797. __decorate([
  117798. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  117799. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  117800. __decorate([
  117801. BABYLON.serializeAsColor3()
  117802. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  117803. __decorate([
  117804. BABYLON.serialize()
  117805. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  117806. __decorate([
  117807. BABYLON.serialize()
  117808. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  117809. __decorate([
  117810. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  117811. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  117812. __decorate([
  117813. BABYLON.serializeAsTexture()
  117814. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  117815. __decorate([
  117816. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117817. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  117818. __decorate([
  117819. BABYLON.serialize()
  117820. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  117821. __decorate([
  117822. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117823. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  117824. __decorate([
  117825. BABYLON.serializeAsTexture()
  117826. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  117827. __decorate([
  117828. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117829. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  117830. __decorate([
  117831. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117832. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  117833. __decorate([
  117834. BABYLON.serialize()
  117835. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  117836. __decorate([
  117837. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117838. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  117839. __decorate([
  117840. BABYLON.serializeAsVector3()
  117841. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  117842. __decorate([
  117843. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117844. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  117845. __decorate([
  117846. BABYLON.serialize()
  117847. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  117848. __decorate([
  117849. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117850. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  117851. __decorate([
  117852. BABYLON.serialize()
  117853. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  117854. __decorate([
  117855. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117856. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  117857. __decorate([
  117858. BABYLON.serialize()
  117859. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  117860. __decorate([
  117861. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117862. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  117863. __decorate([
  117864. BABYLON.serialize()
  117865. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  117866. __decorate([
  117867. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117868. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  117869. __decorate([
  117870. BABYLON.serialize()
  117871. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  117872. __decorate([
  117873. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117874. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  117875. __decorate([
  117876. BABYLON.serialize()
  117877. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  117878. __decorate([
  117879. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117880. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  117881. __decorate([
  117882. BABYLON.serialize()
  117883. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  117884. __decorate([
  117885. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117886. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  117887. __decorate([
  117888. BABYLON.serialize()
  117889. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  117890. __decorate([
  117891. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117892. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  117893. __decorate([
  117894. BABYLON.serialize()
  117895. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  117896. __decorate([
  117897. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117898. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  117899. __decorate([
  117900. BABYLON.serializeAsImageProcessingConfiguration()
  117901. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  117902. return BackgroundMaterial;
  117903. }(BABYLON.PushMaterial));
  117904. BABYLON.BackgroundMaterial = BackgroundMaterial;
  117905. })(BABYLON || (BABYLON = {}));
  117906. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  117907. var __assign = (this && this.__assign) || function () {
  117908. __assign = Object.assign || function(t) {
  117909. for (var s, i = 1, n = arguments.length; i < n; i++) {
  117910. s = arguments[i];
  117911. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  117912. t[p] = s[p];
  117913. }
  117914. return t;
  117915. };
  117916. return __assign.apply(this, arguments);
  117917. };
  117918. var BABYLON;
  117919. (function (BABYLON) {
  117920. /**
  117921. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  117922. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  117923. * It also helps with the default setup of your imageProcessing configuration.
  117924. */
  117925. var EnvironmentHelper = /** @class */ (function () {
  117926. /**
  117927. * constructor
  117928. * @param options
  117929. * @param scene The scene to add the material to
  117930. */
  117931. function EnvironmentHelper(options, scene) {
  117932. var _this = this;
  117933. this._errorHandler = function (message, exception) {
  117934. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  117935. };
  117936. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  117937. this._scene = scene;
  117938. this.onErrorObservable = new BABYLON.Observable();
  117939. this._setupBackground();
  117940. this._setupImageProcessing();
  117941. }
  117942. /**
  117943. * Creates the default options for the helper.
  117944. */
  117945. EnvironmentHelper._getDefaultOptions = function () {
  117946. return {
  117947. createGround: true,
  117948. groundSize: 15,
  117949. groundTexture: this._groundTextureCDNUrl,
  117950. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  117951. groundOpacity: 0.9,
  117952. enableGroundShadow: true,
  117953. groundShadowLevel: 0.5,
  117954. enableGroundMirror: false,
  117955. groundMirrorSizeRatio: 0.3,
  117956. groundMirrorBlurKernel: 64,
  117957. groundMirrorAmount: 1,
  117958. groundMirrorFresnelWeight: 1,
  117959. groundMirrorFallOffDistance: 0,
  117960. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  117961. groundYBias: 0.00001,
  117962. createSkybox: true,
  117963. skyboxSize: 20,
  117964. skyboxTexture: this._skyboxTextureCDNUrl,
  117965. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  117966. backgroundYRotation: 0,
  117967. sizeAuto: true,
  117968. rootPosition: BABYLON.Vector3.Zero(),
  117969. setupImageProcessing: true,
  117970. environmentTexture: this._environmentTextureCDNUrl,
  117971. cameraExposure: 0.8,
  117972. cameraContrast: 1.2,
  117973. toneMappingEnabled: true,
  117974. };
  117975. };
  117976. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  117977. /**
  117978. * Gets the root mesh created by the helper.
  117979. */
  117980. get: function () {
  117981. return this._rootMesh;
  117982. },
  117983. enumerable: true,
  117984. configurable: true
  117985. });
  117986. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  117987. /**
  117988. * Gets the skybox created by the helper.
  117989. */
  117990. get: function () {
  117991. return this._skybox;
  117992. },
  117993. enumerable: true,
  117994. configurable: true
  117995. });
  117996. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  117997. /**
  117998. * Gets the skybox texture created by the helper.
  117999. */
  118000. get: function () {
  118001. return this._skyboxTexture;
  118002. },
  118003. enumerable: true,
  118004. configurable: true
  118005. });
  118006. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  118007. /**
  118008. * Gets the skybox material created by the helper.
  118009. */
  118010. get: function () {
  118011. return this._skyboxMaterial;
  118012. },
  118013. enumerable: true,
  118014. configurable: true
  118015. });
  118016. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  118017. /**
  118018. * Gets the ground mesh created by the helper.
  118019. */
  118020. get: function () {
  118021. return this._ground;
  118022. },
  118023. enumerable: true,
  118024. configurable: true
  118025. });
  118026. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  118027. /**
  118028. * Gets the ground texture created by the helper.
  118029. */
  118030. get: function () {
  118031. return this._groundTexture;
  118032. },
  118033. enumerable: true,
  118034. configurable: true
  118035. });
  118036. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  118037. /**
  118038. * Gets the ground mirror created by the helper.
  118039. */
  118040. get: function () {
  118041. return this._groundMirror;
  118042. },
  118043. enumerable: true,
  118044. configurable: true
  118045. });
  118046. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  118047. /**
  118048. * Gets the ground mirror render list to helps pushing the meshes
  118049. * you wish in the ground reflection.
  118050. */
  118051. get: function () {
  118052. if (this._groundMirror) {
  118053. return this._groundMirror.renderList;
  118054. }
  118055. return null;
  118056. },
  118057. enumerable: true,
  118058. configurable: true
  118059. });
  118060. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  118061. /**
  118062. * Gets the ground material created by the helper.
  118063. */
  118064. get: function () {
  118065. return this._groundMaterial;
  118066. },
  118067. enumerable: true,
  118068. configurable: true
  118069. });
  118070. /**
  118071. * Updates the background according to the new options
  118072. * @param options
  118073. */
  118074. EnvironmentHelper.prototype.updateOptions = function (options) {
  118075. var newOptions = __assign({}, this._options, options);
  118076. if (this._ground && !newOptions.createGround) {
  118077. this._ground.dispose();
  118078. this._ground = null;
  118079. }
  118080. if (this._groundMaterial && !newOptions.createGround) {
  118081. this._groundMaterial.dispose();
  118082. this._groundMaterial = null;
  118083. }
  118084. if (this._groundTexture) {
  118085. if (this._options.groundTexture != newOptions.groundTexture) {
  118086. this._groundTexture.dispose();
  118087. this._groundTexture = null;
  118088. }
  118089. }
  118090. if (this._skybox && !newOptions.createSkybox) {
  118091. this._skybox.dispose();
  118092. this._skybox = null;
  118093. }
  118094. if (this._skyboxMaterial && !newOptions.createSkybox) {
  118095. this._skyboxMaterial.dispose();
  118096. this._skyboxMaterial = null;
  118097. }
  118098. if (this._skyboxTexture) {
  118099. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  118100. this._skyboxTexture.dispose();
  118101. this._skyboxTexture = null;
  118102. }
  118103. }
  118104. if (this._groundMirror && !newOptions.enableGroundMirror) {
  118105. this._groundMirror.dispose();
  118106. this._groundMirror = null;
  118107. }
  118108. if (this._scene.environmentTexture) {
  118109. if (this._options.environmentTexture != newOptions.environmentTexture) {
  118110. this._scene.environmentTexture.dispose();
  118111. }
  118112. }
  118113. this._options = newOptions;
  118114. this._setupBackground();
  118115. this._setupImageProcessing();
  118116. };
  118117. /**
  118118. * Sets the primary color of all the available elements.
  118119. * @param color the main color to affect to the ground and the background
  118120. */
  118121. EnvironmentHelper.prototype.setMainColor = function (color) {
  118122. if (this.groundMaterial) {
  118123. this.groundMaterial.primaryColor = color;
  118124. }
  118125. if (this.skyboxMaterial) {
  118126. this.skyboxMaterial.primaryColor = color;
  118127. }
  118128. if (this.groundMirror) {
  118129. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  118130. }
  118131. };
  118132. /**
  118133. * Setup the image processing according to the specified options.
  118134. */
  118135. EnvironmentHelper.prototype._setupImageProcessing = function () {
  118136. if (this._options.setupImageProcessing) {
  118137. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  118138. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  118139. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  118140. this._setupEnvironmentTexture();
  118141. }
  118142. };
  118143. /**
  118144. * Setup the environment texture according to the specified options.
  118145. */
  118146. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  118147. if (this._scene.environmentTexture) {
  118148. return;
  118149. }
  118150. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  118151. this._scene.environmentTexture = this._options.environmentTexture;
  118152. return;
  118153. }
  118154. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  118155. this._scene.environmentTexture = environmentTexture;
  118156. };
  118157. /**
  118158. * Setup the background according to the specified options.
  118159. */
  118160. EnvironmentHelper.prototype._setupBackground = function () {
  118161. if (!this._rootMesh) {
  118162. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  118163. }
  118164. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  118165. var sceneSize = this._getSceneSize();
  118166. if (this._options.createGround) {
  118167. this._setupGround(sceneSize);
  118168. this._setupGroundMaterial();
  118169. this._setupGroundDiffuseTexture();
  118170. if (this._options.enableGroundMirror) {
  118171. this._setupGroundMirrorTexture(sceneSize);
  118172. }
  118173. this._setupMirrorInGroundMaterial();
  118174. }
  118175. if (this._options.createSkybox) {
  118176. this._setupSkybox(sceneSize);
  118177. this._setupSkyboxMaterial();
  118178. this._setupSkyboxReflectionTexture();
  118179. }
  118180. this._rootMesh.position.x = sceneSize.rootPosition.x;
  118181. this._rootMesh.position.z = sceneSize.rootPosition.z;
  118182. this._rootMesh.position.y = sceneSize.rootPosition.y;
  118183. };
  118184. /**
  118185. * Get the scene sizes according to the setup.
  118186. */
  118187. EnvironmentHelper.prototype._getSceneSize = function () {
  118188. var _this = this;
  118189. var groundSize = this._options.groundSize;
  118190. var skyboxSize = this._options.skyboxSize;
  118191. var rootPosition = this._options.rootPosition;
  118192. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  118193. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  118194. }
  118195. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  118196. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  118197. });
  118198. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  118199. if (this._options.sizeAuto) {
  118200. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  118201. this._scene.activeCamera.upperRadiusLimit) {
  118202. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  118203. skyboxSize = groundSize;
  118204. }
  118205. var sceneDiagonalLenght = sceneDiagonal.length();
  118206. if (sceneDiagonalLenght > groundSize) {
  118207. groundSize = sceneDiagonalLenght * 2;
  118208. skyboxSize = groundSize;
  118209. }
  118210. // 10 % bigger.
  118211. groundSize *= 1.1;
  118212. skyboxSize *= 1.5;
  118213. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  118214. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  118215. }
  118216. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  118217. };
  118218. /**
  118219. * Setup the ground according to the specified options.
  118220. */
  118221. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  118222. var _this = this;
  118223. if (!this._ground || this._ground.isDisposed()) {
  118224. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  118225. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  118226. this._ground.parent = this._rootMesh;
  118227. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  118228. }
  118229. this._ground.receiveShadows = this._options.enableGroundShadow;
  118230. };
  118231. /**
  118232. * Setup the ground material according to the specified options.
  118233. */
  118234. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  118235. if (!this._groundMaterial) {
  118236. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  118237. }
  118238. this._groundMaterial.alpha = this._options.groundOpacity;
  118239. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  118240. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  118241. this._groundMaterial.primaryColor = this._options.groundColor;
  118242. this._groundMaterial.useRGBColor = false;
  118243. this._groundMaterial.enableNoise = true;
  118244. if (this._ground) {
  118245. this._ground.material = this._groundMaterial;
  118246. }
  118247. };
  118248. /**
  118249. * Setup the ground diffuse texture according to the specified options.
  118250. */
  118251. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  118252. if (!this._groundMaterial) {
  118253. return;
  118254. }
  118255. if (this._groundTexture) {
  118256. return;
  118257. }
  118258. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  118259. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  118260. return;
  118261. }
  118262. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  118263. diffuseTexture.gammaSpace = false;
  118264. diffuseTexture.hasAlpha = true;
  118265. this._groundMaterial.diffuseTexture = diffuseTexture;
  118266. };
  118267. /**
  118268. * Setup the ground mirror texture according to the specified options.
  118269. */
  118270. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  118271. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118272. if (!this._groundMirror) {
  118273. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  118274. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  118275. this._groundMirror.anisotropicFilteringLevel = 1;
  118276. this._groundMirror.wrapU = wrapping;
  118277. this._groundMirror.wrapV = wrapping;
  118278. this._groundMirror.gammaSpace = false;
  118279. if (this._groundMirror.renderList) {
  118280. for (var i = 0; i < this._scene.meshes.length; i++) {
  118281. var mesh = this._scene.meshes[i];
  118282. if (mesh !== this._ground &&
  118283. mesh !== this._skybox &&
  118284. mesh !== this._rootMesh) {
  118285. this._groundMirror.renderList.push(mesh);
  118286. }
  118287. }
  118288. }
  118289. }
  118290. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  118291. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  118292. };
  118293. /**
  118294. * Setup the ground to receive the mirror texture.
  118295. */
  118296. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  118297. if (this._groundMaterial) {
  118298. this._groundMaterial.reflectionTexture = this._groundMirror;
  118299. this._groundMaterial.reflectionFresnel = true;
  118300. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  118301. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  118302. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  118303. }
  118304. };
  118305. /**
  118306. * Setup the skybox according to the specified options.
  118307. */
  118308. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  118309. var _this = this;
  118310. if (!this._skybox || this._skybox.isDisposed()) {
  118311. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  118312. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  118313. }
  118314. this._skybox.parent = this._rootMesh;
  118315. };
  118316. /**
  118317. * Setup the skybox material according to the specified options.
  118318. */
  118319. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  118320. if (!this._skybox) {
  118321. return;
  118322. }
  118323. if (!this._skyboxMaterial) {
  118324. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  118325. }
  118326. this._skyboxMaterial.useRGBColor = false;
  118327. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  118328. this._skyboxMaterial.enableNoise = true;
  118329. this._skybox.material = this._skyboxMaterial;
  118330. };
  118331. /**
  118332. * Setup the skybox reflection texture according to the specified options.
  118333. */
  118334. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  118335. if (!this._skyboxMaterial) {
  118336. return;
  118337. }
  118338. if (this._skyboxTexture) {
  118339. return;
  118340. }
  118341. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  118342. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  118343. return;
  118344. }
  118345. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  118346. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  118347. this._skyboxTexture.gammaSpace = false;
  118348. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  118349. };
  118350. /**
  118351. * Dispose all the elements created by the Helper.
  118352. */
  118353. EnvironmentHelper.prototype.dispose = function () {
  118354. if (this._groundMaterial) {
  118355. this._groundMaterial.dispose(true, true);
  118356. }
  118357. if (this._skyboxMaterial) {
  118358. this._skyboxMaterial.dispose(true, true);
  118359. }
  118360. this._rootMesh.dispose(false);
  118361. };
  118362. /**
  118363. * Default ground texture URL.
  118364. */
  118365. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  118366. /**
  118367. * Default skybox texture URL.
  118368. */
  118369. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  118370. /**
  118371. * Default environment texture URL.
  118372. */
  118373. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  118374. return EnvironmentHelper;
  118375. }());
  118376. BABYLON.EnvironmentHelper = EnvironmentHelper;
  118377. })(BABYLON || (BABYLON = {}));
  118378. //# sourceMappingURL=babylon.environmentHelper.js.map
  118379. var BABYLON;
  118380. (function (BABYLON) {
  118381. /** Internal class used to store shapes for emitters */
  118382. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  118383. function ParticleSystemSetEmitterCreationOptions() {
  118384. }
  118385. return ParticleSystemSetEmitterCreationOptions;
  118386. }());
  118387. /**
  118388. * Represents a set of particle systems working together to create a specific effect
  118389. */
  118390. var ParticleSystemSet = /** @class */ (function () {
  118391. function ParticleSystemSet() {
  118392. /**
  118393. * Gets the particle system list
  118394. */
  118395. this.systems = new Array();
  118396. }
  118397. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  118398. /**
  118399. * Gets the emitter node used with this set
  118400. */
  118401. get: function () {
  118402. return this._emitterNode;
  118403. },
  118404. enumerable: true,
  118405. configurable: true
  118406. });
  118407. /**
  118408. * Creates a new emitter mesh as a sphere
  118409. * @param options defines the options used to create the sphere
  118410. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  118411. * @param scene defines the hosting scene
  118412. */
  118413. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  118414. if (this._emitterNode) {
  118415. this._emitterNode.dispose();
  118416. }
  118417. this._emitterCreationOptions = {
  118418. kind: "Sphere",
  118419. options: options,
  118420. renderingGroupId: renderingGroupId
  118421. };
  118422. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  118423. emitterMesh.renderingGroupId = renderingGroupId;
  118424. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  118425. material.emissiveColor = options.color;
  118426. emitterMesh.material = material;
  118427. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118428. var system = _a[_i];
  118429. system.emitter = emitterMesh;
  118430. }
  118431. this._emitterNode = emitterMesh;
  118432. };
  118433. /**
  118434. * Starts all particle systems of the set
  118435. * @param emitter defines an optional mesh to use as emitter for the particle systems
  118436. */
  118437. ParticleSystemSet.prototype.start = function (emitter) {
  118438. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118439. var system = _a[_i];
  118440. if (emitter) {
  118441. system.emitter = emitter;
  118442. }
  118443. system.start();
  118444. }
  118445. };
  118446. /**
  118447. * Release all associated resources
  118448. */
  118449. ParticleSystemSet.prototype.dispose = function () {
  118450. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118451. var system = _a[_i];
  118452. system.dispose();
  118453. }
  118454. this.systems = [];
  118455. if (this._emitterNode) {
  118456. this._emitterNode.dispose();
  118457. this._emitterNode = null;
  118458. }
  118459. };
  118460. /**
  118461. * Serialize the set into a JSON compatible object
  118462. * @returns a JSON compatible representation of the set
  118463. */
  118464. ParticleSystemSet.prototype.serialize = function () {
  118465. var result = {};
  118466. result.systems = [];
  118467. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118468. var system = _a[_i];
  118469. result.systems.push(system.serialize());
  118470. }
  118471. if (this._emitterNode) {
  118472. result.emitter = this._emitterCreationOptions;
  118473. }
  118474. return result;
  118475. };
  118476. /**
  118477. * Parse a new ParticleSystemSet from a serialized source
  118478. * @param data defines a JSON compatible representation of the set
  118479. * @param scene defines the hosting scene
  118480. * @param gpu defines if we want GPU particles or CPU particles
  118481. * @returns a new ParticleSystemSet
  118482. */
  118483. ParticleSystemSet.Parse = function (data, scene, gpu) {
  118484. if (gpu === void 0) { gpu = false; }
  118485. var result = new ParticleSystemSet();
  118486. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  118487. scene = scene || BABYLON.Engine.LastCreatedScene;
  118488. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  118489. var system = _a[_i];
  118490. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  118491. }
  118492. if (data.emitter) {
  118493. var options = data.emitter.options;
  118494. switch (data.emitter.kind) {
  118495. case "Sphere":
  118496. result.setEmitterAsSphere({
  118497. diameter: options.diameter,
  118498. segments: options.segments,
  118499. color: BABYLON.Color3.FromArray(options.color)
  118500. }, data.emitter.renderingGroupId, scene);
  118501. break;
  118502. }
  118503. }
  118504. return result;
  118505. };
  118506. return ParticleSystemSet;
  118507. }());
  118508. BABYLON.ParticleSystemSet = ParticleSystemSet;
  118509. })(BABYLON || (BABYLON = {}));
  118510. //# sourceMappingURL=babylon.particleSystemSet.js.map
  118511. var BABYLON;
  118512. (function (BABYLON) {
  118513. /**
  118514. * This class is made for on one-liner static method to help creating particle system set.
  118515. */
  118516. var ParticleHelper = /** @class */ (function () {
  118517. function ParticleHelper() {
  118518. }
  118519. /**
  118520. * Create a default particle system that you can tweak
  118521. * @param emitter defines the emitter to use
  118522. * @param capacity defines the system capacity (default is 500 particles)
  118523. * @param scene defines the hosting scene
  118524. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  118525. * @returns the new Particle system
  118526. */
  118527. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  118528. if (capacity === void 0) { capacity = 500; }
  118529. if (useGPU === void 0) { useGPU = false; }
  118530. var system;
  118531. if (useGPU) {
  118532. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  118533. }
  118534. else {
  118535. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  118536. }
  118537. system.emitter = emitter;
  118538. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  118539. system.createConeEmitter(0.1, Math.PI / 4);
  118540. // Particle color
  118541. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  118542. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  118543. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  118544. // Particle Size
  118545. system.minSize = 0.1;
  118546. system.maxSize = 0.1;
  118547. // Emission speed
  118548. system.minEmitPower = 2;
  118549. system.maxEmitPower = 2;
  118550. // Update speed
  118551. system.updateSpeed = 1 / 60;
  118552. system.emitRate = 30;
  118553. return system;
  118554. };
  118555. /**
  118556. * This is the main static method (one-liner) of this helper to create different particle systems
  118557. * @param type This string represents the type to the particle system to create
  118558. * @param scene The scene where the particle system should live
  118559. * @param gpu If the system will use gpu
  118560. * @returns the ParticleSystemSet created
  118561. */
  118562. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  118563. if (gpu === void 0) { gpu = false; }
  118564. if (!scene) {
  118565. scene = BABYLON.Engine.LastCreatedScene;
  118566. }
  118567. var token = {};
  118568. scene._addPendingData(token);
  118569. return new Promise(function (resolve, reject) {
  118570. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  118571. scene._removePendingData(token);
  118572. return reject("Particle system with GPU is not supported.");
  118573. }
  118574. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  118575. scene._removePendingData(token);
  118576. var newData = JSON.parse(data.toString());
  118577. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  118578. }, undefined, undefined, undefined, function (req, exception) {
  118579. scene._removePendingData(token);
  118580. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  118581. });
  118582. });
  118583. };
  118584. /**
  118585. * Static function used to export a particle system to a ParticleSystemSet variable.
  118586. * Please note that the emitter shape is not exported
  118587. * @param systems defines the particle systems to export
  118588. * @returns the created particle system set
  118589. */
  118590. ParticleHelper.ExportSet = function (systems) {
  118591. var set = new BABYLON.ParticleSystemSet();
  118592. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  118593. var system = systems_1[_i];
  118594. set.systems.push(system);
  118595. }
  118596. return set;
  118597. };
  118598. /**
  118599. * Gets or sets base Assets URL
  118600. */
  118601. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  118602. return ParticleHelper;
  118603. }());
  118604. BABYLON.ParticleHelper = ParticleHelper;
  118605. })(BABYLON || (BABYLON = {}));
  118606. //# sourceMappingURL=babylon.particleHelper.js.map
  118607. var BABYLON;
  118608. (function (BABYLON) {
  118609. /**
  118610. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  118611. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  118612. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  118613. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  118614. */
  118615. var VideoDome = /** @class */ (function (_super) {
  118616. __extends(VideoDome, _super);
  118617. /**
  118618. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  118619. * @param name Element's name, child elements will append suffixes for their own names.
  118620. * @param urlsOrVideo defines the url(s) or the video element to use
  118621. * @param options An object containing optional or exposed sub element properties
  118622. */
  118623. function VideoDome(name, urlsOrVideo, options, scene) {
  118624. var _this = _super.call(this, name, scene) || this;
  118625. _this._useDirectMapping = false;
  118626. // set defaults and manage values
  118627. name = name || "videoDome";
  118628. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  118629. options.clickToPlay = Boolean(options.clickToPlay);
  118630. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  118631. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  118632. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  118633. if (options.useDirectMapping === undefined) {
  118634. _this._useDirectMapping = true;
  118635. }
  118636. else {
  118637. _this._useDirectMapping = options.useDirectMapping;
  118638. }
  118639. _this._setReady(false);
  118640. // create
  118641. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  118642. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  118643. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  118644. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  118645. texture.onLoadObservable.addOnce(function () {
  118646. _this._setReady(true);
  118647. });
  118648. // configure material
  118649. material.useEquirectangularFOV = true;
  118650. material.fovMultiplier = 1.0;
  118651. material.opacityFresnel = false;
  118652. if (_this._useDirectMapping) {
  118653. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118654. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118655. material.diffuseTexture = texture;
  118656. }
  118657. else {
  118658. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  118659. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118660. material.reflectionTexture = texture;
  118661. }
  118662. // configure mesh
  118663. _this._mesh.material = material;
  118664. _this._mesh.parent = _this;
  118665. // optional configuration
  118666. if (options.clickToPlay) {
  118667. scene.onPointerUp = function () {
  118668. _this._videoTexture.video.play();
  118669. };
  118670. }
  118671. return _this;
  118672. }
  118673. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  118674. /**
  118675. * Gets the video texture being displayed on the sphere
  118676. */
  118677. get: function () {
  118678. return this._videoTexture;
  118679. },
  118680. enumerable: true,
  118681. configurable: true
  118682. });
  118683. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  118684. /**
  118685. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  118686. * Also see the options.resolution property.
  118687. */
  118688. get: function () {
  118689. return this._material.fovMultiplier;
  118690. },
  118691. set: function (value) {
  118692. this._material.fovMultiplier = value;
  118693. },
  118694. enumerable: true,
  118695. configurable: true
  118696. });
  118697. /**
  118698. * Releases resources associated with this node.
  118699. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  118700. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  118701. */
  118702. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  118703. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  118704. this._videoTexture.dispose();
  118705. this._mesh.dispose();
  118706. this._material.dispose();
  118707. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  118708. };
  118709. return VideoDome;
  118710. }(BABYLON.TransformNode));
  118711. BABYLON.VideoDome = VideoDome;
  118712. })(BABYLON || (BABYLON = {}));
  118713. //# sourceMappingURL=babylon.videoDome.js.map
  118714. var BABYLON;
  118715. (function (BABYLON) {
  118716. /**
  118717. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  118718. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  118719. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  118720. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  118721. */
  118722. var PhotoDome = /** @class */ (function (_super) {
  118723. __extends(PhotoDome, _super);
  118724. /**
  118725. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  118726. * @param name Element's name, child elements will append suffixes for their own names.
  118727. * @param urlsOfPhoto defines the url of the photo to display
  118728. * @param options defines an object containing optional or exposed sub element properties
  118729. * @param onError defines a callback called when an error occured while loading the texture
  118730. */
  118731. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  118732. if (onError === void 0) { onError = null; }
  118733. var _this = _super.call(this, name, scene) || this;
  118734. _this._useDirectMapping = false;
  118735. /**
  118736. * Observable raised when an error occured while loading the 360 image
  118737. */
  118738. _this.onLoadErrorObservable = new BABYLON.Observable();
  118739. // set defaults and manage values
  118740. name = name || "photoDome";
  118741. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  118742. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  118743. if (options.useDirectMapping === undefined) {
  118744. _this._useDirectMapping = true;
  118745. }
  118746. else {
  118747. _this._useDirectMapping = options.useDirectMapping;
  118748. }
  118749. _this._setReady(false);
  118750. // create
  118751. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  118752. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  118753. // configure material
  118754. material.opacityFresnel = false;
  118755. material.useEquirectangularFOV = true;
  118756. material.fovMultiplier = 1.0;
  118757. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  118758. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  118759. if (onError) {
  118760. onError(message, exception);
  118761. }
  118762. });
  118763. _this.photoTexture.onLoadObservable.addOnce(function () {
  118764. _this._setReady(true);
  118765. });
  118766. // configure mesh
  118767. _this._mesh.material = material;
  118768. _this._mesh.parent = _this;
  118769. return _this;
  118770. }
  118771. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  118772. /**
  118773. * Gets or sets the texture being displayed on the sphere
  118774. */
  118775. get: function () {
  118776. return this._photoTexture;
  118777. },
  118778. set: function (value) {
  118779. if (this._photoTexture === value) {
  118780. return;
  118781. }
  118782. this._photoTexture = value;
  118783. if (this._useDirectMapping) {
  118784. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118785. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118786. this._material.diffuseTexture = this._photoTexture;
  118787. }
  118788. else {
  118789. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  118790. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118791. this._material.reflectionTexture = this._photoTexture;
  118792. }
  118793. },
  118794. enumerable: true,
  118795. configurable: true
  118796. });
  118797. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  118798. /**
  118799. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  118800. * Also see the options.resolution property.
  118801. */
  118802. get: function () {
  118803. return this._material.fovMultiplier;
  118804. },
  118805. set: function (value) {
  118806. this._material.fovMultiplier = value;
  118807. },
  118808. enumerable: true,
  118809. configurable: true
  118810. });
  118811. /**
  118812. * Releases resources associated with this node.
  118813. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  118814. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  118815. */
  118816. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  118817. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  118818. this._photoTexture.dispose();
  118819. this._mesh.dispose();
  118820. this._material.dispose();
  118821. this.onLoadErrorObservable.clear();
  118822. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  118823. };
  118824. return PhotoDome;
  118825. }(BABYLON.TransformNode));
  118826. BABYLON.PhotoDome = PhotoDome;
  118827. })(BABYLON || (BABYLON = {}));
  118828. //# sourceMappingURL=babylon.photoDome.js.map
  118829. var BABYLON;
  118830. (function (BABYLON) {
  118831. /** @hidden */
  118832. var _OcclusionDataStorage = /** @class */ (function () {
  118833. function _OcclusionDataStorage() {
  118834. /** @hidden */
  118835. this.occlusionInternalRetryCounter = 0;
  118836. /** @hidden */
  118837. this.isOcclusionQueryInProgress = false;
  118838. /** @hidden */
  118839. this.isOccluded = false;
  118840. /** @hidden */
  118841. this.occlusionRetryCount = -1;
  118842. /** @hidden */
  118843. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  118844. /** @hidden */
  118845. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  118846. }
  118847. return _OcclusionDataStorage;
  118848. }());
  118849. BABYLON.Engine.prototype.createQuery = function () {
  118850. return this._gl.createQuery();
  118851. };
  118852. BABYLON.Engine.prototype.deleteQuery = function (query) {
  118853. this._gl.deleteQuery(query);
  118854. return this;
  118855. };
  118856. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  118857. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  118858. };
  118859. BABYLON.Engine.prototype.getQueryResult = function (query) {
  118860. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  118861. };
  118862. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  118863. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  118864. this._gl.beginQuery(glAlgorithm, query);
  118865. return this;
  118866. };
  118867. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  118868. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  118869. this._gl.endQuery(glAlgorithm);
  118870. return this;
  118871. };
  118872. BABYLON.Engine.prototype._createTimeQuery = function () {
  118873. var timerQuery = this.getCaps().timerQuery;
  118874. if (timerQuery.createQueryEXT) {
  118875. return timerQuery.createQueryEXT();
  118876. }
  118877. return this.createQuery();
  118878. };
  118879. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  118880. var timerQuery = this.getCaps().timerQuery;
  118881. if (timerQuery.deleteQueryEXT) {
  118882. timerQuery.deleteQueryEXT(query);
  118883. return;
  118884. }
  118885. this.deleteQuery(query);
  118886. };
  118887. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  118888. var timerQuery = this.getCaps().timerQuery;
  118889. if (timerQuery.getQueryObjectEXT) {
  118890. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  118891. }
  118892. return this.getQueryResult(query);
  118893. };
  118894. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  118895. var timerQuery = this.getCaps().timerQuery;
  118896. if (timerQuery.getQueryObjectEXT) {
  118897. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  118898. }
  118899. return this.isQueryResultAvailable(query);
  118900. };
  118901. BABYLON.Engine.prototype.startTimeQuery = function () {
  118902. var caps = this.getCaps();
  118903. var timerQuery = caps.timerQuery;
  118904. if (!timerQuery) {
  118905. return null;
  118906. }
  118907. var token = new BABYLON._TimeToken();
  118908. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  118909. if (caps.canUseTimestampForTimerQuery) {
  118910. token._startTimeQuery = this._createTimeQuery();
  118911. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  118912. }
  118913. else {
  118914. if (this._currentNonTimestampToken) {
  118915. return this._currentNonTimestampToken;
  118916. }
  118917. token._timeElapsedQuery = this._createTimeQuery();
  118918. if (timerQuery.beginQueryEXT) {
  118919. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  118920. }
  118921. else {
  118922. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  118923. }
  118924. this._currentNonTimestampToken = token;
  118925. }
  118926. return token;
  118927. };
  118928. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  118929. var caps = this.getCaps();
  118930. var timerQuery = caps.timerQuery;
  118931. if (!timerQuery || !token) {
  118932. return -1;
  118933. }
  118934. if (caps.canUseTimestampForTimerQuery) {
  118935. if (!token._startTimeQuery) {
  118936. return -1;
  118937. }
  118938. if (!token._endTimeQuery) {
  118939. token._endTimeQuery = this._createTimeQuery();
  118940. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  118941. }
  118942. }
  118943. else if (!token._timeElapsedQueryEnded) {
  118944. if (!token._timeElapsedQuery) {
  118945. return -1;
  118946. }
  118947. if (timerQuery.endQueryEXT) {
  118948. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  118949. }
  118950. else {
  118951. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  118952. }
  118953. token._timeElapsedQueryEnded = true;
  118954. }
  118955. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  118956. var available = false;
  118957. if (token._endTimeQuery) {
  118958. available = this._getTimeQueryAvailability(token._endTimeQuery);
  118959. }
  118960. else if (token._timeElapsedQuery) {
  118961. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  118962. }
  118963. if (available && !disjoint) {
  118964. var result = 0;
  118965. if (caps.canUseTimestampForTimerQuery) {
  118966. if (!token._startTimeQuery || !token._endTimeQuery) {
  118967. return -1;
  118968. }
  118969. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  118970. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  118971. result = timeEnd - timeStart;
  118972. this._deleteTimeQuery(token._startTimeQuery);
  118973. this._deleteTimeQuery(token._endTimeQuery);
  118974. token._startTimeQuery = null;
  118975. token._endTimeQuery = null;
  118976. }
  118977. else {
  118978. if (!token._timeElapsedQuery) {
  118979. return -1;
  118980. }
  118981. result = this._getTimeQueryResult(token._timeElapsedQuery);
  118982. this._deleteTimeQuery(token._timeElapsedQuery);
  118983. token._timeElapsedQuery = null;
  118984. token._timeElapsedQueryEnded = false;
  118985. this._currentNonTimestampToken = null;
  118986. }
  118987. return result;
  118988. }
  118989. return -1;
  118990. };
  118991. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  118992. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  118993. };
  118994. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  118995. get: function () {
  118996. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  118997. },
  118998. enumerable: false,
  118999. configurable: true
  119000. });
  119001. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  119002. get: function () {
  119003. if (!this.__occlusionDataStorage) {
  119004. this.__occlusionDataStorage = new _OcclusionDataStorage();
  119005. }
  119006. return this.__occlusionDataStorage;
  119007. },
  119008. enumerable: false,
  119009. configurable: true
  119010. });
  119011. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  119012. get: function () {
  119013. return this._occlusionDataStorage.isOccluded;
  119014. },
  119015. set: function (value) {
  119016. this._occlusionDataStorage.isOccluded = value;
  119017. },
  119018. enumerable: true,
  119019. configurable: true
  119020. });
  119021. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  119022. get: function () {
  119023. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  119024. },
  119025. set: function (value) {
  119026. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  119027. },
  119028. enumerable: true,
  119029. configurable: true
  119030. });
  119031. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  119032. get: function () {
  119033. return this._occlusionDataStorage.occlusionType;
  119034. },
  119035. set: function (value) {
  119036. this._occlusionDataStorage.occlusionType = value;
  119037. },
  119038. enumerable: true,
  119039. configurable: true
  119040. });
  119041. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  119042. get: function () {
  119043. return this._occlusionDataStorage.occlusionRetryCount;
  119044. },
  119045. set: function (value) {
  119046. this._occlusionDataStorage.occlusionRetryCount = value;
  119047. },
  119048. enumerable: true,
  119049. configurable: true
  119050. });
  119051. // We also need to update AbstractMesh as there is a portion of the code there
  119052. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  119053. var dataStorage = this._occlusionDataStorage;
  119054. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  119055. dataStorage.isOccluded = false;
  119056. return false;
  119057. }
  119058. var engine = this.getEngine();
  119059. if (engine.webGLVersion < 2) {
  119060. dataStorage.isOccluded = false;
  119061. return false;
  119062. }
  119063. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  119064. dataStorage.isOccluded = false;
  119065. return false;
  119066. }
  119067. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  119068. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  119069. if (isOcclusionQueryAvailable) {
  119070. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  119071. dataStorage.isOcclusionQueryInProgress = false;
  119072. dataStorage.occlusionInternalRetryCounter = 0;
  119073. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  119074. }
  119075. else {
  119076. dataStorage.occlusionInternalRetryCounter++;
  119077. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  119078. dataStorage.isOcclusionQueryInProgress = false;
  119079. dataStorage.occlusionInternalRetryCounter = 0;
  119080. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  119081. // if strict continue the last state of the object.
  119082. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  119083. }
  119084. else {
  119085. return false;
  119086. }
  119087. }
  119088. }
  119089. var scene = this.getScene();
  119090. if (scene.getBoundingBoxRenderer) {
  119091. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  119092. if (!this._occlusionQuery) {
  119093. this._occlusionQuery = engine.createQuery();
  119094. }
  119095. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  119096. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  119097. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  119098. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  119099. }
  119100. return dataStorage.isOccluded;
  119101. };
  119102. })(BABYLON || (BABYLON = {}));
  119103. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  119104. var BABYLON;
  119105. (function (BABYLON) {
  119106. /**
  119107. * Class used to generate noise procedural textures
  119108. */
  119109. var NoiseProceduralTexture = /** @class */ (function (_super) {
  119110. __extends(NoiseProceduralTexture, _super);
  119111. /**
  119112. * Creates a new NoiseProceduralTexture
  119113. * @param name defines the name fo the texture
  119114. * @param size defines the size of the texture (default is 256)
  119115. * @param scene defines the hosting scene
  119116. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  119117. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  119118. */
  119119. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  119120. if (size === void 0) { size = 256; }
  119121. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  119122. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  119123. _this._time = 0;
  119124. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  119125. _this.brightness = 0.2;
  119126. /** Defines the number of octaves to process */
  119127. _this.octaves = 3;
  119128. /** Defines the level of persistence (0.8 by default) */
  119129. _this.persistence = 0.8;
  119130. /** Gets or sets animation speed factor (default is 1) */
  119131. _this.animationSpeedFactor = 1;
  119132. _this.autoClear = false;
  119133. _this._updateShaderUniforms();
  119134. return _this;
  119135. }
  119136. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  119137. var scene = this.getScene();
  119138. if (!scene) {
  119139. return;
  119140. }
  119141. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  119142. this.setFloat("brightness", this.brightness);
  119143. this.setFloat("persistence", this.persistence);
  119144. this.setFloat("timeScale", this._time);
  119145. };
  119146. NoiseProceduralTexture.prototype._getDefines = function () {
  119147. return "#define OCTAVES " + (this.octaves | 0);
  119148. };
  119149. /** Generate the current state of the procedural texture */
  119150. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  119151. this._updateShaderUniforms();
  119152. _super.prototype.render.call(this, useCameraPostProcess);
  119153. };
  119154. /**
  119155. * Serializes this noise procedural texture
  119156. * @returns a serialized noise procedural texture object
  119157. */
  119158. NoiseProceduralTexture.prototype.serialize = function () {
  119159. var serializationObject = {};
  119160. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  119161. serializationObject.brightness = this.brightness;
  119162. serializationObject.octaves = this.octaves;
  119163. serializationObject.persistence = this.persistence;
  119164. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  119165. serializationObject.size = this.getSize().width;
  119166. serializationObject.generateMipMaps = this._generateMipMaps;
  119167. return serializationObject;
  119168. };
  119169. /**
  119170. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  119171. * @param parsedTexture defines parsed texture data
  119172. * @param scene defines the current scene
  119173. * @param rootUrl defines the root URL containing noise procedural texture information
  119174. * @returns a parsed NoiseProceduralTexture
  119175. */
  119176. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  119177. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  119178. texture.brightness = parsedTexture.brightness;
  119179. texture.octaves = parsedTexture.octaves;
  119180. texture.persistence = parsedTexture.persistence;
  119181. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  119182. return texture;
  119183. };
  119184. return NoiseProceduralTexture;
  119185. }(BABYLON.ProceduralTexture));
  119186. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  119187. })(BABYLON || (BABYLON = {}));
  119188. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  119189. var __assign = (this && this.__assign) || function () {
  119190. __assign = Object.assign || function(t) {
  119191. for (var s, i = 1, n = arguments.length; i < n; i++) {
  119192. s = arguments[i];
  119193. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  119194. t[p] = s[p];
  119195. }
  119196. return t;
  119197. };
  119198. return __assign.apply(this, arguments);
  119199. };
  119200. var BABYLON;
  119201. (function (BABYLON) {
  119202. /**
  119203. * This can helps recording videos from BabylonJS.
  119204. * This is based on the available WebRTC functionalities of the browser.
  119205. *
  119206. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  119207. */
  119208. var VideoRecorder = /** @class */ (function () {
  119209. /**
  119210. * Create a new VideoCapture object which can help converting what you see in Babylon to
  119211. * a video file.
  119212. * @param engine Defines the BabylonJS Engine you wish to record
  119213. * @param options Defines options that can be used to customized the capture
  119214. */
  119215. function VideoRecorder(engine, options) {
  119216. if (options === void 0) { options = null; }
  119217. if (!VideoRecorder.IsSupported(engine)) {
  119218. throw "Your browser does not support recording so far.";
  119219. }
  119220. var canvas = engine.getRenderingCanvas();
  119221. if (!canvas) {
  119222. throw "The babylon engine must have a canvas to be recorded";
  119223. }
  119224. this._canvas = canvas;
  119225. this._canvas.isRecording = false;
  119226. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  119227. var stream = this._canvas.captureStream(this._options.fps);
  119228. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  119229. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  119230. this._mediaRecorder.onerror = this._handleError.bind(this);
  119231. this._mediaRecorder.onstop = this._handleStop.bind(this);
  119232. }
  119233. /**
  119234. * Returns wehther or not the VideoRecorder is available in your browser.
  119235. * @param engine Defines the Babylon Engine to check the support for
  119236. * @returns true if supported otherwise false
  119237. */
  119238. VideoRecorder.IsSupported = function (engine) {
  119239. var canvas = engine.getRenderingCanvas();
  119240. return (!!canvas && typeof canvas.captureStream === "function");
  119241. };
  119242. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  119243. /**
  119244. * True wether a recording is already in progress.
  119245. */
  119246. get: function () {
  119247. return !!this._canvas && this._canvas.isRecording;
  119248. },
  119249. enumerable: true,
  119250. configurable: true
  119251. });
  119252. /**
  119253. * Stops the current recording before the default capture timeout passed in the startRecording
  119254. * functions.
  119255. */
  119256. VideoRecorder.prototype.stopRecording = function () {
  119257. if (!this._canvas || !this._mediaRecorder) {
  119258. return;
  119259. }
  119260. if (!this.isRecording) {
  119261. return;
  119262. }
  119263. this._canvas.isRecording = false;
  119264. this._mediaRecorder.stop();
  119265. };
  119266. /**
  119267. * Starts recording the canvas for a max duration specified in parameters.
  119268. * @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.
  119269. * @param maxDuration Defines the maximum recording time in seconds.
  119270. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  119271. * @return a promise callback at the end of the recording with the video data in Blob.
  119272. */
  119273. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  119274. var _this = this;
  119275. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  119276. if (maxDuration === void 0) { maxDuration = 7; }
  119277. if (!this._canvas || !this._mediaRecorder) {
  119278. throw "Recorder has already been disposed";
  119279. }
  119280. if (this.isRecording) {
  119281. throw "Recording already in progress";
  119282. }
  119283. if (maxDuration > 0) {
  119284. setTimeout(function () {
  119285. _this.stopRecording();
  119286. }, maxDuration * 1000);
  119287. }
  119288. this._fileName = fileName;
  119289. this._recordedChunks = [];
  119290. this._resolve = null;
  119291. this._reject = null;
  119292. this._canvas.isRecording = true;
  119293. this._mediaRecorder.start(this._options.recordChunckSize);
  119294. return new Promise(function (resolve, reject) {
  119295. _this._resolve = resolve;
  119296. _this._reject = reject;
  119297. });
  119298. };
  119299. /**
  119300. * Releases internal resources used during the recording.
  119301. */
  119302. VideoRecorder.prototype.dispose = function () {
  119303. this._canvas = null;
  119304. this._mediaRecorder = null;
  119305. this._recordedChunks = [];
  119306. this._fileName = null;
  119307. this._resolve = null;
  119308. this._reject = null;
  119309. };
  119310. VideoRecorder.prototype._handleDataAvailable = function (event) {
  119311. if (event.data.size > 0) {
  119312. this._recordedChunks.push(event.data);
  119313. }
  119314. };
  119315. VideoRecorder.prototype._handleError = function (event) {
  119316. this.stopRecording();
  119317. if (this._reject) {
  119318. this._reject(event.error);
  119319. }
  119320. else {
  119321. throw new event.error();
  119322. }
  119323. };
  119324. VideoRecorder.prototype._handleStop = function () {
  119325. this.stopRecording();
  119326. var superBuffer = new Blob(this._recordedChunks);
  119327. if (this._resolve) {
  119328. this._resolve(superBuffer);
  119329. }
  119330. window.URL.createObjectURL(superBuffer);
  119331. if (this._fileName) {
  119332. BABYLON.Tools.Download(superBuffer, this._fileName);
  119333. }
  119334. };
  119335. VideoRecorder._defaultOptions = {
  119336. mimeType: "video/webm",
  119337. fps: 25,
  119338. recordChunckSize: 3000
  119339. };
  119340. return VideoRecorder;
  119341. }());
  119342. BABYLON.VideoRecorder = VideoRecorder;
  119343. })(BABYLON || (BABYLON = {}));
  119344. //# sourceMappingURL=babylon.videoRecorder.js.map
  119345. var BABYLON;
  119346. (function (BABYLON) {
  119347. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  119348. if (replace === void 0) { replace = false; }
  119349. // Dispose existing light in replace mode.
  119350. if (replace) {
  119351. if (this.lights) {
  119352. for (var i = 0; i < this.lights.length; i++) {
  119353. this.lights[i].dispose();
  119354. }
  119355. }
  119356. }
  119357. // Light
  119358. if (this.lights.length === 0) {
  119359. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  119360. }
  119361. };
  119362. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  119363. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  119364. if (replace === void 0) { replace = false; }
  119365. if (attachCameraControls === void 0) { attachCameraControls = false; }
  119366. // Dispose existing camera in replace mode.
  119367. if (replace) {
  119368. if (this.activeCamera) {
  119369. this.activeCamera.dispose();
  119370. this.activeCamera = null;
  119371. }
  119372. }
  119373. // Camera
  119374. if (!this.activeCamera) {
  119375. var worldExtends = this.getWorldExtends();
  119376. var worldSize = worldExtends.max.subtract(worldExtends.min);
  119377. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  119378. var camera;
  119379. var radius = worldSize.length() * 1.5;
  119380. // empty scene scenario!
  119381. if (!isFinite(radius)) {
  119382. radius = 1;
  119383. worldCenter.copyFromFloats(0, 0, 0);
  119384. }
  119385. if (createArcRotateCamera) {
  119386. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  119387. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  119388. arcRotateCamera.wheelPrecision = 100 / radius;
  119389. camera = arcRotateCamera;
  119390. }
  119391. else {
  119392. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  119393. freeCamera.setTarget(worldCenter);
  119394. camera = freeCamera;
  119395. }
  119396. camera.minZ = radius * 0.01;
  119397. camera.maxZ = radius * 1000;
  119398. camera.speed = radius * 0.2;
  119399. this.activeCamera = camera;
  119400. var canvas = this.getEngine().getRenderingCanvas();
  119401. if (attachCameraControls && canvas) {
  119402. camera.attachControl(canvas);
  119403. }
  119404. }
  119405. };
  119406. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  119407. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  119408. if (replace === void 0) { replace = false; }
  119409. if (attachCameraControls === void 0) { attachCameraControls = false; }
  119410. this.createDefaultLight(replace);
  119411. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  119412. };
  119413. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  119414. if (pbr === void 0) { pbr = false; }
  119415. if (scale === void 0) { scale = 1000; }
  119416. if (blur === void 0) { blur = 0; }
  119417. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  119418. if (!environmentTexture) {
  119419. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  119420. return null;
  119421. }
  119422. if (setGlobalEnvTexture) {
  119423. if (environmentTexture) {
  119424. this.environmentTexture = environmentTexture;
  119425. }
  119426. }
  119427. // Skybox
  119428. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  119429. if (pbr) {
  119430. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  119431. hdrSkyboxMaterial.backFaceCulling = false;
  119432. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  119433. if (hdrSkyboxMaterial.reflectionTexture) {
  119434. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  119435. }
  119436. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  119437. hdrSkyboxMaterial.disableLighting = true;
  119438. hdrSkyboxMaterial.twoSidedLighting = true;
  119439. hdrSkybox.infiniteDistance = true;
  119440. hdrSkybox.material = hdrSkyboxMaterial;
  119441. }
  119442. else {
  119443. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  119444. skyboxMaterial.backFaceCulling = false;
  119445. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  119446. if (skyboxMaterial.reflectionTexture) {
  119447. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  119448. }
  119449. skyboxMaterial.disableLighting = true;
  119450. hdrSkybox.infiniteDistance = true;
  119451. hdrSkybox.material = skyboxMaterial;
  119452. }
  119453. return hdrSkybox;
  119454. };
  119455. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  119456. if (BABYLON.EnvironmentHelper) {
  119457. return new BABYLON.EnvironmentHelper(options, this);
  119458. }
  119459. return null;
  119460. };
  119461. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  119462. if (webVROptions === void 0) { webVROptions = {}; }
  119463. return new BABYLON.VRExperienceHelper(this, webVROptions);
  119464. };
  119465. BABYLON.Scene.prototype.createDefaultXRExperienceAsync = function () {
  119466. var _this = this;
  119467. return BABYLON.WebXRExperienceHelper.CreateAsync(this).then(function (helper) {
  119468. var outputCanvas = new BABYLON.WebXRManagedOutputCanvas(helper);
  119469. return BABYLON.WebXREnterExitUI.CreateAsync(_this, helper, { outputCanvasContext: outputCanvas.canvasContext })
  119470. .then(function (ui) {
  119471. new BABYLON.WebXRInput(helper);
  119472. return helper;
  119473. });
  119474. });
  119475. };
  119476. })(BABYLON || (BABYLON = {}));
  119477. //# sourceMappingURL=babylon.sceneHelpers.js.map
  119478. 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}","passCubePixelShader":"\nvarying vec2 vUV;\nuniform samplerCube textureSampler;\nvoid main(void) \n{\nvec2 uv=vUV*2.0-1.0;\n#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x));\n#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x));\n#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x));\n#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x));\n#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001));\n#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));\n#endif\n}","shadowMapVertexShader":"\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\nuniform vec3 lightData;\n#endif\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\n#include<helperFunctions>\nuniform mat4 viewProjection;\nuniform vec3 biasAndScale;\nuniform vec2 depthValues;\nvarying float vDepthMetric;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvec3 worldNor=normalize(normalWorld*normal);\n#ifdef DIRECTIONINLIGHTDATA\nvec3 worldLightDir=normalize(-lightData.xyz);\n#else\nvec3 directionToLight=lightData.xyz-worldPos.xyz;\nvec3 worldLightDir=normalize(directionToLight);\n#endif\nfloat ndl=dot(worldNor,worldLightDir);\nfloat sinNL=sqrt(1.0-ndl*ndl);\nfloat normalBias=biasAndScale.y*sinNL;\nworldPos.xyz-=worldNor*normalBias;\n#endif\n\ngl_Position=viewProjection*worldPos;\n#ifdef DEPTHTEXTURE\n\ngl_Position.z+=biasAndScale.x*gl_Position.w;\n#endif\n\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y))+biasAndScale.x;\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","shadowMapPixelShader":"#ifndef FLOAT\nvec4 pack(float depth)\n{\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(depth*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\n#endif\nvarying float vDepthMetric;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nuniform vec3 biasAndScale;\nuniform vec2 depthValues;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nfloat depth=vDepthMetric;\n#ifdef ESM\ndepth=clamp(exp(-min(87.,biasAndScale.z*depth)),0.,1.);\n#endif\n#ifdef FLOAT\ngl_FragColor=vec4(depth,1.0,1.0,1.0);\n#else\ngl_FragColor=pack(depth);\n#endif\n}","depthBoxBlurPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nvoid main(void)\n{\nvec4 colorDepth=vec4(0.0);\nfor (int x=-OFFSET; x<=OFFSET; x++)\nfor (int y=-OFFSET; y<=OFFSET; y++)\ncolorDepth+=texture2D(textureSampler,vUV+vec2(x,y)/screenSize);\ngl_FragColor=(colorDepth/float((OFFSET*2+1)*(OFFSET*2+1)));\n}","proceduralVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvPosition=position;\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","depthVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nuniform vec2 depthValues;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","depthPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragColor=vec4(vDepthMetric,vDepthMetric*vDepthMetric,0.0,1.0);\n}","geometryVertexShader":"precision highp float;\nprecision highp int;\n#include<bonesDeclaration>\n#include<instancesDeclaration>\nattribute vec3 position;\nattribute vec3 normal;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nvarying vec2 uv;\n#endif\n#ifdef UV2\nvarying vec2 uv2;\n#endif\n#endif\n\nuniform mat4 viewProjection;\nuniform mat4 view;\nvarying vec3 vNormalV;\nvarying vec4 vViewPos;\n#ifdef POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef VELOCITY\nuniform mat4 previousWorldViewProjection;\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\nvoid main(void)\n{\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 pos=vec4(finalWorld*vec4(position,1.0));\nvNormalV=normalize(vec3((view*finalWorld)*vec4(normal,0.0)));\nvViewPos=view*pos;\n#ifdef POSITION\nvPosition=pos.xyz/pos.w;\n#endif\n#ifdef VELOCITY\nvCurrentPosition=viewProjection*finalWorld*vec4(position,1.0);\nvPreviousPosition=previousWorldViewProjection*vec4(position,1.0);\n#endif\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","geometryPixelShader":"#extension GL_EXT_draw_buffers : require\nprecision highp float;\nprecision highp int;\nvarying vec3 vNormalV;\nvarying vec4 vViewPos;\n#ifdef POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef VELOCITY\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<mrtFragmentDeclaration>[RENDER_TARGET_COUNT]\nvoid main() {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragData[0]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n\ngl_FragData[1]=vec4(normalize(vNormalV),1.0);\n\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPosition,1.0);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\nvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\nvec2 velocity=(a-b)*0.5+0.5;\nvelocity*=0.5+0.5;\nvelocity=vec2(pow(velocity.x,3.0),pow(velocity.y,3.0));\ngl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n}","ssaoPixelShader":"\nuniform sampler2D textureSampler;\nvarying vec2 vUV;\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float radius;\nuniform float area;\nuniform float fallOff;\nuniform float base;\nvec3 normalFromDepth(float depth,vec2 coords)\n{\nvec2 offset1=vec2(0.0,radius);\nvec2 offset2=vec2(radius,0.0);\nfloat depth1=texture2D(textureSampler,coords+offset1).r;\nfloat depth2=texture2D(textureSampler,coords+offset2).r;\nvec3 p1=vec3(offset1,depth1-depth);\nvec3 p2=vec3(offset2,depth2-depth);\nvec3 normal=cross(p1,p2);\nnormal.z=-normal.z;\nreturn normalize(normal);\n}\nvoid main()\n{\nvec3 random=normalize(texture2D(randomSampler,vUV*randTextureTiles).rgb);\nfloat depth=texture2D(textureSampler,vUV).r;\nvec3 position=vec3(vUV,depth);\nvec3 normal=normalFromDepth(depth,vUV);\nfloat radiusDepth=radius/depth;\nfloat occlusion=0.0;\nvec3 ray;\nvec3 hemiRay;\nfloat occlusionDepth;\nfloat difference;\nfor (int i=0; i<SAMPLES; i++)\n{\nray=radiusDepth*reflect(sampleSphere[i],random);\nhemiRay=position+sign(dot(ray,normal))*ray;\nocclusionDepth=texture2D(textureSampler,clamp(hemiRay.xy,vec2(0.001,0.001),vec2(0.999,0.999))).r;\ndifference=depth-occlusionDepth;\nocclusion+=step(fallOff,difference)*(1.0-smoothstep(fallOff,area,difference));\n}\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor.r=result;\ngl_FragColor.g=result;\ngl_FragColor.b=result;\ngl_FragColor.a=1.0;\n}\n#endif\n","ssao2PixelShader":"\nprecision highp float;\nuniform sampler2D textureSampler;\nuniform float near;\nuniform float far;\nuniform float radius;\nfloat scales[16]=float[16](\n0.1,\n0.11406250000000001,\n0.131640625,\n0.15625,\n0.187890625,\n0.2265625,\n0.272265625,\n0.325,\n0.384765625,\n0.4515625,\n0.525390625,\n0.60625,\n0.694140625,\n0.7890625,\n0.891015625,\n1.0\n);\nvarying vec2 vUV;\nfloat perspectiveDepthToViewZ( const in float invClipZ,const in float near,const in float far ) {\nreturn ( near*far )/( ( far-near )*invClipZ-far );\n}\nfloat viewZToPerspectiveDepth( const in float viewZ,const in float near,const in float far ) {\nreturn ( near*far/viewZ+far)/( far-near );\n}\nfloat viewZToOrthographicDepth( const in float viewZ,const in float near,const in float far ) {\nreturn ( viewZ+near )/( near-far );\n}\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform sampler2D normalSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float base;\nuniform float xViewport;\nuniform float yViewport;\nuniform float maxZ;\nuniform float minZAspect;\nuniform vec2 texelSize;\nuniform mat4 projection;\nvoid main()\n{\nvec3 random=texture2D(randomSampler,vUV*randTextureTiles).rgb;\nfloat depth=texture2D(textureSampler,vUV).r;\nfloat depthSign=depth/abs(depth);\ndepth=depth*depthSign;\nvec3 normal=texture2D(normalSampler,vUV).rgb; \nfloat occlusion=0.0;\nfloat correctedRadius=min(radius,minZAspect*depth/near);\nvec3 vViewRay=vec3((vUV.x*2.0-1.0)*xViewport,(vUV.y*2.0-1.0)*yViewport,depthSign);\nvec3 origin=vViewRay*depth;\nvec3 rvec=random*2.0-1.0;\nrvec.z=0.0;\n\nfloat dotProduct=dot(rvec,normal);\nrvec=1.0-abs(dotProduct)>1e-2 ? rvec : vec3(-rvec.y,0.0,rvec.x);\nvec3 tangent=normalize(rvec-normal*dot(rvec,normal));\nvec3 bitangent=cross(normal,tangent);\nmat3 tbn=mat3(tangent,bitangent,normal);\nfloat difference;\nfor (int i=0; i<SAMPLES; ++i) {\n\nvec3 samplePosition=scales[(i+int(random.x*16.0)) % 16]*tbn*sampleSphere[(i+int(random.y*16.0)) % 16];\nsamplePosition=samplePosition*correctedRadius+origin;\n\nvec4 offset=vec4(samplePosition,1.0);\noffset=projection*offset;\noffset.xyz/=offset.w;\noffset.xy=offset.xy*0.5+0.5;\nif (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {\ncontinue;\n}\n\nfloat sampleDepth=abs(texture2D(textureSampler,offset.xy).r);\n\ndifference=depthSign*samplePosition.z-sampleDepth;\nfloat rangeCheck=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);\nocclusion+=(difference>=0.0 ? 1.0 : 0.0)*rangeCheck;\n}\nocclusion=occlusion*(1.0-smoothstep(maxZ*0.75,maxZ,depth));\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor=vec4(vec3(result),1.0);\n}\n#endif\n#ifdef BILATERAL_BLUR\nuniform sampler2D depthSampler;\nuniform float outSize;\nuniform float samplerOffsets[SAMPLES];\nvec4 blur9(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.3846153846)*direction;\nvec2 off2=vec2(3.2307692308)*direction;\ncolor+=texture2D(image,uv)*0.2270270270;\ncolor+=texture2D(image,uv+(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv-(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv+(off2/resolution))*0.0702702703;\ncolor+=texture2D(image,uv-(off2/resolution))*0.0702702703;\nreturn color;\n}\nvec4 blur13(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\ncolor+=texture2D(image,uv)*0.1964825501511404;\ncolor+=texture2D(image,uv+(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv-(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv+(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv-(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv+(off3/resolution))*0.010381362401148057;\ncolor+=texture2D(image,uv-(off3/resolution))*0.010381362401148057;\nreturn color;\n}\nvec4 blur13Bilateral(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\nfloat compareDepth=abs(texture2D(depthSampler,uv).r);\nfloat sampleDepth;\nfloat weight;\nfloat weightSum=30.0;\ncolor+=texture2D(image,uv)*30.0;\nsampleDepth=abs(texture2D(depthSampler,uv+(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off3/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off3/resolution))*weight;\nreturn color/weightSum;\n}\nvoid main()\n{\n#if EXPENSIVE\nfloat compareDepth=abs(texture2D(depthSampler,vUV).r);\nfloat texelsize=1.0/outSize;\nfloat result=0.0;\nfloat weightSum=0.0;\nfor (int i=0; i<SAMPLES; ++i)\n{\n#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\nvec2 sampleOffset=vec2(texelsize*samplerOffsets[i],0.0);\n#else\nvec2 direction=vec2(0.0,1.0);\nvec2 sampleOffset=vec2(0.0,texelsize*samplerOffsets[i]);\n#endif\nvec2 samplePos=vUV+sampleOffset;\nfloat sampleDepth=abs(texture2D(depthSampler,samplePos).r);\nfloat weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30000.0);\nresult+=texture2D(textureSampler,samplePos).r*weight;\nweightSum+=weight;\n}\nresult/=weightSum;\ngl_FragColor.rgb=vec3(result);\ngl_FragColor.a=1.0;\n#else\nvec4 color;\n#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\ncolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\n#else\nvec2 direction=vec2(0.0,1.0);\ncolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\n#endif\ngl_FragColor.rgb=vec3(color.r);\ngl_FragColor.a=1.0;\n#endif\n}\n#endif\n","ssaoCombinePixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D originalColor;\nuniform vec4 viewport;\nvarying vec2 vUV;\nvoid main(void) {\nvec4 ssaoColor=texture2D(textureSampler,viewport.xy+vUV*viewport.zw);\nvec4 sceneColor=texture2D(originalColor,vUV);\ngl_FragColor=sceneColor*ssaoColor;\n}\n","lensHighlightsPixelShader":"\nuniform sampler2D textureSampler; \n\nuniform float gain;\nuniform float threshold;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\n\nvec4 highlightColor(vec4 color) {\nvec4 highlight=color;\nfloat luminance=dot(highlight.rgb,vec3(0.2125,0.7154,0.0721));\nfloat lum_threshold;\nif (threshold>1.0) { lum_threshold=0.94+0.01*threshold; }\nelse { lum_threshold=0.5+0.44*threshold; }\nluminance=clamp((luminance-lum_threshold)*(1.0/(1.0-lum_threshold)),0.0,1.0);\nhighlight*=luminance*gain;\nhighlight.a=1.0;\nreturn highlight;\n}\nvoid main(void)\n{\nvec4 original=texture2D(textureSampler,vUV);\n\nif (gain == -1.0) {\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\nreturn;\n}\nfloat w=2.0/screen_width;\nfloat h=2.0/screen_height;\nfloat weight=1.0;\n\nvec4 blurred=vec4(0.0,0.0,0.0,0.0);\n#ifdef PENTAGON\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.84*w,0.43*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.48*w,-1.29*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.61*w,1.51*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.55*w,-0.74*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.71*w,-0.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.94*w,1.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.40*w,-1.87*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.62*w,1.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.09*w,0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.46*w,-1.71*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.08*w,2.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.85*w,-1.89*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.89*w,0.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.29*w,1.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.40*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.54*w,2.26*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.60*w,-0.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.31*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.83*w,2.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.12*w,-2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.60*w,1.11*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.99*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.50*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.85*w,3.33*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.94*w,-1.92*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.27*w,-0.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.95*w,2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.23*w,-3.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.17*w,2.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.97*w,-0.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.25*w,-2.00*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.31*w,3.08*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.94*w,-2.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.37*w,0.64*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.13*w,1.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.03*w,-3.65*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.60*w,3.17*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.14*w,-1.19*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.00*w,-1.19*h)));\n#else\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.85*w,0.36*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.52*w,-1.14*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.46*w,1.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.46*w,-0.83*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.79*w,-0.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.11*w,1.62*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.29*w,-2.07*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.69*w,1.39*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.28*w,0.12*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.65*w,-1.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.08*w,2.44*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.63*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.55*w,0.31*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.13*w,1.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.56*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.38*w,2.34*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.64*w,-0.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.53*w,-1.21*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.06*w,2.63*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.00*w,-2.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.59*w,1.32*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.78*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.57*w,-2.50*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.54*w,2.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.39*w,-1.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,-0.28*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.04*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.02*w,-3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.09*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.07*w,-0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.44*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.52*w,3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.68*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,0.79*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.76*w,1.46*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.05*w,-2.94*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.21*w,2.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.84*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.98*w,-0.96*h)));\n#endif\nblurred/=39.0;\ngl_FragColor=blurred;\n\n}","depthOfFieldPixelShader":"\n\n\n\n\nuniform sampler2D textureSampler;\nuniform sampler2D highlightsSampler;\nuniform sampler2D depthSampler;\nuniform sampler2D grainSampler;\n\nuniform float grain_amount;\nuniform bool blur_noise;\nuniform float screen_width;\nuniform float screen_height;\nuniform float distortion;\nuniform bool dof_enabled;\n\nuniform float screen_distance; \nuniform float aperture;\nuniform float darken;\nuniform float edge_blur;\nuniform bool highlights;\n\nuniform float near;\nuniform float far;\n\nvarying vec2 vUV;\n\n#define PI 3.14159265\n#define TWOPI 6.28318530\n#define inverse_focal_length 0.1 \n\nvec2 centered_screen_pos;\nvec2 distorted_coords;\nfloat radius2;\nfloat radius;\n\nvec2 rand(vec2 co)\n{\nfloat noise1=(fract(sin(dot(co,vec2(12.9898,78.233)))*43758.5453));\nfloat noise2=(fract(sin(dot(co,vec2(12.9898,78.233)*2.0))*43758.5453));\nreturn clamp(vec2(noise1,noise2),0.0,1.0);\n}\n\nvec2 getDistortedCoords(vec2 coords) {\nif (distortion == 0.0) { return coords; }\nvec2 direction=1.0*normalize(centered_screen_pos);\nvec2 dist_coords=vec2(0.5,0.5);\ndist_coords.x=0.5+direction.x*radius2*1.0;\ndist_coords.y=0.5+direction.y*radius2*1.0;\nfloat dist_amount=clamp(distortion*0.23,0.0,1.0);\ndist_coords=mix(coords,dist_coords,dist_amount);\nreturn dist_coords;\n}\n\nfloat sampleScreen(inout vec4 color,const in vec2 offset,const in float weight) {\n\nvec2 coords=distorted_coords;\nfloat angle=rand(coords*100.0).x*TWOPI;\ncoords+=vec2(offset.x*cos(angle)-offset.y*sin(angle),offset.x*sin(angle)+offset.y*cos(angle));\ncolor+=texture2D(textureSampler,coords)*weight;\nreturn weight;\n}\n\nfloat getBlurLevel(float size) {\nreturn min(3.0,ceil(size/1.0));\n}\n\nvec4 getBlurColor(float size) {\nvec4 col=texture2D(textureSampler,distorted_coords);\nif (size == 0.0) { return col; }\n\n\nfloat blur_level=getBlurLevel(size);\nfloat w=(size/screen_width);\nfloat h=(size/screen_height);\nfloat total_weight=1.0;\nvec2 sample_coords;\ntotal_weight+=sampleScreen(col,vec2(-0.50*w,0.24*h),0.93);\ntotal_weight+=sampleScreen(col,vec2(0.30*w,-0.75*h),0.90);\ntotal_weight+=sampleScreen(col,vec2(0.36*w,0.96*h),0.87);\ntotal_weight+=sampleScreen(col,vec2(-1.08*w,-0.55*h),0.85);\ntotal_weight+=sampleScreen(col,vec2(1.33*w,-0.37*h),0.83);\ntotal_weight+=sampleScreen(col,vec2(-0.82*w,1.31*h),0.80);\ntotal_weight+=sampleScreen(col,vec2(-0.31*w,-1.67*h),0.78);\ntotal_weight+=sampleScreen(col,vec2(1.47*w,1.11*h),0.76);\ntotal_weight+=sampleScreen(col,vec2(-1.97*w,0.19*h),0.74);\ntotal_weight+=sampleScreen(col,vec2(1.42*w,-1.57*h),0.72);\nif (blur_level>1.0) {\ntotal_weight+=sampleScreen(col,vec2(0.01*w,2.25*h),0.70);\ntotal_weight+=sampleScreen(col,vec2(-1.62*w,-1.74*h),0.67);\ntotal_weight+=sampleScreen(col,vec2(2.49*w,0.20*h),0.65);\ntotal_weight+=sampleScreen(col,vec2(-2.07*w,1.61*h),0.63);\ntotal_weight+=sampleScreen(col,vec2(0.46*w,-2.70*h),0.61);\ntotal_weight+=sampleScreen(col,vec2(1.55*w,2.40*h),0.59);\ntotal_weight+=sampleScreen(col,vec2(-2.88*w,-0.75*h),0.56);\ntotal_weight+=sampleScreen(col,vec2(2.73*w,-1.44*h),0.54);\ntotal_weight+=sampleScreen(col,vec2(-1.08*w,3.02*h),0.52);\ntotal_weight+=sampleScreen(col,vec2(-1.28*w,-3.05*h),0.49);\n}\nif (blur_level>2.0) {\ntotal_weight+=sampleScreen(col,vec2(3.11*w,1.43*h),0.46);\ntotal_weight+=sampleScreen(col,vec2(-3.36*w,1.08*h),0.44);\ntotal_weight+=sampleScreen(col,vec2(1.80*w,-3.16*h),0.41);\ntotal_weight+=sampleScreen(col,vec2(0.83*w,3.65*h),0.38);\ntotal_weight+=sampleScreen(col,vec2(-3.16*w,-2.19*h),0.34);\ntotal_weight+=sampleScreen(col,vec2(3.92*w,-0.53*h),0.31);\ntotal_weight+=sampleScreen(col,vec2(-2.59*w,3.12*h),0.26);\ntotal_weight+=sampleScreen(col,vec2(-0.20*w,-4.15*h),0.22);\ntotal_weight+=sampleScreen(col,vec2(3.02*w,3.00*h),0.15);\n}\ncol/=total_weight; \n\nif (darken>0.0) {\ncol.rgb*=clamp(0.3,1.0,1.05-size*0.5*darken);\n}\n\n\n\n\nreturn col;\n}\nvoid main(void)\n{\n\ncentered_screen_pos=vec2(vUV.x-0.5,vUV.y-0.5);\nradius2=centered_screen_pos.x*centered_screen_pos.x+centered_screen_pos.y*centered_screen_pos.y;\nradius=sqrt(radius2);\ndistorted_coords=getDistortedCoords(vUV); \nvec2 texels_coords=vec2(vUV.x*screen_width,vUV.y*screen_height); \nfloat depth=texture2D(depthSampler,distorted_coords).r; \nfloat distance=near+(far-near)*depth; \nvec4 color=texture2D(textureSampler,vUV); \n\n\nfloat coc=abs(aperture*(screen_distance*(inverse_focal_length-1.0/distance)-1.0));\n\nif (dof_enabled == false || coc<0.07) { coc=0.0; }\n\nfloat edge_blur_amount=0.0;\nif (edge_blur>0.0) {\nedge_blur_amount=clamp((radius*2.0-1.0+0.15*edge_blur)*1.5,0.0,1.0)*1.3;\n}\n\nfloat blur_amount=max(edge_blur_amount,coc);\n\nif (blur_amount == 0.0) {\ngl_FragColor=texture2D(textureSampler,distorted_coords);\n}\nelse {\n\ngl_FragColor=getBlurColor(blur_amount*1.7);\n\nif (highlights) {\ngl_FragColor.rgb+=clamp(coc,0.0,1.0)*texture2D(highlightsSampler,distorted_coords).rgb;\n}\nif (blur_noise) {\n\nvec2 noise=rand(distorted_coords)*0.01*blur_amount;\nvec2 blurred_coord=vec2(distorted_coords.x+noise.x,distorted_coords.y+noise.y);\ngl_FragColor=0.04*texture2D(textureSampler,blurred_coord)+0.96*gl_FragColor;\n}\n}\n\nif (grain_amount>0.0) {\nvec4 grain_color=texture2D(grainSampler,texels_coords*0.003);\ngl_FragColor.rgb+=(-0.5+grain_color.rgb)*0.30*grain_amount;\n}\n}\n","standardPixelShader":"uniform sampler2D textureSampler;\nvarying vec2 vUV;\n#if defined(PASS_POST_PROCESS)\nvoid main(void)\n{\nvec4 color=texture2D(textureSampler,vUV);\ngl_FragColor=color;\n}\n#endif\n#if defined(DOWN_SAMPLE_X4)\nuniform vec2 dsOffsets[16];\nvoid main(void)\n{\nvec4 average=vec4(0.0,0.0,0.0,0.0);\naverage=texture2D(textureSampler,vUV+dsOffsets[0]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[1]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[2]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[3]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[4]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[5]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[6]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[7]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[8]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[9]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[10]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[11]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[12]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[13]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[14]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[15]);\naverage/=16.0;\ngl_FragColor=average;\n}\n#endif\n#if defined(BRIGHT_PASS)\nuniform vec2 dsOffsets[4];\nuniform float brightThreshold;\nvoid main(void)\n{\nvec4 average=vec4(0.0,0.0,0.0,0.0);\naverage=texture2D(textureSampler,vUV+vec2(dsOffsets[0].x,dsOffsets[0].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[1].x,dsOffsets[1].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[2].x,dsOffsets[2].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[3].x,dsOffsets[3].y));\naverage*=0.25;\nfloat luminance=length(average.rgb);\nif (luminance<brightThreshold) {\naverage=vec4(0.0,0.0,0.0,1.0);\n}\ngl_FragColor=average;\n}\n#endif\n#if defined(TEXTURE_ADDER)\nuniform sampler2D otherSampler;\nuniform sampler2D lensSampler;\nuniform float exposure;\nvoid main(void)\n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\ncolour*=exposure;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\ncolour+=colour*texture2D(lensSampler,vUV).rgb;\nvec4 finalColor=vec4(colour.rgb,1.0)+texture2D(otherSampler,vUV);\ngl_FragColor=finalColor;\n}\n#endif\n#if defined(VLS)\n#define PI 3.1415926535897932384626433832795\nuniform mat4 shadowViewProjection;\nuniform mat4 lightWorld;\nuniform vec3 cameraPosition;\nuniform vec3 sunDirection;\nuniform vec3 sunColor;\nuniform vec2 depthValues;\nuniform float scatteringCoefficient;\nuniform float scatteringPower;\nuniform sampler2D shadowMapSampler;\nuniform sampler2D positionSampler;\nfloat computeScattering(float lightDotView)\n{\nfloat result=1.0-scatteringCoefficient*scatteringCoefficient;\nresult/=(4.0*PI*pow(1.0+scatteringCoefficient*scatteringCoefficient-(2.0*scatteringCoefficient)*lightDotView,1.5));\nreturn result;\n}\nvoid main(void)\n{\n\nvec3 worldPos=texture2D(positionSampler,vUV).rgb;\nvec3 startPosition=cameraPosition;\nvec3 rayVector=worldPos-startPosition;\nfloat rayLength=length(rayVector);\nvec3 rayDirection=rayVector/rayLength;\nfloat stepLength=rayLength/NB_STEPS;\nvec3 stepL=rayDirection*stepLength;\nvec3 currentPosition=startPosition;\nvec3 accumFog=vec3(0.0);\nfor (int i=0; i<int(NB_STEPS); i++)\n{\nvec4 worldInShadowCameraSpace=shadowViewProjection*vec4(currentPosition,1.0);\nfloat depthMetric=(worldInShadowCameraSpace.z+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depthMetric,0.0,1.0);\nworldInShadowCameraSpace.xyz/=worldInShadowCameraSpace.w;\nworldInShadowCameraSpace.xyz=0.5*worldInShadowCameraSpace.xyz+vec3(0.5);\nfloat shadowMapValue=texture2D(shadowMapSampler,worldInShadowCameraSpace.xy).r;\nif (shadowMapValue>shadowPixelDepth)\naccumFog+=sunColor*computeScattering(dot(rayDirection,sunDirection));\ncurrentPosition+=stepL;\n}\naccumFog/=NB_STEPS;\nvec3 color=accumFog*scatteringPower;\ngl_FragColor=vec4(color*exp(color) ,1.0);\n}\n#endif\n#if defined(VLSMERGE)\nuniform sampler2D originalSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(originalSampler,vUV)+texture2D(textureSampler,vUV);\n}\n#endif\n#if defined(LUMINANCE)\nuniform vec2 lumOffsets[4];\nvoid main()\n{\nfloat average=0.0;\nvec4 color=vec4(0.0);\nfloat maximum=-1e20;\nvec3 weight=vec3(0.299,0.587,0.114);\nfor (int i=0; i<4; i++)\n{\ncolor=texture2D(textureSampler,vUV+ lumOffsets[i]);\n\nfloat GreyValue=dot(color.rgb,vec3(0.33,0.33,0.33));\n\n#ifdef WEIGHTED_AVERAGE\nfloat GreyValue=dot(color.rgb,weight);\n#endif\n#ifdef BRIGHTNESS\nfloat GreyValue=max(color.r,max(color.g,color.b));\n#endif\n#ifdef HSL_COMPONENT\nfloat GreyValue=0.5*(max(color.r,max(color.g,color.b))+min(color.r,min(color.g,color.b)));\n#endif\n#ifdef MAGNITUDE\nfloat GreyValue=length(color.rgb);\n#endif\nmaximum=max(maximum,GreyValue);\naverage+=(0.25*log(1e-5+GreyValue));\n}\naverage=exp(average);\ngl_FragColor=vec4(average,maximum,0.0,1.0);\n}\n#endif\n#if defined(LUMINANCE_DOWN_SAMPLE)\nuniform vec2 dsOffsets[9];\nuniform float halfDestPixelSize;\n#ifdef FINAL_DOWN_SAMPLER\nvec4 pack(float value) {\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(value*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\n#endif\nvoid main()\n{\nvec4 color=vec4(0.0);\nfloat average=0.0;\nfor (int i=0; i<9; i++)\n{\ncolor=texture2D(textureSampler,vUV+vec2(halfDestPixelSize,halfDestPixelSize)+dsOffsets[i]);\naverage+=color.r;\n}\naverage/=9.0;\n#ifdef FINAL_DOWN_SAMPLER\ngl_FragColor=pack(average);\n#else\ngl_FragColor=vec4(average,average,0.0,1.0);\n#endif\n}\n#endif\n#if defined(HDR)\nuniform sampler2D textureAdderSampler;\nuniform float averageLuminance;\nvoid main()\n{\nvec4 color=texture2D(textureAdderSampler,vUV);\nvec4 adjustedColor=color/averageLuminance;\ncolor=adjustedColor;\ncolor.a=1.0;\ngl_FragColor=color;\n}\n#endif\n#if defined(LENS_FLARE)\n#define GHOSTS 3\nuniform sampler2D lensColorSampler;\nuniform float strength;\nuniform float ghostDispersal;\nuniform float haloWidth;\nuniform vec2 resolution;\nuniform float distortionStrength;\nfloat hash(vec2 p)\n{\nfloat h=dot(p,vec2(127.1,311.7));\nreturn -1.0+2.0*fract(sin(h)*43758.5453123);\n}\nfloat noise(in vec2 p)\n{\nvec2 i=floor(p);\nvec2 f=fract(p);\nvec2 u=f*f*(3.0-2.0*f);\nreturn mix(mix(hash(i+vec2(0.0,0.0)),\nhash(i+vec2(1.0,0.0)),u.x),\nmix(hash(i+vec2(0.0,1.0)),\nhash(i+vec2(1.0,1.0)),u.x),u.y);\n}\nfloat fbm(vec2 p)\n{\nfloat f=0.0;\nf+=0.5000*noise(p); p*=2.02;\nf+=0.2500*noise(p); p*=2.03;\nf+=0.1250*noise(p); p*=2.01;\nf+=0.0625*noise(p); p*=2.04;\nf/=0.9375;\nreturn f;\n}\nvec3 pattern(vec2 uv)\n{\nvec2 p=-1.0+2.0*uv;\nfloat p2=dot(p,p);\nfloat f=fbm(vec2(15.0*p2))/2.0;\nfloat r=0.2+0.6*sin(12.5*length(uv-vec2(0.5)));\nfloat g=0.2+0.6*sin(20.5*length(uv-vec2(0.5)));\nfloat b=0.2+0.6*sin(17.2*length(uv-vec2(0.5)));\nreturn (1.0-f)*vec3(r,g,b);\n}\nfloat luminance(vec3 color)\n{\nreturn dot(color.rgb,vec3(0.2126,0.7152,0.0722));\n}\nvec4 textureDistorted(sampler2D tex,vec2 texcoord,vec2 direction,vec3 distortion)\n{\nreturn vec4(\ntexture2D(tex,texcoord+direction*distortion.r).r,\ntexture2D(tex,texcoord+direction*distortion.g).g,\ntexture2D(tex,texcoord+direction*distortion.b).b,\n1.0\n);\n}\nvoid main(void)\n{\nvec2 uv=-vUV+vec2(1.0);\nvec2 ghostDir=(vec2(0.5)-uv)*ghostDispersal;\nvec2 texelSize=1.0/resolution;\nvec3 distortion=vec3(-texelSize.x*distortionStrength,0.0,texelSize.x*distortionStrength);\nvec4 result=vec4(0.0);\nfloat ghostIndice=1.0;\nfor (int i=0; i<GHOSTS; ++i)\n{\nvec2 offset=fract(uv+ghostDir*ghostIndice);\nfloat weight=length(vec2(0.5)-offset)/length(vec2(0.5));\nweight=pow(1.0-weight,10.0);\nresult+=textureDistorted(textureSampler,offset,normalize(ghostDir),distortion)*weight*strength;\nghostIndice+=1.0;\n}\nvec2 haloVec=normalize(ghostDir)*haloWidth;\nfloat weight=length(vec2(0.5)-fract(uv+haloVec))/length(vec2(0.5));\nweight=pow(1.0-weight,10.0);\nresult+=textureDistorted(textureSampler,fract(uv+haloVec),normalize(ghostDir),distortion)*weight*strength;\nresult*=texture2D(lensColorSampler,vec2(length(vec2(0.5)-uv)/length(vec2(0.5))));\ngl_FragColor=result;\n}\n#endif\n#if defined(LENS_FLARE_COMPOSE)\nuniform sampler2D otherSampler;\nuniform sampler2D lensDirtSampler;\nuniform sampler2D lensStarSampler;\nuniform mat4 lensStarMatrix;\nvoid main(void)\n{\nvec2 lensFlareCoords=(lensStarMatrix*vec4(vUV,1.0,1.0)).xy;\nvec4 lensMod=texture2D(lensDirtSampler,vUV);\nlensMod+=texture2D(lensStarSampler,vUV);\nvec4 result=texture2D(textureSampler,vUV)*lensMod;\ngl_FragColor=texture2D(otherSampler,vUV)+result;\n}\n#endif\n#if defined(DEPTH_OF_FIELD)\nuniform sampler2D otherSampler;\nuniform sampler2D depthSampler;\nuniform float distance;\nvoid main(void)\n{\nvec4 sharp=texture2D(otherSampler,vUV);\nvec4 blur=texture2D(textureSampler,vUV);\nfloat dist=clamp(texture2D(depthSampler,vUV).r*distance,0.0,1.0);\nfloat factor=0.0;\nif (dist<0.05)\nfactor=1.0;\nelse if (dist<0.1)\nfactor=20.0*(0.1-dist);\nelse if (dist<0.5)\nfactor=0.0;\nelse\nfactor=2.0*(dist-0.5);\nfactor=clamp(factor,0.0,0.90);\ngl_FragColor=mix(sharp,blur,factor);\n}\n#endif\n#if defined(MOTION_BLUR)\nuniform mat4 inverseViewProjection;\nuniform mat4 prevViewProjection;\nuniform vec2 screenSize;\nuniform float motionScale;\nuniform float motionStrength;\nuniform sampler2D depthSampler;\nvoid main(void)\n{\nvec2 texelSize=1.0/screenSize;\nfloat depth=texture2D(depthSampler,vUV).r;\nvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);\ncpos=cpos*inverseViewProjection;\nvec4 ppos=cpos*prevViewProjection;\nppos.xyz/=ppos.w;\nppos.xy=ppos.xy*0.5+0.5;\nvec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint nSamples=int(clamp(speed,1.0,MAX_MOTION_SAMPLES));\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(MAX_MOTION_SAMPLES); ++i) {\nif (i>=nSamples)\nbreak;\nvec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\nresult+=texture2D(textureSampler,offset1);\n}\ngl_FragColor=result/float(nSamples);\n}\n#endif\n","fxaaVertexShader":"\nattribute vec2 position;\nuniform vec2 texelSize;\n\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=(position*madd+madd);\nsampleCoordS=vUV+vec2( 0.0,1.0)*texelSize;\nsampleCoordE=vUV+vec2( 1.0,0.0)*texelSize;\nsampleCoordN=vUV+vec2( 0.0,-1.0)*texelSize;\nsampleCoordW=vUV+vec2(-1.0,0.0)*texelSize;\nsampleCoordNW=vUV+vec2(-1.0,-1.0)*texelSize;\nsampleCoordSE=vUV+vec2( 1.0,1.0)*texelSize;\nsampleCoordNE=vUV+vec2( 1.0,-1.0)*texelSize;\nsampleCoordSW=vUV+vec2(-1.0,1.0)*texelSize;\ngl_Position=vec4(position,0.0,1.0);\n}","fxaaPixelShader":"uniform sampler2D textureSampler;\nuniform vec2 texelSize;\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst float fxaaQualitySubpix=1.0;\nconst float fxaaQualityEdgeThreshold=0.166;\nconst float fxaaQualityEdgeThresholdMin=0.0833;\nconst vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722);\n#define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients)\nvoid main(){\nvec2 posM;\nposM.x=vUV.x;\nposM.y=vUV.y;\nvec4 rgbyM=texture2D(textureSampler,vUV,0.0);\nfloat lumaM=FxaaLuma(rgbyM);\nfloat lumaS=FxaaLuma(texture2D(textureSampler,sampleCoordS,0.0));\nfloat lumaE=FxaaLuma(texture2D(textureSampler,sampleCoordE,0.0));\nfloat lumaN=FxaaLuma(texture2D(textureSampler,sampleCoordN,0.0));\nfloat lumaW=FxaaLuma(texture2D(textureSampler,sampleCoordW,0.0));\nfloat maxSM=max(lumaS,lumaM);\nfloat minSM=min(lumaS,lumaM);\nfloat maxESM=max(lumaE,maxSM);\nfloat minESM=min(lumaE,minSM);\nfloat maxWN=max(lumaN,lumaW);\nfloat minWN=min(lumaN,lumaW);\nfloat rangeMax=max(maxWN,maxESM);\nfloat rangeMin=min(minWN,minESM);\nfloat rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;\nfloat range=rangeMax-rangeMin;\nfloat rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled);\n#ifndef MALI\nif(range<rangeMaxClamped) \n{\ngl_FragColor=rgbyM;\nreturn;\n}\n#endif\nfloat lumaNW=FxaaLuma(texture2D(textureSampler,sampleCoordNW,0.0));\nfloat lumaSE=FxaaLuma(texture2D(textureSampler,sampleCoordSE,0.0));\nfloat lumaNE=FxaaLuma(texture2D(textureSampler,sampleCoordNE,0.0));\nfloat lumaSW=FxaaLuma(texture2D(textureSampler,sampleCoordSW,0.0));\nfloat lumaNS=lumaN+lumaS;\nfloat lumaWE=lumaW+lumaE;\nfloat subpixRcpRange=1.0/range;\nfloat subpixNSWE=lumaNS+lumaWE;\nfloat edgeHorz1=(-2.0*lumaM)+lumaNS;\nfloat edgeVert1=(-2.0*lumaM)+lumaWE;\nfloat lumaNESE=lumaNE+lumaSE;\nfloat lumaNWNE=lumaNW+lumaNE;\nfloat edgeHorz2=(-2.0*lumaE)+lumaNESE;\nfloat edgeVert2=(-2.0*lumaN)+lumaNWNE;\nfloat lumaNWSW=lumaNW+lumaSW;\nfloat lumaSWSE=lumaSW+lumaSE;\nfloat edgeHorz4=(abs(edgeHorz1)*2.0)+abs(edgeHorz2);\nfloat edgeVert4=(abs(edgeVert1)*2.0)+abs(edgeVert2);\nfloat edgeHorz3=(-2.0*lumaW)+lumaNWSW;\nfloat edgeVert3=(-2.0*lumaS)+lumaSWSE;\nfloat edgeHorz=abs(edgeHorz3)+edgeHorz4;\nfloat edgeVert=abs(edgeVert3)+edgeVert4;\nfloat subpixNWSWNESE=lumaNWSW+lumaNESE;\nfloat lengthSign=texelSize.x;\nbool horzSpan=edgeHorz>=edgeVert;\nfloat subpixA=subpixNSWE*2.0+subpixNWSWNESE;\nif (!horzSpan)\n{\nlumaN=lumaW;\n}\nif (!horzSpan) \n{\nlumaS=lumaE;\n}\nif (horzSpan) \n{\nlengthSign=texelSize.y;\n}\nfloat subpixB=(subpixA*(1.0/12.0))-lumaM;\nfloat gradientN=lumaN-lumaM;\nfloat gradientS=lumaS-lumaM;\nfloat lumaNN=lumaN+lumaM;\nfloat lumaSS=lumaS+lumaM;\nbool pairN=abs(gradientN)>=abs(gradientS);\nfloat gradient=max(abs(gradientN),abs(gradientS));\nif (pairN)\n{\nlengthSign=-lengthSign;\n}\nfloat subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);\nvec2 posB;\nposB.x=posM.x;\nposB.y=posM.y;\nvec2 offNP;\noffNP.x=(!horzSpan) ? 0.0 : texelSize.x;\noffNP.y=(horzSpan) ? 0.0 : texelSize.y;\nif (!horzSpan) \n{\nposB.x+=lengthSign*0.5;\n}\nif (horzSpan)\n{\nposB.y+=lengthSign*0.5;\n}\nvec2 posN;\nposN.x=posB.x-offNP.x*1.5;\nposN.y=posB.y-offNP.y*1.5;\nvec2 posP;\nposP.x=posB.x+offNP.x*1.5;\nposP.y=posB.y+offNP.y*1.5;\nfloat subpixD=((-2.0)*subpixC)+3.0;\nfloat lumaEndN=FxaaLuma(texture2D(textureSampler,posN,0.0));\nfloat subpixE=subpixC*subpixC;\nfloat lumaEndP=FxaaLuma(texture2D(textureSampler,posP,0.0));\nif (!pairN) \n{\nlumaNN=lumaSS;\n}\nfloat gradientScaled=gradient*1.0/4.0;\nfloat lumaMM=lumaM-lumaNN*0.5;\nfloat subpixF=subpixD*subpixE;\nbool lumaMLTZero=lumaMM<0.0;\nlumaEndN-=lumaNN*0.5;\nlumaEndP-=lumaNN*0.5;\nbool doneN=abs(lumaEndN)>=gradientScaled;\nbool doneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) \n{\nposN.x-=offNP.x*3.0;\n}\nif (!doneN) \n{\nposN.y-=offNP.y*3.0;\n}\nbool doneNP=(!doneN) || (!doneP);\nif (!doneP) \n{\nposP.x+=offNP.x*3.0;\n}\nif (!doneP)\n{\nposP.y+=offNP.y*3.0;\n}\nif (doneNP)\n{\nif (!doneN) lumaEndN=FxaaLuma(texture2D(textureSampler,posN.xy,0.0));\nif (!doneP) lumaEndP=FxaaLuma(texture2D(textureSampler,posP.xy,0.0));\nif (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;\nif (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;\ndoneN=abs(lumaEndN)>=gradientScaled;\ndoneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) posN.x-=offNP.x*12.0;\nif (!doneN) posN.y-=offNP.y*12.0;\ndoneNP=(!doneN) || (!doneP);\nif (!doneP) posP.x+=offNP.x*12.0;\nif (!doneP) posP.y+=offNP.y*12.0;\n}\nfloat dstN=posM.x-posN.x;\nfloat dstP=posP.x-posM.x;\nif (!horzSpan)\n{\ndstN=posM.y-posN.y;\n}\nif (!horzSpan) \n{\ndstP=posP.y-posM.y;\n}\nbool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;\nfloat spanLength=(dstP+dstN);\nbool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;\nfloat spanLengthRcp=1.0/spanLength;\nbool directionN=dstN<dstP;\nfloat dst=min(dstN,dstP);\nbool goodSpan=directionN ? goodSpanN : goodSpanP;\nfloat subpixG=subpixF*subpixF;\nfloat pixelOffset=(dst*(-spanLengthRcp))+0.5;\nfloat subpixH=subpixG*fxaaQualitySubpix;\nfloat pixelOffsetGood=goodSpan ? pixelOffset : 0.0;\nfloat pixelOffsetSubpix=max(pixelOffsetGood,subpixH);\nif (!horzSpan)\n{\nposM.x+=pixelOffsetSubpix*lengthSign;\n}\nif (horzSpan)\n{\nposM.y+=pixelOffsetSubpix*lengthSign;\n}\n#ifdef MALI\nif(range<rangeMaxClamped) \n{\ngl_FragColor=rgbyM;\n}\nelse\n{\ngl_FragColor=texture2D(textureSampler,posM,0.0);\n}\n#else\ngl_FragColor=texture2D(textureSampler,posM,0.0);\n#endif\n}","chromaticAberrationPixelShader":"\nuniform sampler2D textureSampler; \n\nuniform float chromatic_aberration;\nuniform float radialIntensity;\nuniform vec2 direction;\nuniform vec2 centerPosition;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\nvoid main(void)\n{\nvec2 centered_screen_pos=vec2(vUV.x-centerPosition.x,vUV.y-centerPosition.y);\nvec2 directionOfEffect=direction;\nif(directionOfEffect.x == 0. && directionOfEffect.y == 0.){\ndirectionOfEffect=normalize(centered_screen_pos);\n}\nfloat radius2=centered_screen_pos.x*centered_screen_pos.x\n+centered_screen_pos.y*centered_screen_pos.y;\nfloat radius=sqrt(radius2);\nvec4 original=texture2D(textureSampler,vUV);\n\nvec3 ref_indices=vec3(-0.3,0.0,0.3);\nfloat ref_shiftX=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.x/screen_width;\nfloat ref_shiftY=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.y/screen_height;\n\nvec2 ref_coords_r=vec2(vUV.x+ref_indices.r*ref_shiftX,vUV.y+ref_indices.r*ref_shiftY*0.5);\nvec2 ref_coords_g=vec2(vUV.x+ref_indices.g*ref_shiftX,vUV.y+ref_indices.g*ref_shiftY*0.5);\nvec2 ref_coords_b=vec2(vUV.x+ref_indices.b*ref_shiftX,vUV.y+ref_indices.b*ref_shiftY*0.5);\noriginal.r=texture2D(textureSampler,ref_coords_r).r;\noriginal.g=texture2D(textureSampler,ref_coords_g).g;\noriginal.b=texture2D(textureSampler,ref_coords_b).b;\noriginal.a=clamp(texture2D(textureSampler,ref_coords_r).a+texture2D(textureSampler,ref_coords_g).a+texture2D(textureSampler,ref_coords_b).a,0.,1.);\ngl_FragColor=original;\n}","grainPixelShader":"#include<helperFunctions>\n\nuniform sampler2D textureSampler; \n\nuniform float intensity;\nuniform float animatedSeed;\n\nvarying vec2 vUV;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec2 seed=vUV*(animatedSeed);\nfloat grain=dither(seed,intensity);\n\nfloat lum=getLuminance(gl_FragColor.rgb);\nfloat grainAmount=(cos(-PI+(lum*PI*2.))+1.)/2.;\ngl_FragColor.rgb+=grain*grainAmount;\ngl_FragColor.rgb=max(gl_FragColor.rgb,0.0);\n}","sharpenPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform vec2 sharpnessAmounts;\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 color=texture2D(textureSampler,vUV);\nvec4 edgeDetection=texture2D(textureSampler,vUV+onePixel*vec2(0,-1)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1)) -\ncolor*4.0;\ngl_FragColor=max(vec4(color.rgb*sharpnessAmounts.y,color.a)-(sharpnessAmounts.x*vec4(edgeDetection.rgb,0)),0.);\n}","kernelBlurVertexShader":"\nattribute vec2 position;\n\nuniform vec2 delta;\n\nvarying vec2 sampleCenter;\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nsampleCenter=(position*madd+madd);\n#include<kernelBlurVertex>[0..varyingCount]\ngl_Position=vec4(position,0.0,1.0);\n}","kernelBlurPixelShader":"\nuniform sampler2D textureSampler;\nuniform vec2 delta;\n\nvarying vec2 sampleCenter;\n#ifdef DOF\nuniform sampler2D circleOfConfusionSampler;\nuniform vec2 cameraMinMaxZ;\nfloat sampleDistance(const in vec2 offset) {\nfloat depth=texture2D(circleOfConfusionSampler,offset).g; \nreturn cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth; \n}\nfloat sampleCoC(const in vec2 offset) {\nfloat coc=texture2D(circleOfConfusionSampler,offset).r; \nreturn coc; \n}\n#endif\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\n#ifdef PACKEDFLOAT\nvec4 pack(float depth)\n{\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(depth*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\nreturn dot(color,bit_shift);\n}\n#endif\nvoid main(void)\n{\nfloat computedWeight=0.0;\n#ifdef PACKEDFLOAT \nfloat blend=0.;\n#else\nvec4 blend=vec4(0.);\n#endif\n#ifdef DOF\nfloat sumOfWeights=CENTER_WEIGHT; \nfloat factor=0.0;\n\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter))*CENTER_WEIGHT;\n#else\nblend+=texture2D(textureSampler,sampleCenter)*CENTER_WEIGHT;\n#endif\n#endif\n#include<kernelBlurFragment>[0..varyingCount]\n#include<kernelBlurFragment2>[0..depCount]\n#ifdef PACKEDFLOAT\ngl_FragColor=pack(blend);\n#else\ngl_FragColor=blend;\n#endif\n#ifdef DOF\ngl_FragColor/=sumOfWeights;\n#endif\n}","depthOfFieldMergePixelShader":"uniform sampler2D textureSampler;\nvarying vec2 vUV;\nuniform sampler2D circleOfConfusionSampler;\nuniform sampler2D blurStep0;\n#if BLUR_LEVEL>0\nuniform sampler2D blurStep1;\n#endif\n#if BLUR_LEVEL>1\nuniform sampler2D blurStep2;\n#endif\nvoid main(void)\n{\nfloat coc=texture2D(circleOfConfusionSampler,vUV).r;\n#if BLUR_LEVEL == 0\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred0=texture2D(blurStep0,vUV);\ngl_FragColor=mix(original,blurred0,coc);\n#endif\n#if BLUR_LEVEL == 1\nif(coc<0.5){\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(original,blurred1,coc/0.5);\n}else{\nvec4 blurred0=texture2D(blurStep0,vUV); \nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(blurred1,blurred0,(coc-0.5)/0.5);\n}\n#endif\n#if BLUR_LEVEL == 2\nif(coc<0.33){\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred2=texture2D(blurStep2,vUV);\ngl_FragColor=mix(original,blurred2,coc/0.33);\n}else if(coc<0.66){\nvec4 blurred1=texture2D(blurStep1,vUV);\nvec4 blurred2=texture2D(blurStep2,vUV);\ngl_FragColor=mix(blurred2,blurred1,(coc-0.33)/0.33);\n}else{\nvec4 blurred0=texture2D(blurStep0,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(blurred1,blurred0,(coc-0.66)/0.34);\n}\n#endif\n}\n","circleOfConfusionPixelShader":"\nuniform sampler2D depthSampler;\n\nvarying vec2 vUV;\n\nuniform vec2 cameraMinMaxZ;\n\nuniform float focusDistance;\nuniform float cocPrecalculation;\nvoid main(void)\n{\nfloat depth=texture2D(depthSampler,vUV).r;\nfloat pixelDistance=(cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth)*1000.0; \nfloat coc=abs(cocPrecalculation* ((focusDistance-pixelDistance)/pixelDistance));\ncoc=clamp(coc,0.0,1.0);\ngl_FragColor=vec4(coc,depth,coc,1.0);\n}\n","bloomMergePixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D bloomBlur;\nvarying vec2 vUV;\nuniform float bloomWeight;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec3 blurred=texture2D(bloomBlur,vUV).rgb;\ngl_FragColor.rgb=gl_FragColor.rgb+(blurred.rgb*bloomWeight); \n}\n","extractHighlightsPixelShader":"#include<helperFunctions>\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float threshold;\nuniform float exposure;\nvoid main(void) \n{\ngl_FragColor=texture2D(textureSampler,vUV);\nfloat luma=getLuminance(gl_FragColor.rgb*exposure);\ngl_FragColor.rgb=step(threshold,luma)*gl_FragColor.rgb;\n}","refractionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D refractionSampler;\n\nuniform vec3 baseColor;\nuniform float depth;\nuniform float colorLevel;\nvoid main() {\nfloat ref=1.0-texture2D(refractionSampler,vUV).r;\nvec2 uv=vUV-vec2(0.5);\nvec2 offset=uv*depth*ref;\nvec3 sourceColor=texture2D(textureSampler,vUV-offset).rgb;\ngl_FragColor=vec4(sourceColor+sourceColor*ref*colorLevel,1.0);\n}","blackAndWhitePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float degree;\nvoid main(void) \n{\nvec3 color=texture2D(textureSampler,vUV).rgb;\nfloat luminance=dot(color,vec3(0.3,0.59,0.11)); \nvec3 blackAndWhite=vec3(luminance,luminance,luminance);\ngl_FragColor=vec4(color-((color-blackAndWhite)*degree),1.0);\n}","convolutionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform float kernel[9];\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 colorSum =\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,-1))*kernel[0] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,-1))*kernel[1] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,-1))*kernel[2] +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0))*kernel[3] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,0))*kernel[4] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0))*kernel[5] +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,1))*kernel[6] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1))*kernel[7] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,1))*kernel[8];\nfloat kernelWeight =\nkernel[0] +\nkernel[1] +\nkernel[2] +\nkernel[3] +\nkernel[4] +\nkernel[5] +\nkernel[6] +\nkernel[7] +\nkernel[8];\nif (kernelWeight<=0.0) {\nkernelWeight=1.0;\n}\ngl_FragColor=vec4((colorSum/kernelWeight).rgb,1);\n}","filterPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform mat4 kernelMatrix;\nvoid main(void)\n{\nvec3 baseColor=texture2D(textureSampler,vUV).rgb;\nvec3 updatedColor=(kernelMatrix*vec4(baseColor,1.0)).rgb;\ngl_FragColor=vec4(updatedColor,1.0);\n}","volumetricLightScatteringPixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D lightScatteringSampler;\nuniform float decay;\nuniform float exposure;\nuniform float weight;\nuniform float density;\nuniform vec2 meshPositionOnScreen;\nvarying vec2 vUV;\nvoid main(void) {\nvec2 tc=vUV;\nvec2 deltaTexCoord=(tc-meshPositionOnScreen.xy);\ndeltaTexCoord*=1.0/float(NUM_SAMPLES)*density;\nfloat illuminationDecay=1.0;\nvec4 color=texture2D(lightScatteringSampler,tc)*0.4;\nfor(int i=0; i<NUM_SAMPLES; i++) {\ntc-=deltaTexCoord;\nvec4 dataSample=texture2D(lightScatteringSampler,tc)*0.4;\ndataSample*=illuminationDecay*weight;\ncolor+=dataSample;\nilluminationDecay*=decay;\n}\nvec4 realColor=texture2D(textureSampler,vUV);\ngl_FragColor=((vec4((vec3(color.r,color.g,color.b)*exposure),1))+(realColor*(1.5-0.4)));\n}\n","volumetricLightScatteringPassPixelShader":"#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\n#endif\n#if defined(ALPHATEST)\nuniform sampler2D diffuseSampler;\n#endif\nvoid main(void)\n{\n#if defined(ALPHATEST)\nvec4 diffuseColor=texture2D(diffuseSampler,vUV);\nif (diffuseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\n}\n","colorCorrectionPixelShader":"\nuniform sampler2D textureSampler; \nuniform sampler2D colorTable; \n\nvarying vec2 vUV;\n\nconst float SLICE_COUNT=16.0; \n\nvec4 sampleAs3DTexture(sampler2D textureSampler,vec3 uv,float width) {\nfloat sliceSize=1.0/width; \nfloat slicePixelSize=sliceSize/width; \nfloat sliceInnerSize=slicePixelSize*(width-1.0); \nfloat zSlice0=min(floor(uv.z*width),width-1.0);\nfloat zSlice1=min(zSlice0+1.0,width-1.0);\nfloat xOffset=slicePixelSize*0.5+uv.x*sliceInnerSize;\nfloat s0=xOffset+(zSlice0*sliceSize);\nfloat s1=xOffset+(zSlice1*sliceSize);\nvec4 slice0Color=texture2D(textureSampler,vec2(s0,uv.y));\nvec4 slice1Color=texture2D(textureSampler,vec2(s1,uv.y));\nfloat zOffset=mod(uv.z*width,1.0);\nvec4 result=mix(slice0Color,slice1Color,zOffset);\nreturn result;\n}\nvoid main(void)\n{\nvec4 screen_color=texture2D(textureSampler,vUV);\ngl_FragColor=sampleAs3DTexture(colorTable,screen_color.rgb,SLICE_COUNT);\n}","tonemapPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform float _ExposureAdjustment;\n#if defined(HABLE_TONEMAPPING)\nconst float A=0.15;\nconst float B=0.50;\nconst float C=0.10;\nconst float D=0.20;\nconst float E=0.02;\nconst float F=0.30;\nconst float W=11.2;\n#endif\nfloat Luminance(vec3 c)\n{\nreturn dot(c,vec3(0.22,0.707,0.071));\n}\nvoid main(void) \n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\n#if defined(REINHARD_TONEMAPPING)\nfloat lum=Luminance(colour.rgb); \nfloat lumTm=lum*_ExposureAdjustment;\nfloat scale=lumTm/(1.0+lumTm); \ncolour*=scale/lum;\n#elif defined(HABLE_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nconst float ExposureBias=2.0;\nvec3 x=ExposureBias*colour;\nvec3 curr=((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;\nx=vec3(W,W,W);\nvec3 whiteScale=1.0/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F);\ncolour=curr*whiteScale;\n#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\n#elif defined(PHOTOGRAPHIC_TONEMAPPING)\ncolour=vec3(1.0,1.0,1.0)-exp2(-_ExposureAdjustment*colour);\n#endif\ngl_FragColor=vec4(colour.rgb,1.0);\n}","displayPassPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D passSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(passSampler,vUV);\n}","highlightsPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nconst vec3 RGBLuminanceCoefficients=vec3(0.2126,0.7152,0.0722);\nvoid main(void) \n{\nvec4 tex=texture2D(textureSampler,vUV);\nvec3 c=tex.rgb;\nfloat luma=dot(c.rgb,RGBLuminanceCoefficients);\n\n\ngl_FragColor=vec4(pow(c,vec3(25.0-luma*15.0)),tex.a); \n}","imageProcessingPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\nvoid main(void)\n{\nvec4 result=texture2D(textureSampler,vUV);\n#ifdef IMAGEPROCESSING\n#ifndef FROMLINEARSPACE\n\nresult.rgb=toLinearSpace(result.rgb);\n#endif\nresult=applyImageProcessing(result);\n#else\n\n#ifdef FROMLINEARSPACE\nresult=applyImageProcessing(result);\n#endif\n#endif\ngl_FragColor=result;\n}","motionBlurPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D velocitySampler;\nuniform float motionStrength;\nuniform float motionScale;\nuniform vec2 screenSize;\nvoid main(void)\n{\n#ifdef GEOMETRY_SUPPORTED\nvec2 texelSize=1.0/screenSize;\nvec2 velocityColor=texture2D(velocitySampler,vUV).rg;\nvec2 velocity=vec2(pow(velocityColor.r,1.0/3.0),pow(velocityColor.g,1.0/3.0))*2.0-1.0;\nvelocity*=motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint samplesCount=int(clamp(speed,1.0,SAMPLES));\nvelocity=normalize(velocity)*texelSize;\nfloat hlim=float(-samplesCount)*0.5+0.5;\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(SAMPLES); ++i)\n{\nif (i>=samplesCount)\nbreak;\nvec2 offset=vUV+velocity*(hlim+float(i));\nresult+=texture2D(textureSampler,offset);\n}\ngl_FragColor=result/float(samplesCount);\n#else\ngl_FragColor=texture2D(textureSampler,vUV);\n#endif\n}\n","lensFlareVertexShader":"\nattribute vec2 position;\n\nuniform mat4 viewportMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=position*madd+madd;\ngl_Position=viewportMatrix*vec4(position,0.0,1.0);\n}","lensFlarePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\ngl_FragColor=baseColor*color;\n}","anaglyphPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\nvoid main(void)\n{\nvec4 leftFrag=texture2D(leftSampler,vUV);\nleftFrag=vec4(1.0,leftFrag.g,leftFrag.b,1.0);\nvec4 rightFrag=texture2D(textureSampler,vUV);\nrightFrag=vec4(rightFrag.r,1.0,1.0,1.0);\ngl_FragColor=vec4(rightFrag.rgb*leftFrag.rgb,1.0);\n}","stereoscopicInterlacePixelShader":"const vec3 TWO=vec3(2.0,2.0,2.0);\nvarying vec2 vUV;\nuniform sampler2D camASampler;\nuniform sampler2D textureSampler;\nuniform vec2 stepSize;\nvoid main(void)\n{\nbool useCamB;\nvec2 texCoord1;\nvec2 texCoord2;\nvec3 frag1;\nvec3 frag2;\n#ifdef IS_STEREOSCOPIC_HORIZ\nuseCamB=vUV.x>0.5;\ntexCoord1=vec2(useCamB ? (vUV.x-0.5)*2.0 : vUV.x*2.0,vUV.y);\ntexCoord2=vec2(texCoord1.x+stepSize.x,vUV.y);\n#else\nuseCamB=vUV.y>0.5;\ntexCoord1=vec2(vUV.x,useCamB ? (vUV.y-0.5)*2.0 : vUV.y*2.0);\ntexCoord2=vec2(vUV.x,texCoord1.y+stepSize.y);\n#endif\n\nif (useCamB){\nfrag1=texture2D(textureSampler,texCoord1).rgb;\nfrag2=texture2D(textureSampler,texCoord2).rgb;\n}else{\nfrag1=texture2D(camASampler ,texCoord1).rgb;\nfrag2=texture2D(camASampler ,texCoord2).rgb;\n}\ngl_FragColor=vec4((frag1+frag2)/TWO,1.0);\n}","vrDistortionCorrectionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 LensCenter;\nuniform vec2 Scale;\nuniform vec2 ScaleIn;\nuniform vec4 HmdWarpParam;\nvec2 HmdWarp(vec2 in01) {\nvec2 theta=(in01-LensCenter)*ScaleIn; \nfloat rSq=theta.x*theta.x+theta.y*theta.y;\nvec2 rvector=theta*(HmdWarpParam.x+HmdWarpParam.y*rSq+HmdWarpParam.z*rSq*rSq+HmdWarpParam.w*rSq*rSq*rSq);\nreturn LensCenter+Scale*rvector;\n}\nvoid main(void)\n{\nvec2 tc=HmdWarp(vUV);\nif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\ngl_FragColor=vec4(0.0,0.0,0.0,0.0);\nelse{\ngl_FragColor=texture2D(textureSampler,tc);\n}\n}","glowBlurPostProcessPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform vec2 direction;\nuniform float blurWidth;\n\nfloat getLuminance(vec3 color)\n{\nreturn dot(color,vec3(0.2126,0.7152,0.0722));\n}\nvoid main(void)\n{\nfloat weights[7];\nweights[0]=0.05;\nweights[1]=0.1;\nweights[2]=0.2;\nweights[3]=0.3;\nweights[4]=0.2;\nweights[5]=0.1;\nweights[6]=0.05;\nvec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);\nvec2 texelStep=texelSize*direction*blurWidth;\nvec2 start=vUV-3.0*texelStep;\nvec4 baseColor=vec4(0.,0.,0.,0.);\nvec2 texelOffset=vec2(0.,0.);\nfor (int i=0; i<7; i++)\n{\n\nvec4 texel=texture2D(textureSampler,start+texelOffset);\nbaseColor.a+=texel.a*weights[i];\n\nfloat luminance=getLuminance(baseColor.rgb);\nfloat luminanceTexel=getLuminance(texel.rgb);\nfloat choice=step(luminanceTexel,luminance);\nbaseColor.rgb=choice*baseColor.rgb+(1.0-choice)*texel.rgb;\ntexelOffset+=texelStep;\n}\ngl_FragColor=baseColor;\n}","glowMapGenerationPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform sampler2D emissiveSampler;\n#endif\nuniform vec4 color;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUVDiffuse).a<0.4)\ndiscard;\n#endif\n#ifdef EMISSIVE\ngl_FragColor=texture2D(emissiveSampler,vUVEmissive)*color;\n#else\ngl_FragColor=color;\n#endif\n}","glowMapGenerationVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nvarying vec4 vPosition;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform mat4 diffuseMatrix;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform mat4 emissiveMatrix;\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#ifdef CUBEMAP\nvPosition=finalWorld*vec4(positionUpdated,1.0);\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#else\nvPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\ngl_Position=vPosition;\n#endif\n#ifdef ALPHATEST\n#ifdef DIFFUSEUV1\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef DIFFUSEUV2\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#ifdef EMISSIVE\n#ifdef EMISSIVEUV1\nvUVEmissive=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef EMISSIVEUV2\nvUVEmissive=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","glowMapMergePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#ifdef EMISSIVE\nuniform sampler2D textureSampler2;\n#endif\n\nuniform float offset;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef EMISSIVE\nbaseColor+=texture2D(textureSampler2,vUV);\nbaseColor*=offset;\n#else\nbaseColor.a=abs(offset-baseColor.a);\n#ifdef STROKE\nfloat alpha=smoothstep(.0,.1,baseColor.a);\nbaseColor.a=alpha;\nbaseColor.rgb=baseColor.rgb*alpha;\n#endif\n#endif\ngl_FragColor=baseColor;\n}","glowMapMergeVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","lineVertexShader":"\nattribute vec3 position;\nattribute vec4 normal;\n\nuniform mat4 worldViewProjection;\nuniform float width;\nuniform float aspectRatio;\nvoid main(void) {\nvec4 viewPosition=worldViewProjection*vec4(position,1.0);\nvec4 viewPositionNext=worldViewProjection*vec4(normal.xyz,1.0);\nvec2 currentScreen=viewPosition.xy/viewPosition.w;\nvec2 nextScreen=viewPositionNext.xy/viewPositionNext.w;\ncurrentScreen.x*=aspectRatio;\nnextScreen.x*=aspectRatio;\nvec2 dir=normalize(nextScreen-currentScreen);\nvec2 normalDir=vec2(-dir.y,dir.x);\nnormalDir*=width/2.0;\nnormalDir.x/=aspectRatio;\nvec4 offset=vec4(normalDir*normal.w,0.0,0.0);\ngl_Position=viewPosition+offset;\n}","linePixelShader":"uniform vec4 color;\nvoid main(void) {\ngl_FragColor=color;\n}","outlineVertexShader":"\nattribute vec3 position;\nattribute vec3 normal;\n#include<bonesDeclaration>\n\nuniform float offset;\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#include<logDepthDeclaration>\nvoid main(void)\n{\nvec3 offsetPosition=position+normal*offset;\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(offsetPosition,1.0);\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#include<logDepthVertex>\n}\n","outlinePixelShader":"#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform vec4 color;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#include<logDepthFragment>\ngl_FragColor=color;\n}","layerVertexShader":"\nattribute vec2 position;\n\nuniform vec2 scale;\nuniform vec2 offset;\nuniform mat4 textureMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvec2 shiftedPosition=position*scale+offset;\nvUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));\ngl_Position=vec4(shiftedPosition,0.0,1.0);\n}","layerPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=baseColor*color;\n}","backgroundVertexShader":"precision highp float;\n#include<__decl__backgroundVertex>\n#include<helperFunctions>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2; \n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\nvoid main(void) {\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(position,1.0)).xyz;\n#else\nvPositionUVW=position;\n#endif\n#endif \n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normal);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));\n#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nmat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));\nvec3 segment=mix(vDirectionW,screenToWorld*vec3(0.0,0.0,1.0),abs(fFovMultiplier-1.0));\nif (fFovMultiplier<=1.0) {\nvDirectionW=normalize(segment);\n} else {\nvDirectionW=normalize(vDirectionW+(vDirectionW-segment));\n}\n#endif\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif \n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0 \nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n","backgroundPixelShader":"#ifdef TEXTURELODSUPPORT\n#extension GL_EXT_shader_texture_lod : enable\n#endif\nprecision highp float;\n#include<__decl__backgroundFragment>\n#define RECIPROCAL_PI2 0.15915494\n\nuniform vec3 vEyePosition;\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2; \n#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include<imageProcessingDeclaration>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<helperFunctions>\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<imageProcessingFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\n\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow(clamp(1.0-VdotN,0.,1.),5.0);\n}\n#endif\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(0.0,1.0,0.0);\n#endif\n\nfloat shadow=1.;\nfloat globalShadow=0.;\nfloat shadowLightCount=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\n#else\nglobalShadow=1.0;\n#endif\n\nvec4 reflectionColor=vec4(1.,1.,1.,1.);\n#ifdef REFLECTION\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#ifdef REFLECTIONBLUR\nfloat reflectionLOD=vReflectionInfos.y;\n#ifdef TEXTURELODSUPPORT\n\nreflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\nreflectionColor=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#else\nfloat lodReflectionNormalized=clamp(reflectionLOD,0.,1.);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 reflectionSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nreflectionColor=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nreflectionSpecularMid,\nlodReflectionNormalizedDoubled\n);\n} else {\nreflectionColor=mix(\nreflectionSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#else\nvec4 reflectionSample=sampleReflection(reflectionSampler,reflectionCoords);\nreflectionColor=reflectionSample;\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef GAMMAREFLECTION\nreflectionColor.rgb=toLinearSpace(reflectionColor.rgb);\n#endif\n#ifdef REFLECTIONBGR\nreflectionColor.rgb=reflectionColor.bgr;\n#endif\n\nreflectionColor.rgb*=vReflectionInfos.x;\n#endif\n\nvec3 diffuseColor=vec3(1.,1.,1.);\nfloat finalAlpha=alpha;\n#ifdef DIFFUSE\nvec4 diffuseMap=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef GAMMADIFFUSE\ndiffuseMap.rgb=toLinearSpace(diffuseMap.rgb);\n#endif\n\ndiffuseMap.rgb*=vDiffuseInfos.y;\n#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\n#endif\ndiffuseColor=diffuseMap.rgb;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 colorBase=diffuseColor;\n#else\nvec3 colorBase=reflectionColor.rgb*diffuseColor;\n#endif\ncolorBase=max(colorBase,0.0);\n\n#ifdef USERGBCOLOR\nvec3 finalColor=colorBase;\n#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvec3 mainColor=mix(vPrimaryColorShadow.rgb,vPrimaryColor.rgb,colorBase);\n#else\nvec3 mainColor=vPrimaryColor.rgb;\n#endif\nvec3 finalColor=colorBase*mainColor;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 reflectionAmount=vReflectionControl.xxx;\nvec3 reflectionReflectance0=vReflectionControl.yyy;\nvec3 reflectionReflectance90=vReflectionControl.zzz;\nfloat VdotN=dot(normalize(vEyePosition),normalW);\nvec3 planarReflectionFresnel=fresnelSchlickEnvironmentGGX(clamp(VdotN,0.0,1.0),reflectionReflectance0,reflectionReflectance90,1.0);\nreflectionAmount*=planarReflectionFresnel;\n#ifdef REFLECTIONFALLOFF\nfloat reflectionDistanceFalloff=1.0-clamp(length(vPositionW.xyz-vBackgroundCenter)*vReflectionControl.w,0.0,1.0);\nreflectionDistanceFalloff*=reflectionDistanceFalloff;\nreflectionAmount*=reflectionDistanceFalloff;\n#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,clamp(reflectionAmount,0.,1.));\n#endif\n#ifdef OPACITYFRESNEL\nfloat viewAngleToFloor=dot(normalW,normalize(vEyePosition-vBackgroundCenter));\n\nconst float startAngle=0.1;\nfloat fadeFactor=clamp(viewAngleToFloor/startAngle,0.0,1.0);\nfinalAlpha*=fadeFactor*fadeFactor;\n#endif\n\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*shadowLevel,finalColor,globalShadow);\n#endif\n\nvec4 color=vec4(finalColor,finalAlpha);\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\ncolor.rgb=clamp(color.rgb,0.,30.0);\n#else\n\ncolor=applyImageProcessing(color);\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#ifdef NOISE\ncolor.rgb+=dither(vPositionW.xy,0.5);\ncolor=max(color,0.0);\n#endif\ngl_FragColor=color;\n}\n","noisePixelShader":"\n\nuniform float brightness;\nuniform float persistence;\nuniform float timeScale;\n\nvarying vec2 vUV;\n\nvec2 hash22(vec2 p)\n{\np=p*mat2(127.1,311.7,269.5,183.3);\np=-1.0+2.0*fract(sin(p)*43758.5453123);\nreturn sin(p*6.283+timeScale);\n}\nfloat interpolationNoise(vec2 p)\n{\nvec2 pi=floor(p);\nvec2 pf=p-pi;\nvec2 w=pf*pf*(3.-2.*pf);\nfloat f00=dot(hash22(pi+vec2(.0,.0)),pf-vec2(.0,.0));\nfloat f01=dot(hash22(pi+vec2(.0,1.)),pf-vec2(.0,1.));\nfloat f10=dot(hash22(pi+vec2(1.0,0.)),pf-vec2(1.0,0.));\nfloat f11=dot(hash22(pi+vec2(1.0,1.)),pf-vec2(1.0,1.));\nfloat xm1=mix(f00,f10,w.x);\nfloat xm2=mix(f01,f11,w.x);\nfloat ym=mix(xm1,xm2,w.y); \nreturn ym;\n}\nfloat perlinNoise2D(float x,float y)\n{\nfloat sum=0.0;\nfloat frequency=0.0;\nfloat amplitude=0.0;\nfor(int i=0; i<OCTAVES; i++)\n{\nfrequency=pow(2.0,float(i));\namplitude=pow(persistence,float(i));\nsum=sum+interpolationNoise(vec2(x*frequency,y*frequency))*amplitude;\n}\nreturn sum;\n}\n\nvoid main(void)\n{\nfloat x=abs(vUV.x);\nfloat y=abs(vUV.y);\nfloat noise=brightness+(1.0-brightness)*perlinNoise2D(x,y);\ngl_FragColor=vec4(noise,noise,noise,1.0);\n}\n"};
  119479. 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};"};